gdd:content:missions:notes

Side Mission Creation Notes


Make the quest-givers interesting: Non-player characters (NPCs) shouldn’t just exist to hand out quests. Add dimension to these players by giving them a small amount of backstory that makes the player want to help them.
Add depth to the game’s world: Certain side quests may be for enhancing player gear or gathering resources but take that opportunity to teach the player something about the game world. Can water only be accessed from a particular location? Is there a certain type of dangerous enemy that hangs out close to a village? Giving your side quests a multilayered purpose makes them feel more meaningful and valuable to the story.
Offer satisfying rewards: Game players will want to go out of their way to complete a side quest—if it’s worth it. Avoid dragging players around the game world for measly bounty or minuscule experience points. Players need incentives to continue exploration. Each of your side quests should either teach or give the player something of value, and make it worth deviating from the main story itself.
Get creative: Depending on your game’s style, you can offer a variety of side missions like delivery quests, escort missions, mini-games, battles, new area discovery, or item collecting for crafting. Give the gamer plenty of side quest types so it feels diverse and compelling, rather than repetitive.
Practice moderation: Some games are notorious for having endless side quest chains that can extend the length of the main quest, or requiring a completed playthrough of the main game to complete. Side quests are a part of many iconic games and can be fun for collectors and completionists, but it is best to avoid loading up your game with too many, as they can start to feel unsatisfying or overwhelming. Many role-playing games (RPGs) are guilty of using “fetch quests” (pointless item gathering) to keep a player busy. Tedious side quests—like ones that require intense leveling, constant backtracking, or lengthy travel—can also distract the player from the main plotline for too long, which can cause them to lose interest in the premise overall.