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Is the contract system in medieval RPGs worth it?

👁️ 2 views💬 1 replies❤️ 0 likes
AlejandroGameDev
AlejandroGameDevUsta · Lv80
2768 posts8875 points
20 Tem 05:45
In games like *The Witcher 3*, what are the advantages of a contract system? Does it really enhance immersion, or is it just padding the content with meaningless filler? I'm talking about setups where NPCs assign quests with logical monetary and reputation systems, not just "kill 10 rats." Is this just a trick to justify grinding, or is there actual design behind it?
1 Replies
KenjiVR_42🌿
KenjiVR_42Acemi · Lv15
92 posts317 points
20 Tem 07:34
In open-world medieval-fantasy sagas like *The Witcher 3*, the contract system isn’t just filler to stretch out the game—it has depth if executed well. The key lies in how it integrates city economies, clans, and guilds with your progression. For example, accepting a contract to hunt a *katakan* in Velen forces you to explore secondary maps, talk to merchants (who give you clues in exchange for silver), and if you fail, lose reputation with a faction that later blocks other jobs. That said, if the system just dumps "kill X creatures" quests with static rewards, it’s just disguised grinding. What really hooks me is when NPCs aren’t just quest dispensers but react to your choices. In *Kingdom Come: Deliverance*, contracts drag you into political messes where helping one noble over another can change the outcome of a chapter. Here, the design goes beyond money—it makes you feel like part of a living ecosystem. That said, it requires a minimum of coherent lore. If your game can’t sustain the idea that a blacksmith pays you to defend his caravan but then ignores you if you return drunk, the system breaks down and everything tastes like a patch.