Designing quests for the sake of filling out an arbitrary number or to pad out play time is not going to work out as well as you believe it would. I ended up playing AC: Valhalla and ended up dropping it REALLY fast thanks to design philosophy like this. It's the first game I've dropped in -years-.
Having that many quests in a cRPG would be insufferable. Especially when you have to consider quest rewards and then have to consider how to balance the game around the existence of these sidequests. cRPGs are not grindy ass open world games.
Last edited by Saito Hikari; 22/07/22 08:20 PM.