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Filler Quest: These quests expand gameplay and that's basically it. These are your fetch quests, collect-a-thons, chicken-throwin' adventures, etc. The word "filler" doesn't always have great connotations, but here it simply means more of the same fun for your time and money. Filler may not (and frequently does not) fit the world they occupy, but they let you stay in that world a little longer.

The tree needs a bouquet of seashells to woo his girlfriend on their 100th anniversary, and you're the only hero alive to help!


Silly Quest: These quests are, in effect, "Ha ha, sucks to be you" quests. They exist solely to make life harder on the protagonist. Why would anyone like this type of quest? Maybe the quest itself is not that fun, but what it adds to the game is: that exclusive element of trust and danger, among other genuine feelings.

The tree is a honey trap sprung by marauders who don't care if you're a frail old lady or a 9-foot Level 99 Platinum Paladin with a 999 attack-powered Deathsword. They see something shiny, and that something shiny is you! Fortunately, you are a fighting machine and annihilate them swiftly. Unfortunately, the twist is they are method actors rehearsing for a play, and you now have to pay half of your gold to cover the legal cost for what you did to them.


Worldbuilding Quest: These quests add little or absolutely nothing to the main story, but they consolidate the world and your place in it. I am currently enjoying Yakuza 0 and this series is chock full of these quests. I particularly like the quests that function like quizzes-- while Yakuza's quests have quirky endings, they ground the world in contemporary Japan and toy with the player's knowledge of the authentic real world. In a game where you break bikes over people's heads, I wouldn't have expected to be tested so entertainingly over my (surprisingly good) knowledge of federal taxes. Yakuza's quests are immersive because they flesh out an ideal realism, a world with actual people.

The tree is an ancient being who helped battle the World-Eater in the first war, but the toll that battle took on his body has been slowly killing him over the last millennium. With his final breaths, the tree places his blind faith in you to secure the safety of the Wounded Tree Village, a community of blood-abstaining vampires who eat his bark to survive.

True Ending Quest: These quests are required to get the satisfying, really-for-real actual true ending (or at least a happy one.) In the normal ending, everyone dies, the world blows up, and your love interest rejects you. Who should've guessed ignoring that girl's lemonade stand could've produced such dire results? Time to play the entire game again and do it right this time! This type of quest can mark the difference between a meaningful plot and a standard one. Not doing anything is the same as doing something, and total apathy can have tragic consequences, just like in real life. Yaaay!

The tree is the grand wizard of time, and you need his nose branch and a lost crystal to craft the Wand of Potential. Only after you've done that and combined the power of the Seven Sages can you send the World-Eater to the death of the universe and seal him away for good.


No Quest: This tree is stupid, moving on.

Got any other ideas for quests, or don't see your favorite? Share them here! :3

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