And this is why I don’t do quests.
What makes the game fun for me is not what the quests are asking of me, which is why I don’t find quests enjoyable in the slightest. Quests are only fun if the player finds it enjoyable when they do those quests, you get me?
There’s also that problem with actual playtime in the future.
If you’ve spend over hundreds of hours playing this game, but not do any quests, for most people who do not know you, looking at your quests accomplishments could make them think of you as someone who’ve just started, effectively making actual playtime feel … meaningless.
(And time is more important than any arbitrary metric or goal the game could ever make)
And there’s another problem with marketing this game in the future:
There will always be players who solely rely on quests to create meaning in the game. When quests reach a certain point that’s too big for them at scale, or ask of them the things they don’t find fun to do, they’d be frustrated, causing yet another frustration problem to deal with.
This is why the choice rework was designed.
PS: a lot of this was already shown at the GMTK video I’d shared to both InterAction and in the replies of the choice rework post. It already happened to many other games, and they all had their own ways to fix it.