I’m curious, what game gave this game play mechanic a bad name? Quests or missions defined as ‘fetch quests’ are quickly coined with words such as boring, repetitive or unimaginative not to mention dumb. To my knowledge, a ‘fetch quest’ is defined by a mission that requires the player to retrieve something to aid in overall progress. Seems like a pretty consistent staple in the video game universe yet its bashed on and ridiculed to the point where paring a mission off as a ‘fetch quest’ is a quick and easy way of saying, “this mission is bad”. Why is that?
What game or games are responsible for the muddying of such a harmless quest element?
Don’t get me wrong, we have all played our fair share of games that have you traversing a landscape in aid of somebodies bar of soap or some other banal object of supposed value. Worse still is when we encounter perfectly able bodied NPC’s, who are quite capable of walking a few meters in front of them to pick up a key who instead choose to glue there feet to the ground and send you off instead. The characters of Dead Island are, for the most part, useless abusers of making you fetch things for them and virtually every sandbox, open world game has its fair share of pick up exhibit A and deliver it to exhibit B. But this is just thinking off the top of my head.
I want to know the bad boy (or gang) who started this toxic game of Chinese whispers. The games that started giving getting items a bad name. I recognize the obvious flaws of the so called ‘fetch quest’ but does every ‘fetch quest’ have to be negative and branded the same way?
Just for a little context for the reasons why I wanted to discuss this is based on the review for Resident Evil: Revelations 2 that’s just come out. The reviewer stated:
“…you feel like a chump when you tackle yet another fetch quest disguised as a puzzle.”
I've played Revelations 2 and I loved it. I’ll save my own review for another day but needless to say, it’s refreshing to play an RE title that’s at its closet to what I consider true RE. But I am totally baffled by this sentence in the review. It recognizes the negativity that a ‘fetch quest’ entails and simultaneously ropes in the puzzle mechanics as well. In my opinion, I do not consider locating keys to unlock doors puzzles unless the means to retrieve the key involves anything other than walking over to it and picking it up. Having said that, I respect the reviewers score and opinions. But this was the fuel that kick started this (mini) investigation.
Let’s bring the culprit of ‘fetch quests’ to justice! And remember, “T err” doesn't always have to end in “ist” (courtesy of the dialogue from Revelations 2).
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