In the previous chapter, we took a break from working on our game’s main narrative. In this chapter, we’re going to extend that break some more! Sidequests serve a similar purpose as minigames, in that they allow the player to walk off the beaten path and receive rewards for things that do not directly advance the narrative. I would loosely classify sidequests into two major categories.

  1. Permanent. These sidequests become available at a certain point of the game and can be completed at any time before the player beats the final boss. Is the player one step away from entering the final dungeon? He or she can go kill the giant ...

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