- BLOG
- ASK A NARRATIVE DEVELOPER
- ASK A NARRATIVE DEVELOPER 2
- TIPS FOR ASPIRING DEVS
- ADVICE TO A YOUNGER ME
- BEING UNRELIABLE
- Q&A ABOUT QA
- BEST WRITING ADVICE I EVER GOT
- FULL TIME VS. CONTRACT
- I HAVE AN IDEA FOR YOUR GAME...
- BE WISHFUL WHAT YOU CARE FOR
- SIDE QUEST SANITY CHECK
- THE PERFECT SIDE QUEST
- STORYTELLING IN GAME JAMS
- TIPS FOR MOVING OVERSEAS
- …
- BLOG
- ASK A NARRATIVE DEVELOPER
- ASK A NARRATIVE DEVELOPER 2
- TIPS FOR ASPIRING DEVS
- ADVICE TO A YOUNGER ME
- BEING UNRELIABLE
- Q&A ABOUT QA
- BEST WRITING ADVICE I EVER GOT
- FULL TIME VS. CONTRACT
- I HAVE AN IDEA FOR YOUR GAME...
- BE WISHFUL WHAT YOU CARE FOR
- SIDE QUEST SANITY CHECK
- THE PERFECT SIDE QUEST
- STORYTELLING IN GAME JAMS
- TIPS FOR MOVING OVERSEAS
- BLOG
- ASK A NARRATIVE DEVELOPER
- ASK A NARRATIVE DEVELOPER 2
- TIPS FOR ASPIRING DEVS
- ADVICE TO A YOUNGER ME
- BEING UNRELIABLE
- Q&A ABOUT QA
- BEST WRITING ADVICE I EVER GOT
- FULL TIME VS. CONTRACT
- I HAVE AN IDEA FOR YOUR GAME...
- BE WISHFUL WHAT YOU CARE FOR
- SIDE QUEST SANITY CHECK
- THE PERFECT SIDE QUEST
- STORYTELLING IN GAME JAMS
- TIPS FOR MOVING OVERSEAS
- …
- BLOG
- ASK A NARRATIVE DEVELOPER
- ASK A NARRATIVE DEVELOPER 2
- TIPS FOR ASPIRING DEVS
- ADVICE TO A YOUNGER ME
- BEING UNRELIABLE
- Q&A ABOUT QA
- BEST WRITING ADVICE I EVER GOT
- FULL TIME VS. CONTRACT
- I HAVE AN IDEA FOR YOUR GAME...
- BE WISHFUL WHAT YOU CARE FOR
- SIDE QUEST SANITY CHECK
- THE PERFECT SIDE QUEST
- STORYTELLING IN GAME JAMS
- TIPS FOR MOVING OVERSEAS
The Perfect Side Quest
June 11, 2024
Previously, I listed the six guidelines I go by to help me make side quests. This time I want to go over what I consider the perfect side quest based on these guidelines. It’s not the best side quest ever, but The Witcher 3's “On Death’s Bed” is my north star for how a typical side quest should be built.
In case you missed it, here are the guidelines I use for writing side quests.
1. A side quest should not overshadow but complement the main mission
2. A side quest should not outstay its welcome.
3. A side quest should have a reward that matches its length or difficulty.4. A side quest should introduce or reiterate a new mechanic or skill.
5. A side quest should reveal more about the world
6. A side quest should reveal more about the player’s place in the world.If you’ve never played Witcher 3 or if you played it a long time ago and forgot about it, here’s a recap of this side quest. Premise: Geralt (you, and I'm going to be using you and Geralt interchangeably) come across an herbalist who is treating a villager mauled by a creature you are hunting. You have the option to go and gather the ingredients to make a potion help the villager. Doing so might aid the villager, but there are consequences to your actions.
If you haven't seen it before, here's a quick playthrough,
From ECSESS/Youtube
Spoilers, obviously.
Got it? Good, Now, let’s tear into “On Death’s Bed.”
1. A side quest should not overshadow but complement the main mission.
It’s possible you can pick up “On Death’s Bed” as the firstside quest in Witcher 3. It can be found when you are on the main quest to kill the griffin at the start of the game. Right off the bat, Witcher 3 is using this side quest to explore what’s been introduced in the main quest. Namely, the griffin isn’t an isolated threat. It’s a monster that can kill without mercy or warning, which is why you (as Geralt) are here. You were already introduced to the griffin as an abstract threat. This side quest brings it home.
Removing the griffin from the side quest, or swapping in another beast… well, you could do it, but you’d miss a golden opportunity to flesh out the world through a live story path, giving context and consequences. It also reinforces that you need to kill that damn griffin or your life won't continue until you do.2. A side quest should not outstay its welcome.
“On Death’s Bed” is short, perhaps 5-10 minutes. Compared to other side quests, it’s brief. That said, it’s perfect for what it needs to do. You get your briefing and context, you have threats to overcome, you have items to get, you have a place to return to. There’s no unreliable narrator or other vagueness.
Since “On Death’s Bed” is at the start of the game, it’s smart to be short. Having a bloated side quest at the start (especially one with a massive lore dump at the start) would be a bad player experience. The player is new to the world. They are taking in a lot of new information. Frustration shouldn’t be one of them. A fast, short side quest gives the player a sense of mastery and confidence while giving them brief narrative pieces to absorb for context.3. A side quest should have a reward that matches its length or difficulty.
It’s a beginner’s quest, so you get beginner’s loot. XP, money, and consumables. There’s the incidental loot you pick up while you are out getting the potion ingredients. However the quest reward itself is a few new lore entries as well as more formulas meant to give you an edge against the monsters you’ll meet. It's new and needed knowledge for relatively little work, but it's also the game telling the player, "I want you to survive. Take this and do so." It's a reassuring subtext to receive at the start of a long, involved RPG.
Side note: if you have already picked the ingredients you could end this quest just as soon as you get it and still get the same rewards. See the glorious anticlimax here:
From Sliver of time/Youtube
Some people ruin their own fun.
Except… well, you aren’t really at the end of the quest. Yes, the game will say you finished it, but… well, we’ll get there.
4. A side quest should introduce or reiterate a new mechanic or skill.
You’ll engage in three gameplay elements in “On Death’s Bed”: combat, acquiring ingredients, brewing a potion. Since this side quest is at the game’s start: you’ll likely still be getting used combat, but you might not be familiar with making potions. By the time you finish this side quest, you’ll have a starter’s education on how to gather ingredients and make potions. You start with something simple, learning the foundations of an alchemy that will keep you alive down the line. It all starts here.
You’ll also keep your sword hand strong in this side quest when you encounter drowners. They are easy foes for early-game content. They go down like chumps, but again this is about building the player’s familiarly and confidence in combat. And this side quest gets that job done here.
5. A side quest should reveal more about the world.
Narratively speaking, this is where the real education kicks in. At this point the player is certain of a couple things: there are monsters in the world, and Witchers – you – hunt and kill them.
“On Death’s Bed” knows this and takes the player on the next logical step: detail.
It's a dark world. Lena is going to die no matter what. The best you can do is ease her suffering. This does a staggering job at setting up the tone of the world. You can’t save the day. You’ll be faced with bleak choices where you are finding the least-worst option you can live with.
There are three other aspects you can learn by omission. You can absolutely miss this quest, which will have its own consequences. Second, you can fail this quest if you don’t complete it by a certain point in the main storyline. Third, no matter what you do in the quest, there will be consequences. Also, might be confronted at any moment about your choices, which “On Death’s Bed” hits you using a delayed fuse.
Spoilers ahead for “On Death’s Bed”: When the player reaches Velen, the player meets a soldier who delivers news about Lena. If you helped her, you learn against all odds she survived the attack because of the potion. She even got reunited with her love. Who brought her to a nearby village to recover. However, the potion you gave her fried her mind. She’s alive, but she will never be whole again.
And you as the player will be left with this slight paranoia. The world knows your actions, and you have no idea how they might shake out. Even the best moment at the time might come back to bite you down the line. It’s a brutal, beautiful way to keep the player off-balance while constantly reminding them of how bleak this world can be.
6. A side quest should reveal more about the player’s place in the world.
Implicitly, you are the only person around who can handle this beast. You've been hired to do so because normal villagers are too weak. This reinforces Geralt’s place in the world as a monster hunter, and it reinforces that Geralt is the only one who can do this. Everyone else, like poor Lena, would just get pasted.
At the start of "On Death's Bed," Geralt offers to make a potion that can stop Lena’s hemorrhaging, but it’s a Witcher potion. Witcher potions are not made for normal humans. Within the first two minutes of the side quest, the message you need to know about you is writ large: You are not normal.
And this reinforces Geralt's backstory. He’s been modified through years of mental and physical training along with concoctions that have altered him. Biologically he looks human, but he isn’t. He’s an outsider, and the potions that keep him healthy will kill humans… even if given with the best of intentions. He knows this. He has enough compassion to say it, especially to a healer figure tending to a dying woman. Eventually, you will run into NPCs who see you as a freak. But not here. Not yet. Here, Geralt is a fellow healer of sorts. He removes terrible blights from the world. He wants to minimize suffering. He seeks to keep people safe, even though he won't say it in this side quest.
Geralt’s tone and word choice and body language implies it’s a dangerous world and he is well aware of it. However, he doesn’t react to the revelation that Lena was risking her life to see a boy. This is smart as it allow the player to not only form their own opinions, but also give Geralt an early ambiguity when it comes to love (And oh boy will you explore your own roses and thorns of romance in Witcher 3). Geralt understands love, affection, and desire. He's not a human, but he's human enough to recognize the most human of longings. The trouble is, his empathy will also force him to be tested. This is just the first test.
To me, “On Death’s Bed” reinforces Witcher 3's thinking as a whole: you are a protector, but you are also a tool that is hired. You are strong, but you are disposable. You can only do so much, and what you do might be end up being for the worse than if you did nothing. You exist in a harsh world, and you have been molded to survive in it. That’s your lot. Good luck out there, Witcher.
For such a short side quest - one you can easily miss - is sets the table of The Witcher 3 so well I can't stop thinking about it even a decade on. I'll always come back to the healer's hut, the dying woman, the dilemma of ambigious hope in the face of certain death.