Every video game ever made can easily be summed as an exercise in carrying out repetitive tasks that you happen to find enjoyable. Which might explain my Destiny addiction. Side-quests within games, are the very pinnacle of this idea, as they’re either variations of fetch or kill-quests.
It’s a part of the gaming landscape, that is most likely here to stay until the Sun finally swallows this doomed planet of ours. But Deus Ex: Mankind Divided, doesn’t want to have such side-quest content when it releases.
“I hate ‘side-quests’ and ‘side-missions’ as a term,”Eidos Montreal gameplay director Patrick Fortier said to GamesRadar, “because I love them so much in gameplay, and I feel it belittles what they actually are”.
I think the philosophy here was not have a tremendous amount of them – we invested in deeper stuff, and twists in terms of the gameplay.
“You can tell that there’s less of a system behind them,” executive art director Jonathan Jacques-Belletête said. “We don’t just have 53 variations of fetching an object.” And that’s an idea which Eidos Montreal wants to use to keep the momentum going in the next Deus Ex.
Side-quests will now be tied further into the main mission structure of Deus Ex: Mankind Divided, with executive narrative director Mary DeMarle saying that they will have an actual impact on your progress through the main campaign. “Adam Jensen is on a very important mission,” DeMarle said.
So anything that’s going to pull him away from that has to have weight. It has to be something so important personally that it’ll pull him aside, or something that will reflect the themes of the game in a different way or maybe shed light on some of the factions in the game that you can’t get from the critical path.
Hell, you don’t even even have to finish a side-quest for it to have some bearing on the story. Because these missions are now design with a play-as-you-go mentality.
“Let’s say a side mission is a hundred page script,” DeMarle said.
When I play it I get ten minutes of it because I decided that’s all I want. You on the other hand are like ‘Wait a minute, that’s intriguing, I want to follow up on that’, and you end up meeting new characters and have other things happen as a result.
The key thing for me I think is the effect can be big or small. The fact that we offer both means that you’re never quite sure as a player, and I kind of like that.
It keeps people on the edge, keeps them guessing, so you have to make sure that you’re comfortable with your line of action before you do it.
Big talk, but intriguing talk nonetheless. Side-quests to me, are usually nothing more than experience point boosters. But the idea of side-quests which properly impact on my character and the world around me? I totally asked for that.
Last Updated: October 9, 2015