Suduiko, A. (2014, November 16). Want to learn how to design sidequests? Play “Majora’s Mask.” With A Terrible Fate. https://withaterriblefate.com/2014/11/16/want-to-learn-how-to-design-sidequests-play-majoras-mask/
The third entry in Suduiko's "A Comprehensive Theory of Majora's Mask" ([[Comprehensive Theory Majora's Mask]]).
There are two ways to make sidequests: Collection sidequests and Discovery sidequests.
Collection sidequests are designed to pad out the length of a game, requiring the player to go to less interesting or traveled areas in a big world to find hidden collectables.
Discovery sidequests, in contrast, are meant to help the player discover more about the world they're in. They typically relate better thematically. Think Wind Waker ([[The Wind Waker]]) and taking sidequests to the different islands around the map.
Majora's Mask ([[Majora's Mask]]) takes discovery sidequests to a level far beyond the typical discovery sidequest. Rather than mapping out the physical world through discovery quests, the player maps and relieves the pain felt by the individual members of the world. Each character is trapped in a perpetual cycle of living the final hours of their lives.
Three main takaways here:
In true counterfactual analysis form, we are told by the game to save everyone. But we learn that saving Terminians is only a fleeting effort.
"It is this picture of Link saving no one but making everyone happy that emanates from the universe of the sidequests of “Majora”; if any other game can effect such meaning through the framework of auxiliary stories, I have yet to find it."