RECAP: Thanks, Cassius
Day breaks. Estelle
and Joshua bid farewell to Cassius at the Rolent Airport. Then the two head
back to the guild to complete their father’s domestic assignments. Aina decides
that it would be best if the two handled the easiest assignments first, so she
tells the two about crop shortages in a farm to the west of Rolent. Joshua and
Estelle personally know the client for the quest, a girl named Tio, and head
out immediately. At the farm, they rendezvous with Tio and she and her father
tell them that a group of fat cat-like monsters have been eating crops in the
night. They thus resolve to wait until dark falls before they begin their
investigation. That night, Tio and Estelle have a brief chat about Joshua being
popular among children and women. Estelle doesn’t wholly understand the subtext
of the conversation. Joshua then alerts them that it is time to being searching
for the monsters. After scouring the farm, the two find, incapacitate, and apprehend
the culprits: three skittish fat cats.
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| A little bit of philosophy for your troubles |
Estelle and Joshua
take the cats to Tio and the farmers as proof of their success. Estelle
convinces the group not to kill the monsters and let them go free. Joshua
vocally disagrees and the two talk about it before heading back to Rolent in
the morning. They report their success to the guild. Aina gives them a small
lecture on the flexibility they have in completing their assignments and the
importance of exercising that flexibility with caution. She then gives the two
bracers their next assignment, telling them to visit the mayor. The two elect to
complete some of the other requests around town first (sidequests) before continuing
Cassius’ guild work. And after completing all of their other guild work, Joshua
and Estelle visit the mayor’s residence and learn that they need to visit the
Malga mines to pick up a valuable Septium ore.
I Got 99 Problems But a Quest Ain’t One
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| Wow, Estelle's notes are surprisingly legible! |
Since I spent most of this session fighting monsters and doing
sidequests, I figured that this would be a good time to praise talk about
the game’s excellent sidequest design.
First and foremost, every sidequest is wholly unique and involves a
full-fledged quest. You have to pick up the request from the quest board, find
the client (who actually writes down their location in the quest description,
instead of having a marker automatically materialize on the mini-map), talk to the client *gasp*, complete the quest, usually involving a decision of some kind, return to the client, then report to
guild for your reward. Though, you may have to perform a similar task (retrieve an item, defeat
a certain monster, etc.), each quest involves completely unique dialogue with
all actors involved, and the NPC dialogue will change with respect to you completing
their quests. And to put the icing on the cake, the game makes use of the Bracer
journal introduced through the plot to allow players to review their progress
should they forget their objective.
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| These quests ain't playing |
For once in a very long
time, I’m viewing the sidequests as part of the main quest instead of vehicle to gain
better loot. Oh and if potential quest chains, vignettes, and plot consistency
wasn’t enough of a reason to engage in sidequests, they can also be feasibly
completed without a guide. How? By either possessing an objective so specific
that you can’t forget it, or through directed reverse psychology.
Similar to the NPCs of Final
Fantasy VI, quest clients and other NPCs will provide information on where to find valuables, by
telling you not to look there.
Amusingly, this technique simultaneously helps characterize the NPCs as opposed
to simply guiding the player.
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| Obviously, you're a proud little liar |
I also speculate that some of these quests are actually
connected to quest-lines, based on the ambiguous way in which they end. The one
on the left, for instance involved me retrieving a quartz fragment for a boy named
Charles. After finding retrieving the fragment, Charles appeared to want to use
it for some project in the future. If so, that’s a very interesting way to
incentivize completing sidequests, as it gives players a subtle reminder to
periodically check in with the NPC(s).
On the same note, somehow the developers managed to give every NPC thus far new dialogue when you
revisit them after completing a quest. It’s a HUGE undertaking that will likely
go unnoticed by many players. But for those who do notice, it makes a massive difference in creating a world
that feels dynamic.
5 hours in; so far so good. Nothing about this game has even
raised an eyebrow. To take us out, here’s some more wonderful empty chest
text. See ya next Monday!
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| Nietzsche would be proud. |
NOTE: Sorry about the borders in the screen caps. I'll see if I can make them disappear in the future.
NEXT ENTRY: #3 So Much, So Fast, So Good...
NEXT ENTRY: #3 So Much, So Fast, So Good...





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