Bearprint: I just meant that I think maybe the quest-design/writing in BG1 is outdated in the way that it is very simple and not very complex? Like go here, collect 10 wolfskins, return to town... something like that? Quests without a lot of narrative. But of course, a game like Planescape Torment was way ahead of its time.
Ahhh!!! In that case, quest writing is definitely outdated. Things did get a bit better in BG2:SOA with some quests but then went totally down the crapper in BG2:TOB. Would be nice if the devs got away from this but it's much simpler for them not to, right? :(
Fenixp: First of all, I'm not speaking of writing in DnD games, and I don't believe OP is either - I'm talking of writing in RPG games in general. But if you do insist of using DnD as an example, you don't even have to leave the realm of IE games to see Planescape Torment which is entirely built around deconstructing these cliches.
You are right that the writing applies to any RPG, not just DnD but the only reason I used DnD as the example was because BG is a DnD game and OP specifically asked about the side quest writing in BG. With this in mind, I don't think it was a mistake simply focusing on dynamics you usually see in DnD RPG's (or DnD games in general for that matter).
Also, you'll notice I did say there were exceptions in my last post. PS:T is one of those exceptions and I think we can agree that the writing in a lot of RPG's doesn't even come close to the depth of PS:T's.
Fenixp: But vast majority of modern RPGs shied away from this, offering three tiers of quests: Main quests, major side quests and minor side quests. Minor side quests still follow the same formula, but are usually completely skippable and forgettable. Major side quests is what people actually remember and you'll find that's what is lacking in BG. Main storyline is there, but again, it is relatively barebone.
That's all well and good but what you've mentioned is how quest design has changed, not how those quests are written which I thought was the OP's main concern.
I know it's not an RPG but have a look at Starcraft 2:WOL, the whole game was practically side missions and the main missions didn't open up until you've completed most of those side missions. I know this is subjective but I found the writing in SC2 abysmal in virtually every aspect, so much so that I wish SC2 never happened. The cliche characters, lack of character development in the game, the "team up to defeat a common foe" plotline Blizzard is so fond of, "prophecies" which shouldn't have a place in a sci-fi setting, stupid dialog among others. Changing the flow of the game didn't help the sloppy writing at all.