I understand where you're coming from, but I disagree. One of the thing that bugs me about modern game design is how quests oftentimes become nothing more than FOLLOW THIS ARROW. Completing quests is completely trivial anymore because they basically solve themselves.
With that in mind, I feel like Xenoblade is a breath of fresh air in a lot of respects. For one thing, there are so many quests that it's clear you're not really meant to do them all -- it's like they just throw a shitload of them at you and say, "hey, pick what you want," and there's nothing (that I've seen) in the game like a completion % that makes you feel bad for not doing everything ever. "It's okay," Xenoblade says to you. So, that silly obligation is gone, and that's good.
But I've done nearly everything I've come across regardless. It's rewarding to actually complete a quest, because I put the pieces together, I found the monsters, and the game didn't feel the need to hold my hand the whole way. Few quests are truly nebulous, anyway -- if it's not described fully in the quest text itself, most of the time you'll find that talking to the npc a second time gives you a vital clue. And that's the key: clues. I love getting hints so much more than a big fat arrow on my map. I'll agree that a couple quests are fucked, but I still felt good about them in the end after I brute-forced my way through.
Admittedly I'm an old fogey though with a penchant for punishment. You kids with your modern conveniences. Why, back in my day...........!!!!
(By the way, there's totally an in-game screen where you can see when NPCs are active. It's the same place where you check relationships and all that.)
All that said, I do have a problem with the quests: it's that there's so many of them, and they never stop a-comin'. But, as they're well emphasized as optional that's not too bad a complaint. Eventually I just felt like they were just interrupting the flow of the story, so I ignored more of them towards the end of the game, haha.
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