Aren't 90% quests in game bascially a fetch quest?? It's same for pretty much any other games these days.
I guess its like life, you end up on a shore, build hut, cut down threes, find water, make food kill stuff, build more on the hut, you wont get far until the hut is build.
if you made the game like that people wouldnt like that as if they then would wander off they be dead soon.
Then the hut would be the thing you come back to, your home.
You could also choose the adventure to hunt for food find water and just explore but then you have no home.
If one removes the fetch quests, and let say would make exp on the land found you could make large maps so big it would take a day in gametime to cover one side and a week to get to the other side. Then there wont be much stuff to do except to walk, run and not much action would be there much like life.
Most stuff in life is traveling not action. Remove the mini map so you have to draw your own map.
The question is, would the player like it? I guess if you made the gameworld enviroment absolutly stunning.
and then throw in a overall story with it.
add a town or two out there and if it take days to travel to towns, people woudlnt like it unless they have a fetisch.
Make a company to travel with you, a few hours later you want to strangle them and do.
Then your a branded as a bandit and once found dead or alive.
its doable to make it such the question is, would people actually want to play it that way?
I understand the idea of a fetch quest, it makes it easy for the developer.
to build a continious game without fetch quests requries a different gameplay.