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Annoying Game Mechanics – Subquests

Annoying Game Mechanics are those that just make you groan when you see them in a game. You’ve seen them at their best but you’ve also seen them at their worst. You can’t love them but you can’t hate them either, but you can definitely be annoyed!

This week the mechanic I’m having an issue with is Subquests!

Secondary objectives, side-quests and contracts, call them what you want. Subquests are optional tasks you can do as well as fulfilling your main story objectives, for profit and or ‘physical’ rewards, be it money or items. Subquests are there to expand the game-time, to add more to the campaign content, to explore some hidden side of the world—one you would never go to in the main story—or know more about certain characters or cultures. Subquests may present additional challenges, sometimes greater than the main story’s, or they might introduce a secondary play-mode, something new and refreshing to break up the monotony, or just a one-off minigame.

But Subquests are dependent on rewards. You are following the main story because you need to, but nothing forces you to pursue secondary objectives. You need proper incentives, something to make the trek and the challenges worthwhile. And that is where the annoyance lies, where the mechanic can be a good one or just insultingly bad. The good ones will offer substantial and/or significant rewards for your efforts, making you feel as if it’s a part of the game as important as the main campaign is. The bad ones will offer minimal rewards and often leave you dissatisfied with their conclusion and what you got out of them. This last bit is in both content, the story resolution of the secondary objective, and the reward.

The staple of an annoying mechanic is that it’s seen both good and bad days. The following are some of the best and most disappointing uses:

Good:

Bad:

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