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Fetch quest

Also said as Go-and-get quest, Courier quest

A quest whose whole content is going somewhere, getting a thing and bringing it back.

They are cheap and they get the player out into the map, which is why every game has them. But walking is not a story, and with no turn in the middle the player has nothing to decide and nothing to remember.

“This fetch quest needs a turn. When the player reaches the well, the bucket is in use by someone who needs it more, and the player has to decide what to do.”

Late in The Wind Waker, the Triforce hunt makes you find charts, pay Tingle to decode them and then go looking for each piece, and it is often cited as the game's low point.

A trading sequence chains fetches into one long puzzle, where working out the next swap is the point. A plain fetch quest gives you nothing to work out.

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