APZonerunner.
The function of quests not part of the main narrative in a JRPG is different from a WRPG. In general JRPG side quests' scripts are far shorter, straight to the point. I can hardly point out the sub-stories within them because little exist to none exist there. What is there can sound interesting, being very mythical in concept (Tales of series NPCs). They serve to give players quick money, items, exp, and new settings. That can create a grindy feel to completing them and if the game is hard then it's okay. They are more of a mechanic than their own narrative. Meanwhile, WRPGs can follow that norm but the latest western developers focus on writing denser scripts for NPCs. They also physically express themselves in ways you will not experience from 95% of JRPGs or at least the ones I played.They exist as filler to further exemplify the world isn't made out of cardboard where people stand idlely. They interact with it. There can be entire cutscenes behind them as if the developers want us to see through their eyes, which is either good or bad if you want to spend all day away from the main narrative listing to random people's issues even though WRPG protagainst are almost always nondescript, inactive, flat, and static. Compared to JRPGs, WRPGs' side quest are far more time consuming; WRPGs are nonlinear, so NPCs and objectives they want you to complete are so spread out it takes a few hours to complete a bunch in a row. JRPG developers tend to provide us with joy at the end while WRPG developers would rather make side quest overtly dramatic with NPCs demanding us to better their shitshow of life in the worst way possible, which is why most WRPGs are rated M.
Still NPCs from both RPGs do not willingly go up to you. They don't have the same agency as players. Once encountered they can seem amazing but overtime players quickly understand how they're styled and structured, which leads to repetitiveness. Witcher 3, Fall out 4, Infamous Second Son, Mad Max, Watchdogs 2, and so on are not all RPGs but they are current gem games. No matter how much fun you had at the start of their side quest, a few weeks/months later your excitement will die out because everything about them would have been routine.
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I would say Final Fantasy XV's side quest are not as bad as Xenoblade Chronaclies, a game that had 480 "kind sir, can you please kill X giant wolves and touch Y blue orbs, thank you". They aren't at every corner you wonder upon. It's a JRPG and follows JRPG norms. What NPCs say isn't anything new to the video game genre. I think people had the expectation of Final Fantasy XV's quest being more in line with the latest WRPG due to interviews from its director stating how much it reflected those WRPG methods.