Thursday, May 7, 2026

We Need To Talk About Taygedo



Nimgimli and I have been having a conversation in the comment threads of our respective blogs about the merits or otherwise of a series of quests in Neverness To Everness involving a character called Taygedo. I covered a little of this in yesterday's post but to recap, Taygedo is a work colleague of the PC, he features heavily in the early game and a lot of players find him really annoying.

I think I'm going to need to break that down a little. Bear with me if you don't play NTE and maybe even if you do because I'm about to give some background detail to elements of the game I don't entirely understand yet. 

The set-up for the game is that there was some kind of global supernatural or paranormal incident a while back, which continues in the form of rolling reality breaches of varying significance and seriousness. The cause may be explained and I just didn't take it in or it may be unknown. Either way, I have no clear understanding of how it happened, how long ago or what the wider implications might be.

What I do know is that these incursions show no signs of stopping and regular, human society has had to learn to live with them. It's clearly been happening long enough that most people have adapted to accept and incorporate the new status quo. 

There are government departments and private organizations ready and willing to deal with any new incursion or threat. Responses vary from banishment to containment but there are also opportunities to be had so there's no real sense of imminent apocalypse, which makes a nice change.

There are rules and systems in place to allow and even encourage the integration of any useful artifacts or materials that enter the world via an Anomaly, which is only to be expected. More importantly, there are strict rules for handling the entities that arrive through anomalies (And, I think, for those that were already here, if they become in some way changed by them.)

Sentient creatures that meet certain criteria, mostly not being dangerous, are known as Oddities and these Oddities can be sponsored either by individuals or organizations. A sponsored Oddity has to be kept under close watch at all times by its Guarantor, making them roughly equivalent to a pet dog. They're not allowed to roam freely and their Guarantor is responsible for any accidents or mischief they may cause.

Particularly well-adapted Oddities, however, can apply for Citizenship. If granted, this gives them an official ID Card and the right to move around the city freely, without oversight by their Guarantor. They can also have paid jobs, own property and do many, if not all, of the things a human citizen can. The ID needs to be renewed annually. Renewal is not automatic, requiring a visit to the BAC offices and a repeat of the same tests that granted citizenship in the first place. Providing nothing has changed, though, renewal is pretty much a formality.

That, at least, is how I understand it, having finished several of Taygedo's quests, in which much is explained. A lot of what I just wrote might be wrong though because while there's an extraordinary amount of detail on the bureaucracy of the process there's little in the way of historical context. 

And my character knows very little more about it all than I do. The player-character is a newcomer to the city and with memory loss on top (So what's new?). It's confusing for her and me but for the NPCs we meet, it's all just everyday life. This is a society that's both familiar and comfortable with its situation. Crisis? What crisis?

Taygedo is a Citizen. Like most Oddities he has an ability (Superpower might be a reasonable analogy.) which in his case is some sort of affinity with and ability to affect mechanical devices. I'm still hazy on the details but it allows him to work as a mechanic at Eibon Antiques, under whose corporate Guarantorship he remains, even as a citizen. 

In appearance he's a short, plump, anthropomorphic otter wearing clothes, except for his head, which is an old-fashioned cathode ray television set displaying the cartoon face of an otter. He speaks in an incomprehensible dialect consisting largely of variations on his own name and he has the squeaky cartoon voice you'd expect a comedy cartoon otter to have.

By most reports, people either love him or loathe him. I like him, personally. Nimgimli is firmly in the other camp. What I think we both agree on, in common with many others on both sides of the argument, is that Taygedo and his storyline have no place in the opening chapters of the main quest.

There's a great summation of the problem in the opening post of this Reddit thread.  As the OP explains, the quest, which is called "Love That Begins With Lies", may work for players who "like Slice of Life anime" but "If you don't like those types of story, you will HATE it."

What's arguably worse than merely alienating what's probably the majority of your players with a poor aesthetic choice is misleading them about the nature of the game itself. As the OP (MutedCountry3708) points out, those players "may WRONGFULLY think that this is how the rest of MSQ is going to be: which is NOT the case". 

I'm going to have to take their word on that because I haven't seen any more of the MSQ yet. You need to get to Hunter Level 14 to open the next chapter, which is also a problem because what does the game suggest you do while you're waiting?

A whole bunch more of Taygedo's quests, that's what. The follow-on is seamless. I received a very urgent message from Taygedo almost immediately after the MSQ section ended, although I ought to clarify that all messages from Taygedo are "Very Urgent" because he's a hyper-excitable drama queen. I didn't realize until much later that it wasn't just a continuation of the same quest.

I'm going to give my considered opinion here that Taygedo's quests are actually pretty good. The MSQ one is arguably the weakest and certainly the silliest but it's not bad. The others I found very engaging, particularly the one where I had to accompany him to get his ID. 

All these quests supply a lot of interesting and helpful backstory without making it feel like you're getting infodumped. If you're interested in backstory and world-building, you'll likely get something out of them.

If you're not, though, and for many people I suspect even if you are, you're in for a long and tedious plod through a really extraordinary amount of surprisingly realistic legalese and bureaucratic red tape. There is a fair bit more to do than just click through dialog but effectively these are the short story equivalent of visual novels.

And here's the real problem, I think. Although I knew going in that Neverness To Everness was to some extent a life sim as well as an adventure game and an RPG, I wasn't really imagining this level of engagement with the minutiae of life in Hethereau. Taygedo's citizenship is just one example among many of the way the game is willing to let you experience the world at the same pace as its citizens, regardless of whether that makes it entertaining.

Here's another example, taken from my session this morning. To leave my fifth floor apartment I have to open the door into the hallway, walk along the hall to the elevator, call the lift with the button on the wall, wait for it to arrive, walk (The game enforces walking at this point.) into it, wait for the door to close, select the floor I want, press the button, wait for the elevator to descend, then finally walk out into the lobby. 

Every part of that operation takes roughly as long as it would if I was doing it in real life. The only other game I remember being that literal about things is Star Citizen

I also rode the bus again today, to see where it went and how long it would take. The simulation was disturbingly realistic or perhaps i should say authentic. The bus moved at the speed of a city bus, obeyed every traffic regulation, gave all the right maneuvering signals and stopped at every stop, where it waited for NPCs to get on and off. Outside, all the other vehicles moved just as real vehicles would, always assuming they were being driven by people who obeyed the rules of the road. Pedestrians used the crossings, waited for the lights to change, broke into a jog if they were still on the crossing when the traffic began to move...

I'm having a great time in NTE precisely because it's the most convincing iteration of a fully-functioning city I've ever seen in a game-world. I thought the cities in Genshin Impact and Wuthering Waves were impressive but this is better than either. Which is amazing, if what you're looking for is a life sim but not so much if you thought you were getting slam-bang supernatural action.

The promotional videos certainly did give the impression of a far more action-oriented experience and from what I can tell that experience is certainly in the game, somewhere. It's just not in the opening chapters of the MSQ. There's some of it in the Prolog but that doesn't last long. Taygedo's MSQ quest, even without all the subsidiaries, goes on for much longer. Or maybe it just feels like it.

The early stages of the MSQ feel a bit out of kilter even allowing for Taygedo and his love-life butting in and taking over. Even though I've been enjoying myself, I still have relatively little idea what my character is supposed to be doing. She seems to have been inducted into a quasi-military police force at one moment and then handed on to a bunch of eccentrics running a dubious back street junk shop the next. 

The BAC, which inducted her, is full of hyper-efficient workaholics operating from state of the art offices bursting with hi-tech equipment, whereas Eidon Antiques is a ramshackle operation in a back alley in the bad part of town, run by an alcoholic good-time girl, an otter and a bunch of bickering children. How these pieces fit together beats me.

The thing is, I like the shabby, fractious crew at Eidon whereas the slick, smart, secret-agent/super-hero gang that picked me up in the Prolog and passed me along to Eidon when they'd done with me made my teeth itch. I'd far rather hang out with otters and tweens pretending to be in the cosa nostra than a bunch of runway models cosplaying James Bond.

But that's just me. I'm the part of the audience this stuff is working for, although I'm one hundred per cent sure I don't fit the demographic description. I'd be more than happy to carry on with Taygedo's storyline and not get back to the serious stuff ever. 

Unfortunately, there has to be a real chance that a sizeable portion of the audience, the part that doesn't feel the same way, will already have voted with their uninstall buttons. Taygedo's trivial troubles might make a great series of side-quests but even I can see there's no place for them in the main storyline.

Except... there is this one thing...

Remember what that quest is called? "Love That Begins With Lies". That obviously means the lies Taygedo tells his love-interest, Tako, as he tries to impress her, right? 

Well, yes, but what if also meant the lies she's telling him?

I have no evidence for this, other than a nebulouis sense that there's something ironic about her dialog, but I just don't trust her. So much so that, at one point in the storyline, I literally told Taygedo  out loud, "I wouldn't trust her as far as I could kick her!"

Granted, it might have been in part because Taku reminds me of Sweet Sue from the Sooty Show, a character I've always found intensely irritating. Or it might have just been that Taku is BLOODY ANNOYING! Even so, I'm pretty sure she's up to something.

If she is and if it turns out to have some major storyline implications further down the line, it still won't justify the placement of the quest where it is. It's just "in the WRONG PLACE, at the WRONG TIME"
as MutedCountry3708 so aptly puts it.

I only hope it hasn't done too much damage to the game's prospects overall. I imagine most players will grit their teeth and get past it. I hope so, anyway. 

Me, though? I'm looking forward to more of Taygedo's antics. Who doesn't love a comedy otter?

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