Why are questgivers telling me about problems they should be attempting to resolve on their own? Why do questgivers exist? When was the last time you approached a stranger and asked him to collect some oranges for you because you're hungry? This typically doesn't happen in a real world scenario and it interrupts players' suspension of disbelief.
Tell, don't show. That's all modern RPGs ever do--and the tales these questgivers tell are often long-winded and are almost always boring.
"Questgivers" need to go, and RPGs--no, all games--need to show, not tell. And in a world where 60+ hour games go for 5 dollars on Steam, the industry desperately needs a return to quality over quantity, even if it means halving the length and cost of games. No one--I hope--is fooled by or likes filler. Filler is not content.
Quests should be quests. Quests should serve a purpose: they should establish the setting, enrich characters, or offer story exposition. "Collect 8 wolf meats" is not a quest. It's filler. "Land on an uncharted island, get your materia stolen, and visit an ally's hometown to learn more about her origins" is a quest.
Does it really take 3000 quests to tell World of Warcraft's story?
Let's visit one of the worst modern offenders: Xenoblade. At every turn, NPCs beg you to cull enemies that are enroaching upon their town--but the enemies aren't encroaching, are they? Those enemies never enter towns. There is no real threat. The NPCs are lying. This is a fetch quest. It's filler.
Instead of shoving piles of nauseating fetch quests upon players, why not simply make a few memorable quests that serve a purpose?
Here's an example scenario: It's noon in Xenoblade's first town and the marketplace is bustling. Mouthwatering aromas waft through the air--and the wild animals outside the city gates can't take it anymore. The animals burst through the gates and ravage the marketplace, goring innocents and eating everything in sight. You, the player, can choose to simply walk past the ensuing massacre--or you can help the townspeople defend themselves. There is no questgiver to tell you what you will win or lose by participating or not participating. You must make your decision right then and there, by yourself. Crazy idea, I know.
Should you help fight off the animals, you will be hailed as a hero. Should you run away, you may be considered a coward for a time. Regardless of your decision, one of your party members, Fiora, will stay and help the townspeople for the duration of this event. She will apply first aid to injured townspeople, an action that will show the player more about her personality and skills. Should the player participate in the event, Fiora will patch Shulk (the main character) up in a cutscene and give him a kiss on the cheek.
Wouldn't this one scenario be infinitely more interesting and memorable than 20+ kill quests? This scenario would prove that the wild animals really are a threat.
Quality over quantity. Show, don't tell.

