Fewer Fetch Quests, Please
When it comes to RPGs, fetch quests are an inevitability. In terms of quest design, it’s an easy way to introduce new characters, zones and dungeons, but The Outer Worlds relies on the formula a little too much.
When entering a new zone in The Outer Worlds, it’s a little disappointing to be met with the same flow of questions: go here, talk to someone, and come back. While a lot of modern RPG games utilize this trope, the reliance Obsidian has on it belies the studio’s talent.
Referring back to Fallout: New Vegas, that game had a significant amount of fetch quests, too, but back then Obsidian knew how to balance this bread-and-butter design with other quest types to prevent repetition.
The game’s writing is outstanding, so it is a shame that some of the most interesting stories in the game were parceled in streamlined quest design.