To Race Chocobos in the Shadow of Sin

A great distraction.

A great distraction.

I haven’t been watching much anime recently.  I mean to post soon about the reason why, but the basic problem is that I’m doing something cool next semester that requires me to do a lot of advance reading over the summer.

I have, however, been playing a lot of video games, mostly Oblivion and Chrono Trigger, with some Pokemon Blue thrown in.  Given that I’m playing an Elder Scrolls game, my mind’s been on side quests a lot.  If you don’t know, all the Elder Scroll games are famous for having more sidequests than storyline – it’s not a sandbox game, but a game with a similar mindset, that you can go live in the world as an adventurer of sorts.  You can enter the Mage’s Guild and work your way up the ranks or become an assassin (or, as thekittymeister has decided – to my wholehearted approval – to become the world’s greatest thief, in the grand tradition of Lupin III and Garrett).  Everything’s a quest, from the rare plant behind the guild house to the missing artist in the little village a day’s ride from the capital.  It’s good times.  But given the contrast in the games I’m playing, it got me thinking.

As you already know, I watched my GF play Earthbound recently.  In addition, I’m playing Final Fantasy XII, Oblivion, Chrono Trigger, Pokemon, and am in the middle of a playthrough (with the GF) of Final Fantasy VIII, inspired by Spoony’s review of the same.  So I’ve been messing around with a lot of RPGs recently.  Nearly all these games have sidequests.

When I think of sidequests I actually still think of The Legend of Zelda; specifically, I think of Ocarina of Time.  That Biggoron sword is still one of my favorite sidequest items.  Even though it wasn’t really practical and didn’t do me a whole lot of good, I loved that thing.  It was huge, man, huge!  I had to roll across half of Hyrule, because I could never get up on my horse quickly enough to get those ingredients to the old lady in Kakariko.  That would be one of the first games I ever played with sidequests, I believe.  I didn’t actually get to play many games until the Playstation/N64 era, and even then I got a lot of them late.  I played FF8 before 7, and finished 7 just as 9 was coming out.

Sidequests serve a lot of different purposes.  I’ve been asking this afternoon on Twitter and Facebook about sidequests, and the (admittedly small, you guys should have gotten on the ball) consensus is that sometimes they’re padding and sometimes they’re great opportunities to develop a character.  Granted – it always comes down to how good the game is, in its writing and its gameplay.

But Oblivion continues to stick out.  Its sidequests aren’t bad (or I don’t think so), but they don’t really develop a character, as the character in an Elder Scrolls game is basically you – there aren’t any dialogue trees where you can choose how you respond.  I guess there are a few, but they don’t ever appear to have a huge effect on things.  There’s a fame/infamy score adding up in the background, but I have to dig into several menus to see what’s going on, it doesn’t throw the results in your face.

So what are the sidequests doing in Oblivion?  What do they do in general, given that they don’t always develop character?  I didn’t learn anything about Cloud by raising chocobos, and all I know about Tidus, given his chocobo racing, is that I’m terrible at catching balloons.

For the most part sidequests don’t actually teach us anything about the character(s). If they did, we’d have to do them, because we need to know as much about the character as we can. Sometimes they can tell us stuff about the setting, though sometimes it’s not what the developers want – for instance, what do we learn when we leave Sin’s insides to go race chocobos? At the very least we learn people will continue running frivolous games underneath the apocalypse. Also, we learn that said people will withhold valuable quest items (Tidus’s crest, remember, is what you get if you get that chocobo in in less than 0.0 seconds), in the face of destruction, until you jump through their hoop.  Oops.

Of course, games are only now getting so they can contextualize. Oblivion changes what’s going on depending on what’s happening in the world, but only to some extent. For instance, the Mage’s Guild missions focus on a story that could actually be the A story of a game; you have to save the guild and the world from a dark necromancer returned from the grave to wreak vengeance. And no one notices outside the guild. I suppose the gag is that it all happens behind the scenes, but still, it’s a little odd. I just saved the world, and outside the guild hall I’m still just a “citizen.” Indeed, I went back to a Mage’s Guild to do a Fighter’s Guild mission, and the person I was technically boss of ordered me around like a moron, because my quest switched her dialogue to “talking to Fighter’s Guild dope.”

Despite all that, the potential seems to be there for context-sensitive worlds.

And anyway, that still doesn’t illustrate why some of us bother with sidequests. Certainly if we love a game we’ll try to milk every drop of actual play from it, but sometimes we do sidequests in games that are, at best, OK.

I suspect it’s this: we choose to do sidequests. They are entirely optional. In a medium defined by our input on the system, sidequests represent the ultimate expression of our input (outside a sandbox game; more on that in just a bit). A sidequest is, by definition, something that happens outside the parameters of the game itself. It may even take you to places where no storyline stuff ever happens (the Deep Sea research facility in FF8, for instance). We do the story because we’re following it, but we do the sidequest because we’re following nothing but our own will.

There is always the truth that someone has been there before you, when you play a game. On a practical level, you probably just weren’t the first person to beat it. But deeper still, you always know a programmer did this stuff, and a tester somewhere did what you’re doing. Even the sidequests aren’t actually new. But that’s not the point. You are entirely free to ignore the sidequest. You don’t actually need Cloud in FF: Tactics, not at all. But any accomplishment that happens within the sidequest is your accomplishment. The game is built for you to beat it, as is the sidequest, but if you choose to do the sidequest, your victory is contingent on your choice. You wouldn’t have succeeded if you didn’t start. That, I think, might be what makes sidequests somehow different than the story they’re appended to – they’re up to you. You exert your influence on the world.

Sandbox games could have made the sidequest obsolete. I don’t believe that, but a lot of what I’m saying we get out of sidequests appears to be delivered, and more fluently, by sandbox games. But most sandbox games, by their nature, can’t have you succeed. Again, that’s changing as programming develops and systems get beefier, but in GTA I can’t actually change anything in the city. San Andreas allowed the player to take territory, but if you steal that plane and slam it into a building and escape to save? Nothing will have changed. You did nothing. You had fun (God knows I don’t want to knock random acts in GTA; I especially like to see how extravagantly I can wreck a car). But you didn’t alter anything, you didn’t achieve a victory, as a sidequest will allow you to.

Also, a sidequest usually appears in a more linear game. Can you have sidequests in a game that doesn’t insist on its own narrative? Everything’s to the side, isn’t it? But if you’re playing a game that’s essentially linear (and the strong narrative of any rpg makes it linear to some degree), then the sidequest is a valve, a way for you to escape that linearity while still playing the game. It’s no longer true that the only way to beat the system is not to play: you could just breed a gold chocobo.

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2 Comments

  1. I think the term “sidequest” is a little broad in the way you use it here. In the very narrow, and I think colloquial sense, a sidequest is a task given to you and often jotted down somewhere – there’s specific conditions to achieve for the sidequest to be completed. Stuff like chocobo racing or FFVIII’s Triple Triad I feel falls more into the genre of the “mini-game”: sub-games with their own set of rules and controls that can be repeated for fun. And finally there are “exploration areas”, similar to the hundreds of non-quest associated locations in Oblivion or in GTA, where there is no set condition at all for “completion”: just an area to explore.

    I suspect part of the reason that sidequests are still around is that they provide structure to the game environment, and have been around so long that people are used to them. People of course play games for different reasons, but I’m struck by the fact that many game-players I know generally do not mind the imposition of linearity – to them it’s preferable to have tasks spelled out in bullet point format: kill X monsters, then speak to person Y, and collect reward Z. It’s certainly very different from the earlier generation of adventure and role-playing, where any mapping done was done off the computer with a pencil and graph paper, and quests generally consisted of very vague clues and hints about where to go next.

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  2. Parallax

     /  8 July 2010

    You have to be careful playing Oblivion, I’ve been told that if you follow the main story before you do other things you will accidentally end the game. Although, to be fair, I suppose Fallout 3 is the same way but at least some of those side quests are more interesting. Then again, they are the same game with different skins to a degree.

    You say you’ve been working on Chrono Trigger, talk to me when you get the hardcore ending where you beat the game with just Crono and Marle at the very start of the game. If you’re still looking for other great SNES games, I maintain a list of the very best, Chrono Trigger is high on it, FF6 is, Super Mario RPG, Super Metroid and, shockingly, Super Mario World. Earthbound I got through once and enjoyed it but it’s hard to get back into after you’ve done it once.

    I would further argue that sidequests aren’t just in linear games, but it kind of boils down to how you define the linear function of the game. I would say that Oblivion and Fallout 3 are pretty close to sandbox, in that you’re free to wander off and do whatever you want, but the earlier entries in Fallout give a very distinct idea of what a sandbox is. You can literally go anywhere as soon as the game starts and do almost anything and pursue any goal you want to within the game’s limits, including lots and lots of side quests.

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