Spoilers for Parvati’s story in The Outer Worlds
Hey guess what?
And was disappointed immediately. Talked to Parvati on the ship about Junlei and had a nice conversation and then “quest completed.” I said, “what?” Even checked the journal to see if there was more, like a new quest, but no. Done. Apparently, that quest line, with all of its good stuff, helping a friend with her love life, going to bars…just ended.
I seriously hope there’s another quest there, because if that’s it, it just ends with a “hey, thanks” and no themes and no nothing in the cargo bay, I’m disappointed. Game has done better than that so far.
Then off to Monarch! Then immediately leaving Monarch because I got a message as soon as I got there from some dude on Roseway who wanted to give me a cool gun and said come right away and I remembered that poor guy I didn’t save.
So got a cool gun (I gave the guy his plans back, remember?) and picked up a thing for SAM the robot I forgot before.
Activated SAM. Not sure if he has anything to say characterwise or is just a tank.
THEN went to Monarch. Met the greeter. Liked him. I’m standing outside the “Yacht Club.” I have a feeling I’m going to like the person I’m going to meet.
I’m really bummed Parvati’s quest ended with such a thud.
Yeah, the Parvati quest didn’t go anywhere dramatic. I mean, it was cute. And also, the thing is that not all relationships are dramatic, particularly not for the people who aren’t involved in them, so…from one viewpoint, who am I to be demanding that these people entertain me and involve me in their romance, really? I gave some friendly advice, and I should butt the hell out now!
We’re just not used to that being the resolution of quests. It’s like, sure, YOU’RE happy with our interaction, but what was in it for ME though? Because we’re horrible, self-centered people in games.
As games have trained us to be by constantly rewarding us for everything we do, as if we’re incapable of being motivated to any action without a digital headpat. Which is probably true. I like headpats, OK?
I went around with SAM a bit, and some of the other characters talk to him (I’ll go with male pronouns even though its a robot, because he does have a more male-sounding voice) as if he might have opinions and things, but he hasn’t indicated that he has an actual character arc. So I’m not sure on that one.
Oh yeah…that guy in Roseway…I got that message too, but I can’t remember if I actually went. I must have, if it was a quest. I just have so many guns, I can’t keep them all straight. Lately I’ve been using a flamethrower, just because why not.
Well…..true….you can’t demand people entertain you, realistically, but games are entertainment. We may be horrible, self centered people in games, but we’re also the focus of the entertainment. Think movies. In real life, butting into someone’s bedroom and watching them have sex would make you a bad person, a freak and a criminal, and rightly so. But watching a sex scene in a movie is just part of the story, a story aimed at the viewer. Aiming story at the person who is experiencing the story doesn’t have to change just because someone is interacting with the story, playing the story instead of just watching a story.
If a romantic movie had the main characters say to the audience “Uh, yeah, this really isn’t any of your business…we’ll just….yeah….” and wander off half an hour into the movie, that wouldn’t be good. I’d argue same thing in games, realism be damned.
Who am I demanding that these people entertain me? The person who paid sixty bucks for this piece of entertainment.
Speaking of SAM and character arcs, I have yet to get side quests for Felix or Ellie despite talking to them all the time. I missing something?
Oh, absolutely this is true. Games are media directed towards us as players, with the intention of entertaining and engaging us as players so that we keep playing. In the real world this is true.
In the game world, it’s true that our character has no particular business expecting a personal reward for having a friendly chat with a crewmember.
And the thing is, we kind of appreciate these touches of realism in many instances, right? There have been numerous times that we’ve said something like “I respect that these characters have their own life that’s not all about me, it makes it feel like the world is more real” or something along those lines.
So sometimes we like it and give it props. Sometimes we don’t like it and it leaves us feeling dissatisfied and left out. I wonder if maybe this is just one of those things that’s a tough balance to hit perfectly all the time, and maybe this is a time when it didn’t work quite as well as at other times.
Maybe we could figure out some kind of principle, like “major character quests should involve the PC in some significant way, but minor sidequests don’t have to” or something.
Maybe it was just the timing of the end of the quest, and how it went. Parvati’s been all “Oh please…please help me. Talk me through it all. Take me drinking. Give me tip after tip after tip. Oh! She wrote me OK bye.”
It seemed a rather abrupt end to the quest. Maybe she just found her confidence? I don’t know. I wanted more of that story line.
Maybe some of the disappointment was what we were talking about the other day: characters are pretty much always the main draw in games like this. We LOVE character quests, not just to bang sorceresses, but because they tend to be awesome. They fill in details about the people in the game, and the people in the game are always far more interesting than the save the world plot.
The fact is, I WANT to spend more time doing these character quests far more than I WANT to run around trying to get chemicals to fix the Hope or whatever. Now, you’re right, that might detract from the realism of the characters or the story or whatever. Maybe it’s because I’m remembering companion quests in other games too fondly, which is an unfair reason to criticize this game. But one wants what one wants.
One wants a Felix quest and an Ellie quest. Am I gonna get one?
Oh, yeah, Felix and Ellie will eventually bring up things for you to do for them. No worries.
And I agree, we do love companion quests for those reasons. And honestly, the ones in this game ARE a little sparse. Which is possibly an intentional focus on “hey, not everything’s about you” that doesn’t quite work, or possibly just an unintentional failing to fully write stories. We’ll talk later.
Ah, a “we’ll talk later.” I see.
Strange, though, that in a game we have rightfully praised for fleshing out characters right down to the crazy leader of Kevin that they kind of stumbled on the companion quest. Usually, games, it’s the other way around. Such care into Tobson and that crazy captain and Udom and and and, you’d expect home run companion quests. Oh well.
They’re not terrible or anything. There’s some stuff to talk about. Just maybe not quite as much as I would have expected, or something. I finished up with Vicar Max and thought “huh?”
We’ll talk. Later.
Vicar Max in general is a “huh?” kind of character. Haven’t run with him much since I had other options.
And I’m gonna guess here……that sixth and empty slot on my NPC list is about to be filled by a drunken hunter, isn’t it? And she sounds like my kinda lady.
Oh yeah, you’ll like Nyoka. Boozin’ it up the way we always want to.