Open World Vs Linear Rpgs Why Are Gamers Getting Tired Of Endless Side Quests

In recent years, a quiet but growing frustration has emerged among role-playing game (RPG) enthusiasts: the fatigue with bloated open worlds filled with repetitive side quests. Once hailed as the pinnacle of immersive gaming, expansive open-world titles now face criticism for prioritizing quantity over quality. Meanwhile, linear RPGs—long considered outdated by some—are experiencing a renaissance, praised for their focused storytelling and emotional depth. The divide between open world and linear RPGs is no longer just about design preference; it reflects a deeper shift in what players value in modern gaming experiences.

The Rise and Saturation of Open World RPGs

open world vs linear rpgs why are gamers getting tired of endless side quests

The early 2000s saw a surge in open-world game development, driven by technological advancements and consumer demand for freedom. Titles like The Elder Scrolls III: Morrowind, Grand Theft Auto III, and later The Witcher 3: Wild Hunt demonstrated that vast, explorable worlds could deliver unprecedented immersion. Publishers took note. Open worlds became synonymous with \"premium\" gaming—larger maps, more content, and higher replayability promised greater value.

But somewhere along the way, scale began to overshadow substance. Modern open-world RPGs often rely on procedural generation or formulaic quest structures to populate their landscapes. Players are routinely asked to:

  • Collect 10 bear pelts
  • Clear bandit camps marked by identical icons
  • Deliver messages between NPCs with minimal narrative impact
  • Complete fetch quests disguised as “world-building”

These tasks, repeated across dozens of hours, create a sense of obligation rather than adventure. What was once exciting—freedom to explore—now feels like a checklist chore.

Tip: If a game’s map is littered with hundreds of icons, consider ignoring them. Focus on story-driven regions first—many side activities lose relevance once the main narrative concludes.

The Case for Linear RPGs: Depth Over Distance

Linear RPGs, by contrast, constrain movement to guide players through a tightly crafted experience. Games like Planescape: Torment, Disco Elysium, and Final Fantasy X prove that narrative richness doesn’t require a sprawling map. Instead, they prioritize character development, meaningful choices, and thematic coherence.

In a linear structure, every encounter serves a purpose. Dialogue isn’t filler—it reveals psychological depth or advances philosophical themes. Side characters aren’t generic vendors with mini-missions; they’re integral to the world’s fabric. When progression is guided, players spend less time navigating menus and maps and more time engaging with the core of the game: its story.

This isn’t to say linear games lack exploration. They simply redefine it—not as geographical traversal, but as emotional and intellectual discovery.

“We’ve mistaken ‘more’ for ‘better.’ A 100-hour game with 20 hours of meaningful content isn’t generous—it’s wasteful.” — Lena Park, Narrative Designer at Obsidian Entertainment

Comparing Design Philosophies: A Structural Breakdown

The fundamental difference between open world and linear RPGs lies in their design priorities. The following table outlines key contrasts:

Aspect Open World RPGs Linear RPGs
Player Freedom High – unrestricted exploration from early stages Limited – progression follows a narrative arc
Quest Structure Decentralized – many optional, repeatable tasks Integrated – side content ties into main themes
Narrative Focus Often diluted by side content Consistently maintained and deepened
Development Resources Distributed across large environments and systems Concentrated on writing, voice acting, and art direction
Player Fatigue Risk High – due to repetition and overload Low – pacing is carefully controlled
Replay Value High – multiple endings, builds, and exploration paths Moderate – relies on narrative impact over mechanics

While open worlds offer replayability through divergent playstyles, they often sacrifice narrative cohesion. Linear games, though less mechanically diverse, tend to leave a stronger emotional imprint.

The Psychology of Quest Fatigue

Why do so many side quests feel tedious? It comes down to motivation. Psychologists identify two types of motivation: intrinsic (doing something because it’s inherently rewarding) and extrinsic (doing something for a reward). Most side quests rely on extrinsic motivators—gold, XP, gear. But when rewards become predictable and the actions monotonous, engagement drops.

A 2022 study by the University of Copenhagen found that players reported higher satisfaction in games where side content advanced personal stakes or moral dilemmas—even if the gameplay loop was simpler. In Disco Elysium, for example, talking to a homeless man isn’t a “quest” but a narrative pivot that reshapes the player’s understanding of the world.

Meanwhile, clearing nine identical outposts in Ghost of Tsushima may yield skill points, but rarely changes how players feel about the protagonist or the war he fights. The act becomes transactional: time invested for in-game currency. This grind undermines immersion and turns exploration into labor.

Mini Case Study: The Witcher 3 vs. Baldur’s Gate 3

Compare two critically acclaimed RPGs: The Witcher 3: Wild Hunt and Baldur’s Gate 3. Both feature expansive worlds and deep lore, yet player reception differs significantly in terms of quest fatigue.

The Witcher 3 is often praised for its world density. However, many players report skipping secondary content after 40 hours, overwhelmed by the sheer volume of unmarked objectives. While some side quests—like “Family Matters” or “Bloody Baron”—are masterclasses in storytelling, others devolve into “kill 5 wolves” or “find 3 herbs,” breaking narrative momentum.

In contrast, Baldur’s Gate 3, despite being set in a large world, structures its content around player agency and consequence. Even minor interactions can alter relationships, unlock new paths, or trigger permanent outcomes. There are still fetch elements, but they’re embedded within character arcs. Rescuing a goblin isn’t just a task—it might lead to a companion joining your party or a hidden faction becoming accessible.

The difference isn’t scope—it’s intentionality. Baldur’s Gate 3 proves that an open structure can avoid bloat when every element serves the story.

How Developers Can Rebalance the Scale

Open-world fatigue isn’t inevitable. With thoughtful design, developers can preserve freedom without sacrificing meaning. Here are actionable strategies:

  1. Reduce quest markers: Replace map icons with environmental clues. Let players discover objectives organically—through dialogue, notes, or visual cues.
  2. Integrate side content narratively: Ensure even minor quests reflect the game’s central themes—war, loss, identity, etc.
  3. Limits over abundance: Offer fewer, higher-quality side stories instead of 100 forgettable errands.
  4. Reward curiosity, not completionism: Give meaningful outcomes to exploration—lore revelations, character insights, alternate endings—rather than just loot.
  5. Dynamic consequences: Allow side actions to ripple into the main plot. Did sparing a thief lead to a future ally? Did ignoring a village result in its destruction?
Tip: As a player, try disabling objective markers. Navigate using in-game logic—ask NPCs, read signs, follow footprints. You’ll engage more deeply with the world and skip artificial waypoints.

Checklist: Evaluating RPG Design Quality

Use this checklist to assess whether an RPG prioritizes meaningful design over bloat:

  • ✅ Are side quests tied to character or world development?
  • ✅ Do choices have visible, lasting consequences?
  • ✅ Is exploration rewarded with narrative insight, not just items?
  • ✅ Can you complete major story arcs without doing 80% of side content?
  • ✅ Does the game trust the player to engage without constant hand-holding?

If most answers are “yes,” the game likely respects your time and intelligence.

FAQ: Common Questions About RPG Design Trends

Are open-world games inherently worse than linear ones?

No. Open-world games can be exceptional when designed with restraint and purpose. The issue isn’t the format—it’s the tendency to equate size with value. Games like Red Dead Redemption 2 and Horizon Zero Dawn demonstrate that open worlds can deliver powerful narratives when side content is curated, not automated.

Why do studios keep making games with so many side quests?

From a business perspective, larger games justify higher price tags and longer development cycles. Marketing teams emphasize “100+ hours of gameplay” as a selling point. Additionally, procedural tools make it easier to generate content quickly, even if it lacks depth. The industry incentive favors volume, not nuance.

Can linear games be innovative, or are they outdated?

Linear games are far from obsolete. Innovation isn’t defined by structure but by creativity. Disco Elysium reinvented dialogue systems. Sea of Stars revived turn-based combat with modern pacing. Linearity allows developers to focus resources on breakthroughs in writing, mechanics, and emotional design—areas that often get diluted in open-world projects.

Conclusion: Reclaiming Meaning in Game Design

The backlash against endless side quests isn’t a rejection of open worlds—it’s a call for better design. Players don’t crave emptiness; they crave significance. Whether a game spans ten square miles or unfolds across ten rooms, what matters is whether each moment feels intentional.

Linear RPGs remind us that constraint can breed creativity. Open-world games remind us that freedom can inspire wonder. The future of RPGs lies not in choosing one over the other, but in blending their strengths: the narrative precision of linear design with the exploratory joy of open spaces.

As gamers, we can vote with our attention—supporting titles that respect our time, challenge our minds, and move our hearts. And as the industry evolves, perhaps we’ll see fewer checklists and more journeys worth remembering.

🚀 What’s the last RPG that made you forget about side quests because the story was so compelling? Share your favorite title and why it stood out—let’s celebrate the games that get it right.

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Sophie Blake

Sophie Blake

Furniture design is where art meets comfort. I cover design trends, material innovation, and manufacturing techniques that define modern interiors. My focus is on helping readers and creators build spaces that feel intentional, functional, and timeless—because great furniture should tell a story.