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Sidequests and Other Distractions: The Erosion of Meaning in CRPG Quests

This recent and lengthy editorial points to the way in which quest design and execution have been handled in virtually every CRPG since the 1990s, in particular how dozens of even hundreds of side quests have caused us to neglect many games' main quests.  The article suggests that this has led to an "erosion" of meaning to the primary quests in general, and while I tend to agree, I don't think there's a great alternative without the narrative being structured around a series of progressive quests toward one end goal, therefore limiting player choice.  In any event, I've left you with a handful of paragraphs below:

And, for what it's worth, the blog is also sporting an older article that analyzes why role-playing games are so combat-focused. Food for thought, both of them.

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