While on vacation this past week, I had a chance to put in a few rounds of Betrayal at House on the Hill. It is an ostensibly cooperative board game that consists of exploring a haunted house by laying down tiles, rolling some dice, and then attempting to survive once the Haunt starts. Once the Haunt is triggered, usually one of the players becomes a traitor working for the monsters that show up, and thus it quickly becomes 1v3 or worse.
The game was fun for the three rounds we played it, but by the third game, I started seeing the cracks in the design.
Exploring rooms will usually cause an Item, Event, or Omen card to be pulled. Items are pretty much universally good and are a hot commodity. Events are usually bad or otherwise risky – most require you to succeed on a roll to gain stats, or you otherwise lose stats. Omen cards are usually the equivalent of good Items, but once an Omen is pulled, that person has to make a Haunt roll that surpasses the number of active Omens, else the Haunting starts. In the three games we played, the Haunt pretty much consistently occurred after the sixth Omen.
The cracks mostly show once people realize that optimization is the answer. Some of the rooms, for example, allow you to increase a stat (Might, Speed, etc) by +1 if you end your turn there. Now, the rulebook states it only works once per game, but the FAQ (PDF) makes it clear that it happens once per game per player. In other words, the moment one of these rooms open up, the optimum strategy is for everyone to stop what they are doing and go get that stat increase. Free stats are free. Considering that the Haunt can only start when an Omen card is pulled, and no Omen cards can get pulled if no new rooms are being explored, there is zero reason not to perform that strategy.
Another example is the Vault room. A player needs to roll a Knowledge check and get a result of 6+ to open the Vault and snag two Items. Rolling a 6 would be exceedingly unlikely for someone with Knowledge 3, because the dice only have 0, 1, and 2 printed on them. But, again, there is zero danger pre-Haunt as long as no one is actively exploring new rooms. It costs nobody anything let one person roll three dice until a total of six appears. Granted, there are other players with higher starting Knowledge totals who can make the roll faster, but the bottom line is that the preferred result is inevitable.
Once I realized all this, the game become significantly less fun. We didn’t do the “everyone get your +1 Sanity” trick the first two times we played, because we really didn’t know better. The third time we did. And that room might as well said “everyone gets +1 whatever” because we basically cycled through everyone’s turn 2-3 times in ten seconds to make sure people with slower Speed scores could travel there. While we didn’t quite make the Vault an auto-open situation, we could have done that too.
Another example: some rooms force you to make a Might/etc check to leave without taking damage. The FAQ points out that if you fail the roll, you can choose to not leave the room and avoid the damage. Ergo, the optimal strategy is to not leave until you win the roll, and for no one to explore any rooms until you do.
Noticing a pattern yet?
The optimal strategy makes the game less about interesting decisions, and more about whether your friends are willing to play the “right” way. This becomes especially evident once the Haunt actually starts, considering the Traitor/monsters are way more dangerous than most of the other players by default. Since the Traitor/monsters get a turn to try and kill you, suddenly turns become a precious commodity. It’s less about options and more about “we need to win this roll or be turned into a toad.” What ends up being even worse is the fact that the Haunt is pretty much over – win or lose – within like 2-3 full turns. Yeah, sometimes it takes several turns to successfully research X, or tear apart a room for Y, but you either have a strategy/house layout that gives you breathing room or you are dead.
All in all, I found Betrayal at the House on the Hill to be relatively fun for a while. It honestly reminded me of a sort of Arkham Horror-lite, in fact. But having played Arkham before, I immediately recognized how much of a difference it makes to be time-limited. There are still optimal decisions to be made in closing portals or otherwise holding back the eldritch beings, but at least the gambling in Arkham has teeth. Sometimes literally.
Forgot to mention it, but I’m on vacation this week.
Which is a real shame, because not only is the WiFi sketchy down here, but there are so many people wrong on the internet. There may have been a brief moment in my life where being “unplugged” was relaxing, but that moment is long gone. I would much rather be having a staycation, playing (and enjoying! (so far)) FF14 as an Archer, preparing for GW2’s free weekend expansion event, and whatever I felt like booting up in Steam. Alas, I must wile away my hours doing things like swimming in the ocean, eating out, and socializing.
Please send your prayers and well-wishes my way.
The new expansion for Guild Wars 2 was recently announced as Path of Fire. Clocking in at $30 out of the gate, it is significantly cheaper than the prior expansion, Heart of Thorns. This is good news.
What is less good is the fact that Path of Fire does NOT come with Heart of Thorns.
Q: Is Heart of Thorns included for free when I buy Path of Fire?
A: No. As we said when we announced Heart of Thorns, we always want to give you the option to purchase both expansions for a single price. With the purchase of any edition of Path of Fire, you can add in Heart of Thorns during checkout and purchase both expansions together for less than the combined prices of the expansions. If you already own Heart of Thorns or only want to play Path of Fire, you can purchase Path of Fire separately. (source)
This is an especially brow-raising turn of events considering ArenaNet’s official stance two years ago (emphasis added):
Business Model Clarification
We want to be clear about our business model for future expansions now that we are approaching our first paid expansion for Guild Wars 2. We believe that to keep the game dynamic and vibrant with a constantly growing community, it should be as easy as possible for new players to get into Guild Wars 2. For Guild Wars 2: Heart of Thorns, we didn’t want the core game’s price to be a factor in a new player’s decision to begin playing Guild Wars 2. In the future, if we release further Guild Wars 2 expansions, we plan to offer all of the prior expansions, the core game, and the latest expansion for one single purchase price. (source)
Business models change, and there has been plenty of turnover in the ArenaNet side of things since 2015. But this explanation of things reeks of sleaze. “Core game + all expansions for a single purchase price” does not parse out into “add another $20 to get HoT and the total $50 amount counts as a single purchase price,” but that is what the Community Managers are spinning it into.
As if things were not bizarre enough, ArenaNet is also making it clear that you don’t actually have to buy HoT to play the new expansion. There is a whole list of things that will work and not work:
Q: Do I need to own Guild Wars 2: Heart of Thorns™ in order to play Path of Fire?
Owning Heart of Thorns isn’t required to access Path of Fire content. However, some content is exclusive to Heart of Thorns.
- You must purchase Heart of Thorns to unlock and use the gliding mastery, as well as all other masteries introduced in and exclusive to that expansion. You will be able to complete all of the content in Path of Fire without the use of any Heart of Thorns-exclusive masteries.
- You must purchase Heart of Thorns to unlock and use the 9 elite specializations introduced with that expansion.
- Path of Fire includes access to the revenant profession, but not the Herald elite specialization. If you only own Path of Fire, you will be able to create a revenant character and unlock the Renegade elite specialization.
- You must purchase Heart of Thorns to claim the new guild hall released in Path of Fire, and access the Scribe crafting discipline to fully upgrade your guild hall.
So, basically, if you want gliding or to access one of the 9 elite specs, fork over $20. Well, and I suppose all of the HoT maps (etc) are worth something.
This entire scenario puts me in a mental bind. Up to this point, I had been holding off on buying HoT because I was under the impression that it would be included with the new expansion. I had not been playing GW2 in general very much lately, mostly due to the fact that it was made clear that the Elite specializations that had been released were strictly better than the majority of your other options (as is often the case with new “classes”). GW2 basically only has a fashion endgame so it shouldn’t really matter, but it is hard to get excited about playing a game in which you are limited to objectively worse options. And nevermind that actually purchasing HoT would not give me access to the Living Story episodes I missed, so there is objectively less content available to me anyway.
With Path of Flame releasing in 1.5 months though, I anticipate the new Elite specs to be more powerful than the older Elite specs – designers are simply too incentivised to make shit OP at first. Lack of Gliding will suck, but I never actually had it to begin with, and the designers are promising that it won’t be required for anything in the new expansion anyway. And, hey, some of those mounts seem to be gliding already. So… what’s left? The maps, of course. Masteries that are being promised won’t be required for anything. And… that’s it?
For the people actually playing GW2 on a routine basis, this structure is nothing but upside: they get a new expansion for $30 instead of $50. For new players, it is also probably good, considering they get the base game plus expansion for $30 as well, and won’t really know what they missed in HoT. For anyone else like me, stuck inbetween, there really isn’t anything good about the situation. And while I could easily afford to just throw down for both expansions for “the single purchase price,” the principle of the matter is just odious enough to make me want to delay any decision.
The rise of the mobile gaming over the last couple of years has been covered rather extensively already. And up to this point, I would have argued too extensively. As a phenomenon, it is certainly interesting seeing a market emerge in real-time, but it never really seemed to impact me. The “gamer” population swelled with the ranks of people playing Candy Crush, which had little to do with any core gamers. Maybe a few well-known studios released a mobile app, whatever.
This past weekend ended up being pretty busy, but I still managed to squeeze in around 5-7 hours of gaming. And close to 100% of that time were spent in mobile games on my phone.
Granted, a few of those hours would have been dead time had I not had my phone with me. But close to half of the total was literally me sitting at my computer desk, dicking around with Clash Royale and similar “time wasters.” Part of it was undoubtedly post-game depression stemming from completing Mass Effect: Andromeda. It is always tough for me to mentally transition from 80+ hours of one title into a brand new game that promises similar hours required.
The other part, though? I am wondering whether it is due to my age that I am gravitating towards more instant gratification. Or maybe traditional game designers are getting worse at their jobs?
I spent approximately 20 minutes playing FFXIV over the weekend. I logged in, talked to some NPCs, teleported to some cities, talked some more, then had to take a minute Chocobo ride back to the main base camp to complete the quest. The main story quest, mind you. I had more fun in the 60 seconds of dead time on the Chocobo than I did in the entire 20 minutes playing overall, as I was able to boot up a mobile game, snag some rewards, and restart some locked chest timers.
Now, of course watching chests explode with goodies is a cheap, diversionary tactic at best; it is hardly fair to compare such things to the slow burn of a (supposedly) epic narrative. At the same time, those now-empty chest slots drew my eye to the 2v2 Battle button hovering just above, fat with the promise of compelling and amusing gameplay just a press away. And if I just get 6 more crowns from destroying enemy towers, I can unlock another chest with even more goodies. Hmmmmm.
Needless to say, I logged off FFXIV soon after getting off the Chocobo.
I guess what I’m getting at is the shift towards mobile is a multi-layered “problem.” There is the vapid dopamine rush from getting easy rewards, sure. There is also the front-loaded fun gameplay in quick gaming sessions. Then there is a whole class of game (MMOs) which are utterly reliant on back-loaded… everything. And it is not even that clear that such back-loaded fun is actually required to be back-loaded – that is simply how things have traditionally been done. Why doesn’t Waking Sands in FFXIV have a teleporter when just about every other town does? Is there a legit reason?
I am beginning to question everything. Opening a chest is a vapid reward. Is it more vapid than gaining levels in a traditional MMO? I am playing a Monk in FFXIV, and even after the revamped combat that came with the Stormblood expansion, I’m getting bored to tears with such a limited amount of abilities. I am stuck with limited abilities because the designers don’t want me to get all of them at the beginning because they are afraid I won’t feel rewarded enough in levels 20-60 after having received my full rotation. And they are right to be worried about that – it sounds awful.
Know what else sounds awful? Spending my time playing this game when I can play something else and be having fun right now.
Mobile gaming has not completely consumed my gaming mindspace, as evidenced by the fact that I spent 90 hours in Mass Effect just before this. But I am finding that the proverbial Fun Floor has risen dramatically over the last few months for me, more than it ever has before. Presumably, I am going to remember the twists and turns of FFXIV’s (later) story way beyond Quick Battle #4,872, and thereby justify the time investment.
But sometimes you just want to, you know, have fun when you play videogames. Right now.
Mass Effect: Andromeda was finished over the weekend.
My overall impression? Serviceable. Adequate. My /played time was about 90 hours, so it is a tad difficult to ascertain whether the characters blossomed by the mid-game or if it was a sort of Stockholm Syndrome effect. Well, I can say for sure that I immensely enjoyed Peebee and Drack’s company. Vetra too, perhaps, but she’s no Garrus. Cora can take a hike.
The combat and general environments are easily the best the series has offered. I played the entire game on Hard, which was appropriately named. It has been mentioned before, but a lot has been done to incorporate waist-high barriers into the environment in a logical manner. In fact, a sizable portion of the game have none. Which is real shame given how many enemies have beam laser effects, which effectively melt you outside of cover. Still, Hard is Hard, so it was a welcome challenge (most of the time).
The environments and the Frostbite engine in general were exquisite. I got a little tired of the theme planet trope (Desert planet! Ice planet!), but the terrain overall was varied and the organic vistas were amazing. Indeed, I can see now why such a big deal was made regarding wonky character animations given how outrageously polished the rest of the game looks – it seems so out of place.
What also felt out of place were the poorly-implemented mechanical aspects of the game. Fighting feels great. Switching abilities mid-battle feels less great. Downtime inventory management feels awful. Scanning things give you Research Points, which you then use to buy weapon blueprints, which then take resources collected from driving around to craft, which then take Augments and/or Mods you receive from fighting to improve. I’m sure it sounds like a reasonable way to tie all the player experiences together, at least on a whiteboard. In practice, you end up wasting tons of Research Points because every single gun is available from the start and you don’t know how it feels to shoot till you get one in your hands. By the mid-game though, you’ll have needed to pour all your points into upgrading a specific type of gun (e.g. Black Window) through its various iterations (e.g. III, IV, V, etc) to maintain combat effectiveness. So… either settle on something early, making the multiple pages of menus irrelevant, or try all the things and always wonder whether a specific gun sucks, or if it would have been good at max rank.
I played a little bit of the Andromeda multiplayer, and it was… basically ME3’s multiplayer. ME3’s multiplayer was a hidden gem and significantly extended my playtime of the game well beyond the (original) poor ending. That may have been a time and a place thing though, as I had basically zero drive to continue playing Andromeda’s multiplayer, despite an objectively more refined combat system. For the uninitiated, it is a 4-player Horde game mode where one caps out at level 20, but items/weapons/character options are gated behind lockboxes. Open a Black Widow sniper rifle? Now you can take it with any character. Unlock a second one, and now you have a Black Widow Mk 2 with slightly higher stats. And so on.
So far, most of this has been high praise, so you might be wondering why the game is “serviceable” and “adequate.” It’s relatively simple: Andromeda is not better overall than any of the prior trilogy. Graphics and combat? Better. Characters, plot, themes, cohesive narratives, emotional gravity, witty one-liners? Not better. I find it extraordinarily silly to judge Andromeda “on its own merits” considering it has Mass Effect in the title. Andromeda is better than a whole lot of other single-player RPGs, yes, but better Mass Effects (overall, mind you) exist. If you had to make an exclusive choice between all the titles, I’d recommend one of those other ones instead.
And perhaps that is part of the reason why Andromeda may be the last in the series. At first, I was a bit sad, but it kinda feels like the right move now. The Mass Effect name has a lot of baggage attached and, outside of the various character races, there wasn’t exactly a whole lot tying Andromeda to it. Yes, all these people are from the Milky Way, there are various Easter Eggs and such pointing to Reapers and Shepard, and so on. But there didn’t have to be. The fact that it was tied to the franchise just made the world-building easier – no need to explain five humanoid races tooling around with each other relatively peacefully. Andromeda could have been the story of five human nations from Earth and little would have changed, narratively. Hell, the eponymous “mass effect” was uttered like twice in the whole game, always in reference to shields. Eezo sickness could have been any other miraculous plot disease.
Ultimately… I dunno. Andromeda is certainly better than any random given RPG out there. Andromeda is not better than any given Mass Effect title. It is worth experiencing, but it is not essential to experience right now. Perhaps in another couple of years when we finally get some more concrete idea as to whether Bioware is closing the Mass Effect door for good.
Everything got put on hold due to my Darkest Dungeon infatuation. Now that I might be coming out of that fugue state soon, I wanted to take stock and see where things are headed everywhere else.
Final Fantasy 14
I have officially paid for an entire month’s subscription without logging in once.
The good news on this front is that my miserly ways will allow me to get Heavensward for free should I buy Storm Blood. I haven’t actually bought anything yet though, for the very real chance that I never make it to the original endgame. For example, one of the things that happened right before I drifted away from playing was a 20+ minute DPS queue for a mandatory “dungeon” which consisted of a single boss and no trash. Mandatory. Because reasons.
Guild Wars 2
While I have not logged into GW2 for a hot minute, there was a period of a few weeks where I was logging on everyday to complete the
daily quests “achievements” for 2g and a few assorted goodies. Especially the One Free Level books every week or so. It is not as though there is particularly much to do in GW2’s fashion endgame, but it gets really boring running through the same beginning zones over and over whenever you try finding a class that is fun to play.
That said, there is supposedly another expansion coming in the Fall. And just like with FF14, buying the expansion gets you the previous expansion for free. So, no thanks ArenaNet, I’m going to pass on the recent $15 Heart of Thorns deal.
New expansion comes out in August, and it’s set in Northrend. Time will tell how the new cards affect the meta… but to an extent, it almost doesn’t matter. I never really play Hearthstone more than an hour or two at a time, maybe once or twice a week. Most of the time I find it almost as fun (if not moreso) to watch other people play on Twitch. Say what you want regarding how RNG makes skill meaningless, but goddamn does it make spectating amusing. All of the excitement and none of the salt, because the bad stuff isn’t happening to you!
As usual, I expect to spend zero real-world dollars on the expansion. Gold and Dust should be enough to hold me over, as it has in the prior few expansions.
7 Days to Die
Since I last brought it up, 7DTD has rolled over into 16/16.1 Alpha Stable release. There aren’t any major changes to anything, but this does mean that the dev team can start working on A17 and “settlements,” whatever that ends up looking like. If the devs end up adding actual NPCs into the game (rather than Traders who don’t move from their counter), that will change the gameplay rather significantly. After a while, one gets used to easily meleeing zombies to death with clubs; Bandits with firearms sniping from rooftops would be something else altogether.
Mass Effect: Andromeda
I really should go ahead and start finishing this, shouldn’t I? Just to say I did.
So it is looking more and more like the Mass Effect series is done. Latest word is that Mass Effect: Andromeda will not be getting any single-player DLC. While I do not normally care for DLC – much less story-based DLC – this is not a particularly good sign for the health of the series.
And that’s a damn shame.
Andromeda is not remotely close to being as good as any of the original trilogy titles. But… it’s not bad, either. Animations are still wonky, especially when compared to what came before. At the same time, the actual graphics and alien vistas are phenomenal. Combat too is probably the best it has ever been, in terms of cadence and action. While there are still waist-high barriers around in most areas, it certainly doesn’t feel as forced as it did in prior titles. The side crew can’t hold a candle to the OG team from the Milky Way, but perhaps they could have caught up in the next few games.
The problem seems to have been development run amok. I have seen a lot of people decry those derisive animation memes as the reason for the game’s poor reception, but few people examine why the animations were poor to begin with. Despite being in development for 5 years, the game only really coalesced a year and a half before launch. It boggles my mind that the designers were thinking a No Man’s Sky approach to Mass Effect was ever a good idea, e.g. thousand of procedurally generated random planets. This is a flagship franchise – if you want to screw around with the formula, do it with another property!
To date, I still have not completed the main story in Andromeda. As is custom, I got to a stage in which I felt like the endgame was approaching, so I quickly veered off into sidequest territory. I even completed that stupid sidequest that required 16 mineral readings from every crag of the ass end of the universe. Not because it’s fun, but because I’m cruising around with fun company. I mentioned it elsewhere, but I could listen to Peebee and Drak shoot the shit for hours. And I have.
I will be sad when it is over.
While I am a big believer in finding meaning and purpose in every action one takes, I also hate unfinished stories (Kingkiller Chronicles much?). You can certainly have fun with Andromeda, as I have thus far. But I am weary of encouraging anyone being sucked into an orphaned narrative.
I’m sure that 7 Days to Die (7DTD) is a rather niche topic of interest to most people here, much less discussion about experimental Alpha builds of an Early Access titles, but I feel like the things going on with its development are applicable more generally.
When the first Alpha 16 (A16) experimental build arrived, it was transformative. Sleeper zombies seems like a minor change, but it fundamentally changed how you interacted with buildings. Prior to A16, you knew pretty much instantly how many zombies were inside a given structure, and once you killed all of them banging on the doors trying to get out, you were free to loot the place in peace. That is no longer the case – now you must actively sweep each room, and double-tap each body on the floor to ensure it stays where it is. There are still some bugs with these Sleepers suddenly spawning right behind you, but the overall effect is that nowhere is safe until you make it so.
Then came the balance changes.
First, since the Sleeper zombie system necessarily increases the amount of zombies one faces, zombie loot was decreased across the board. This makes sense, as if prior loot rates stayed the same, you might end up getting more loot from the zombies inside a building than the building itself.
In practice though, reducing zombie loot makes fighting zombies considerably less fun, especially on Horde nights. Zombies essentially become resource drains, to be avoided if possible. Which… maybe makes sense. Games like Dying Light featured that model, with zombies that functioned as speed bumps and possible death traps, nothing else. The problem is that Dying Light also featured impenetrable home bases, whereas even a few ignored zombies in 7DTD can bring down the strongest base in time.
Another change? Resource gains were reduced significantly. Up to this point, there was a “last hit” bonus drop of resources when you finally cut down a tree or smashed a boulder. Not only were the bonus resources great, but it was also viscerally satisfying getting that last burst of stuff concurrent with destroying the object you were mining. Apparently it made the early game too easy for the devs’ tastes however, so they got rid of it. Now when you fell a tree, you get the same 2-3 pieces of wood you got from whacking it the first 30 times.
More recently, the devs have also messed around with Stamina gains and losses. Stamina has always been a bit weird in 7DTD. There are a lot of Perks that correspond with Stamina gains – from making Sprinting cost less, to making Stamina recharge faster, and everything inbetween – but none of them really felt necessary. There was even Coffee and Beer items one could craft to recharge Stamina faster, but why bother? You could get into trouble being chased by a bear after cutting down a tree, but Stamina otherwise served the purpose of preventing you from Sprinting across the map 24/7.
Now? Iron/Steel tools will pretty much instantly drain all of your Stamina. Setting aside the more realistic concern of whether a steel shovel would make digging a hole easier than a stone shovel, the change seems rather ham-fisted. Yes, by making it virtually impossible to complete any tasks without Stamina Perks, the devs have made Stamina Perks relevant. But I’m not sure any thought was spared regarding whether Stamina Perks were a good idea to begin with.
Waiting around for Stamina to recharge is boring gameplay. It is literally no gameplay. Even if the idea is for the early game to be more “dangerous” or difficult, even if the goal is to tangibly demonstrate how improved your character gets over time, this is NOT the way to do it. Having Sleeper zombies haunt every house already shoots the difficulty of the early game through the roof. Reduced Wood gain has made crafting your own base impractical for the first few in-game weeks. Making early lucky finds like an Iron Pickaxe practically pointless until well after the point at which you could create one yourself? Mind-bogglingly stupid.
Experimental builds are experimental, and all this could be reverted tomorrow. Still, it remains concerning to me that the devs are placing such a high premium on “older” ideas rather than iterating on what actually feels fun about the game currently. Half a dozen Stamina Perks do not feel fun, nor does funneling skill points into them. They seem committed to keeping them simply because they had them already, in some weird Sunk Cost Fallacy manner.
Hopefully, things will change – if not soon, then by the beta.
Syp over at Biobreak recently suggested a bold move: killing the MMO sidequest.
While I can certainly defend main story quests — such as zone/planet-wide chains or a personal story arc that goes through most of the game — side missions lack positive qualities that make them desirable. Let’s call them for what they really are: busy work. Side quests are small tasks that offer no real story, no significant reward, and only serve to pad out your quest log and allow dev teams to be able to boast ridiculously high quest tallies for patches and expansions (“200 new quests! Of which only 15 are memorable in any way!”).
Let’s think about it. If your favorite MMO one day yanked all of its side quests, leaving only factional, zone, dungeon, and overarching story arcs intact, would it really suffer for it? Would you bemoan their loss? Players are forever asking to be able to just play through the main storylines without all of these diversions down rabbit trails, so why not give it to them? Just increase XP for the main quests and work on providing other forms of much more meaningful content that can serve as a focus for players’ time.
Following the post, there were a dozen or so commenters who were in favor of the proposal. Which got me thinking… are they on to something?
Sidequests are vitally important to any MMO, or single-player RPG for that matter. Or, at least, they should be. See, one of the primary purposes of sidequests is pacing. Which is absolutely different from filler. Filler is the pointless busywork that a designer adds to pad the game’s playtime. I am all for the death of filler, which is bad pretty much by definition.
Pacing, meanwhile, is all about enhancing the main story. How do you enhance a story? By fleshing it out. Giving context to its development. Allowing breathing room in which to digest the latest narrative bombshell. Bringing the world in which the story exists to life.
For example, Lord of the Rings is a 1178-page story about [spoiler alert] destroying a magic ring. Frodo’s travails towards and around Mount Doom are the Main Story Quest (MSQ). Hell, I’ll even concede that all that business with Aragorn and Helm’s Deep and the throne of Gondor and all of those pitched battles are a part of that same MSQ, despite them being a literal distraction so that Frodo could complete the only quest that actually mattered.
Having said that, the reason why we care about Frodo destroying the ring in the first place is because of the rest of it. We care about the supporting characters, we care about the Shire, we care about the world in which these people inhabit. MSQs are good at driving action forward, but they are terrible at world-building. That is sort of by design: there is an expectation that details included in a MSQ will be relevant to the future of the MSQ, Chekhov Gun-style. You cannot have the MSQ examine the life of an average farmer toiling under the weight of an oppressive regime without expecting said farmer eventually being executed/liberated in a later chapter.
Sidequests are the mechanism by which imaginary worlds are built. Bad, filler sidequests do not tell you anything about the world other than its inability to kill ten rats. Good sidequests create minor characters and story hooks and introduce you to the world which you are trying to save… even if you are still killing ten rats to do so. The MSQ asks you to save the world, and sidequests tell you why.
Then there are the mechanical, game design aspects of sidequests. In an MMO, there is often considerably more physical world built than strictly necessary to drive the MSQ forward. Indeed, a MSQ that somehow forced you to explore every inch of every zone in sequence would feel forced and arbitrary (see: FF14). Sidequests, meanwhile, provide optional incentives to explore all four corners of the map, to face different enemy types in different areas, and so on. Well, “optional” unless the XP from sidequests are required in order to level up enough to fight in the next zone. However, again, that would be an example of bad sidequests.
About two months ago, I was less bullish on sidequests than this post. At the time, I was playing FF14, which is exceptionally bad in the boring, vapid sidequest department. In fact, FF14 is exceptionally bad in the MSQ department, with nearly everyone stating that the story really starts getting good… once you reach the original endgame. In the meantime, I suppose I’m just expected to endure these pointless, trivial tasks like flying around to the various capitals and deliver letters?
On the other hand, I have also been playing Mass Effect: Andromeda. While not as good as the original trilogy, Andromeda absolutely has engaged me in even the most repetitive of sidequests. Why? Because I like it there. I like the world Bioware has created, I like the characters and the amusing banter they get involved in. I could listen to Peebee and Drack talk about shit all day. In fact, I have, inbetween sidequests to scan minerals and other “busy work.” Work that required me to explore every corner of each planet and have an “excuse” to engage in one of the best iterations of a Mass Effect combat system yet.
If you do not care about the game world, or do not care for the combat system, then yes, there isn’t much distinguishing legit sidequests from filler. But in a well-crafted game, the sidequests shouldn’t be mandatory to begin with. In which case, there isn’t a reason to kill them; just ignore them and move on with the story.