And it would ruin my... "immersion" if the game didn't imply that by leaving that other stuff undone was my choice and hence [consequence] or [blank] as in I can't tell unless I go for another round and see how it might affect thigns (which is another kind of consequence). See, I want an RPG where these sidequests don't simply exist in their isolated bubbles with only loose narrative ties to the world. Some must, obviously, but I want a game where there is a connection between the side stuff and the main story. That I am urged to see and do stuff (or leave stuff knowingly undone), and think about how I do it and how it might affect the rest of the game and the ending I get when I decide to go for it. I want to see what kind of storyline the PC that I create provides, the beginning, the journey and the ending. In my mind it's an asset that I can't possibly do everything in one go (nor leave behind to clean the the place of surplus quests); that's what drives me to start over and try those things I missed the last time around.