Side Quests

I was discussing favorite video games with my son, and I asked him to share his top three games of all time and ones he would recommend that I try playing. We discussed games with storylines, and he commented that many of his favorite games contain a well crafted main storyline. If played continuously, it might take eight to ten hours to complete the central quest. However, game developers create numerous side quests, which are often just chores and lack little relevance to the primary storyline. Many times the side adventure quest requires delivering or retrieving an item from an individual located far away. The completion of the side task reveals limited insights or forward progress to the central storyline. In my son’s estimation, the side quests distract and diminish the overall game despite adding more playing time.

How often do our organizations attempt to create side quests for our members and fans? Do these side stories add value, or are they an attempt to keep individuals engaged until we get back to our regular program? Are we concerned that our fan base might move on to other interests if we do not create content? What is the experience lifecycle of the average member within our cause? Are two remarkable years better than a decade of mediocre programming? What is the shortage interaction the delivers the most value that your enterprise can offer?

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