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Game DesignPATCH 2026.10.18

10 Games With Their Richest Storytelling Hidden in Side Content

By VGSources Team 11 min read

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The most revealing stories in a game are not always in its critical path. Optional quests, investigations, discoveries and short encounters can show how ordinary people live, force decisions with lasting consequences, or change what you think you know about the protagonist. The ten games below use that space in different ways: some build intimate character studies, some hide major context behind exploration, and one deliberately replaces conventional side quests with bite-sized events and regional campaigns.

This is not a universal ranking. Each entry is included for a specific narrative payoff, with attention to how the content is found and how closely it touches the main story.

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What counts as “side content” here?

A traditional side quest usually has an optional objective, a separate giver and a reward. Side content is broader. It can include environmental clues, optional routes, hidden investigations, short World Events, companion stories or an entire regional arc that sits beside the central plot. That distinction matters for Assassin’s Creed Valhalla, whose developers intentionally moved away from a standard side-quest log.

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Game Narrative payoff How you find it Relationship to the main story
The Witcher 3: Wild Hunt Human-scale worldbuilding and character Conventional quest giver and local investigation Usually separate, but deepens Geralt’s values
Fallout 2 Consequences and role-playing reactivity Open-ended tasks and dialogue Fluid boundary; some tasks can be bypassed
Fallout: New Vegas Choice, satire and moral consequence Quest discovery in a community Independent of the main plot, but thematically weighty
God of War (2018) Kratos and Atreus’ relationship Wayward-spirit favors Directly reinforces the central character arc
Assassin’s Creed Valhalla Distributed regional storytelling World Events and alliance arcs Outside one continuous side-quest chain; campaign structure carries the stories
Horizon Zero Dawn Context-sensitive dialogue and lore Quest order, side missions and expansion knowledge Can alter later main-mission conversations
Prey (2017) Revelation, timeline and station history Exploration, terminals and optional routes Can change your interpretation of the central mystery
Immortals Fenyx Rising Historical context for the Golden Isles Hidden prerequisite after Myth Challenges Optional lore rather than a required plot turn
Watch Dogs 2 Investigative corruption story Optional mission mixing hacking and action Self-contained, but expands the game’s social critique
Like a Dragon / Yakuza 0 Emotional contrast: comedy, drama and seriousness Substories encountered around the city Complements the main plot and varies its emotional rhythm

1. The Witcher 3: Wild Hunt turns a tiny errand into a character study

The Witcher 3 is often praised for elaborate optional quests, but its quieter assignments explain why the world feels inhabited. “A Frying Pan, Spick and Span” begins with a missing frying pan. The apparent errand leads Geralt to a stranger who used soot from the pan to make ink. Nothing about the task requires a monster hunt or a political revelation; its value comes from seeing how an ordinary person adapted to wartime circumstances.

The reward is deliberately humble and appropriate to the town. That fit between action, setting and payoff makes the quest feel observed rather than manufactured. Geralt’s willingness to help also communicates his respect for civilians, a facet of his character that a chain of major contracts cannot show as efficiently.

Game Developer quotes designer Brad Johnson describing the side quests as exceptionally involved in both story and gameplay. The frying-pan example demonstrates the point at miniature scale: investigation, environmental detail and a small human consequence all occupy the same short assignment. You can skip it without blocking the main narrative, but doing so means missing one of the clearest demonstrations of how the Northern Kingdoms’ people survive.

2. Fallout 2 makes optional tasks part of your role-playing identity

Fallout 2 treats side content less like a separate menu and more like a series of problems your character may solve in different ways. Skills, dialogue choices and personal build influence what you can attempt. A character with strong speech, technical knowledge or another specialized ability may reach an outcome that a different build cannot, while some quests can be bypassed altogether.

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That flexibility makes the line between “main” and “side” unusually fluid. An optional task can affect the remainder of your journey and contribute to the ending, yet the game does not insist that every player see it. The result is a story shaped by what your character is capable of and what you consider worth doing, rather than by a fixed checklist.

Game Developer’s account emphasizes that many quests can be skipped. This is not simply a convenience feature: omission becomes part of the narrative record. A town you never help, a negotiation you avoid or a problem you solve through an unconventional skill all define the version of the wasteland that your character leaves behind.

3. Fallout: New Vegas gives a space program moral weight

“Come Fly With Me” is one of Fallout: New Vegas’s most memorable optional quests because its premise is both absurd and consequential. A community of ghouls plans to reach space. You can help the expedition, investigate what is really happening and decide whether to sabotage it. The situation supports comedy, suspicion and genuine moral uncertainty without needing to connect directly to the central conflict.

The quest’s weight comes from agency. You are not merely escorting characters through a scripted sequence; you are choosing which version of their future to enable. The expedition also reflects the game’s broader interest in competing beliefs and improvised communities. The rockets, the religious conviction surrounding them and the possibility of deception all sit together in one optional storyline.

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Game Developer describes the quest as choice-driven, darkly comic and memorable even without relevance to the main plot. It is a useful test for side content: if removing the quest would erase a meaningful decision rather than just a few rewards, the material has earned its place.

4. God of War uses optional favors to teach Kratos and Atreus

The wayward-spirit quests in God of War (2018) give voices to people who lived in its mythological world while advancing the relationship between Kratos and Atreus. Each favor asks the pair to deal with a spirit’s unfinished business, but the lasting purpose is the conversation that follows: Atreus asks questions, Kratos explains or deflects, and both reveal more of themselves.

Santa Monica Studio says the optional content was built around a shared theme so that it would feel worthwhile despite receiving less production support than the main game. Its developer account puts the trade-off plainly: “We knew this content would not receive the same support as the main game, but with the narrative being such a core part of the game and this theme tying all the quests together, we were able to build light-weight, optional content that felt worthwhile.”

That thematic consistency prevents the favors from feeling like unrelated errands. They widen the world’s mythology and, more importantly, give Kratos repeated opportunities to model responsibility for Atreus. The quests are optional mechanically, but their conversations reinforce the emotional education at the heart of the campaign.

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5. Assassin’s Creed Valhalla distributes its stories across events and alliances

Assassin’s Creed Valhalla needs a qualification: it is not a straightforward example of a game hiding conventional side quests. Ubisoft replaced typical side quests with shorter World Events, while the main campaign itself is organized around self-contained regional alliance stories. The narrative is therefore distributed across activities outside one uninterrupted central plot.

World Events are brief encounters that can be discovered while traveling. The alliance arcs are larger commitments that advance Eivor’s settlement and relationships but often feel like complete regional dramas. Treating both as “side quests” obscures the design choice. Narrative Director Darby McDevitt explained the character problem with the traditional model: “We didn’t think that you could wander around England and just have random Saxons go, ‘Hey, can you help me with this problem?’ Like, sure, I’ll put in my quest log and get to it when I can.”

The payoff is a campaign made of local stories rather than one long queue of unrelated favors. If you want a single optional chain with a conventional giver, this is the wrong example. If you want a game where exploration and regional commitments carry much of the setting’s narrative, its structure is unusually instructive.

6. Horizon Zero Dawn lets quest order change what Aloy can say

Horizon Zero Dawn uses optional missions as context that the dialogue system can recognize. According to a Game Developer analysis by a blogger that includes video transcripts, conversations can adjust based on the order in which you complete main and side quests. Progress in some side quests can affect later main-mission dialogue, so the same scene may acknowledge knowledge your Aloy has already acquired.

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The system also allows information to travel between the base game and The Frozen Wilds expansion. A player who learns something in the expansion may encounter dialogue that reflects that knowledge elsewhere, rather than having the two stories behave as sealed compartments.

This is a subtler form of side-content payoff than an alternate ending. The quest does not necessarily rewrite the plot; it changes how Aloy—and by extension the player—understands a conversation. Because the account is secondary commentary rather than a direct developer post, treat the implementation details as an analysis of observed behavior, not a universal promise that every line changes.

7. Prey hides a revelation in the routes you choose to explore

Spoiler warning: The following example names a major revelation about Morgan Yu and the station’s competing artificial intelligences.

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Prey (2017) makes optional exploration part of its central mystery. Talos 1 contains alternate routes, crew records and scattered clues that connect locations, relationships and the station’s unfolding timeline. The “Who Is December?” quest is especially spoiler-heavy: following its evidence builds a revelation about Morgan Yu and the relationship between the AIs January and December.

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The quest demonstrates why optional routes matter in a systemic immersive sim. You are not simply collecting a lore note after the story has explained everything. The order in which you investigate can determine when your understanding changes, and the station’s physical layout lets a clue in one area reframe an earlier encounter somewhere else.

Lead designer Ricardo Bare described the approach this way: “We deliberately went for a strategy of allowing the player a lot of leeway and freedom in when they consume story bits.” That freedom is the narrative mechanic. A player who follows only marked objectives receives a different rhythm of discovery from one who searches offices, listens to recordings and pursues every lead.

8. Immortals Fenyx Rising puts Golden Isles history behind a real completion gate

Immortals Fenyx Rising contains a hidden quest called “Our Dearest Inventor,” built from recordings by Daidalos. The recordings reveal additional history about the Golden Isles, but Ubisoft says the quest requires completing all Myth Challenges associated with them. It is therefore not content most players are likely to stumble across casually.

That prerequisite changes how to approach it. If you are playing for the main adventure, the recordings may seem like optional flavor. If you want the complete Daidalos thread, track the Myth Challenges deliberately and treat the recordings as a set rather than isolated collectibles. The narrative reward is historical context, not a required twist in Fenyx’s journey.

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The quest is a useful reminder that “hidden” can mean gated rather than obscure. Exploration alone may not be enough; the game expects sustained completion in a particular activity before the story becomes available.

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9. Watch Dogs 2 turns an optional mission into an investigation of corruption

Ubisoft describes “$911” in Watch Dogs 2 as an optional mission combining hacking, investigative action and a corruption story. Its structure reflects the game’s identity: digital intrusion is not a decorative ability but the method by which Marcus and DedSec uncover what is happening.

The mission’s narrative payoff comes from connecting systems to institutions. Hacking gives you access to evidence, while the investigative framing explains why that access matters. Rather than presenting corruption as a line of exposition in the main campaign, the mission lets you pursue a specific case and see how technical tools expose human wrongdoing.

The source also reports in-game rewards, but the story is the reason to include the mission in a narrative-focused playthrough. It stands on its own, yet it expands the game’s broader argument that surveillance technology can be used to challenge powerful organizations as well as control ordinary people.

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10. Like a Dragon and Yakuza 0 use substories to change emotional temperature

The substories in Like a Dragon and Yakuza 0 are designed to sit beside serious crime drama without copying its tone. Around the main plot, you may encounter comic misunderstandings, painful personal situations or stories that become unexpectedly sincere. The contrast is structural: after a tense chapter, a substory can give you room to laugh; after a joke, another can reveal vulnerability.

PC Gamer’s 2025 report quotes series director Ryosuke Horii describing that function: “Players maybe spend more of their time with the substories. These stories not only complement the main storyline, but are also ideal for balancing the player’s emotions and satisfaction.” Because this is attributed secondary reporting rather than a general critical consensus, it is best read as the director’s explanation of the design goal.

The substories’ value is not that they are uniformly more important than the central plot. Their range makes the cities feel populated by people with concerns unrelated to the protagonist’s immediate crisis, while their tonal shifts keep a long campaign from becoming emotionally flat.

How to choose the right game for the kind of story you want

For small, human stories

Start with The Witcher 3 if you want ordinary errands to reveal customs, hardship and Geralt’s relationship with civilians. Choose God of War if you prefer optional stories that directly reinforce a family relationship.

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For choices that alter outcomes

Fallout: New Vegas offers a concentrated decision with an unusual premise. Fallout 2 goes further in systemic role-playing: your skills and omissions can shape what remains of the journey.

For lore discovered through investigation

Prey rewards methodical exploration and can change your understanding of the central mystery. Horizon Zero Dawn is a better fit if you want the game to acknowledge the order in which you learn information.

For distributed or hidden storytelling

Assassin’s Creed Valhalla spreads narrative across World Events and regional arcs, while Immortals Fenyx Rising places a specific historical thread behind a completion requirement.

For tonal variety

Like a Dragon and Yakuza 0 use substories to alternate comedy, drama and seriousness. Watch Dogs 2 is the stronger choice if you want optional content built around an investigation and social critique.

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Practical tips for finding the stories without spoiling them

  • Explore settlements and interiors instead of following only the next campaign marker; several entries use local encounters or environmental clues.
  • Read or listen to optional records in Prey, but avoid guides if preserving the Morgan revelation matters to you.
  • In Horizon Zero Dawn, complete side quests before major story missions when possible so later dialogue has more context to draw on.
  • Track the Daidalos recordings and Myth Challenges in Immortals Fenyx Rising if you want “Our Dearest Inventor.”
  • In Fallout 2, treat your character build as a narrative choice; different skills open different solutions.
  • Do not assume every activity in Assassin’s Creed Valhalla is a conventional side quest. World Events and alliance arcs serve different structural purposes.
  • If you are spoiler-sensitive, stop before the Prey section and play “Who Is December?” without searching its name.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

Game Designnarrative gamesRPGsSide Questsstorytellingvideo games

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