“can you help me?”
“only if you complete this task that makes you look like a bad ass”
repeated 8 times
Sure there's a formula, but few stories, if any at all, are original in their foundations. Their success seems to be more in the execution of such story/production and immersion of audiences.
Or is it more of an issue of the predictability in knowing what the "quest" objectives and items are, and from that extrapolating the outcome? Imo, both cases are understandable, as many times the main story quests can feel on rails/going through the motions, but again those quests seem to be more about the audience's immersion (including player playthrough/execution in games) in the modeled experience.
Tldr: I totally understand your point, and can agree to an extent. Though I believe one can find enjoyment in well curated/executed experiences/productions/writing/immersion, rather than seeking "originality" in story telling, as on rails/predictable as they can be
1) Thematically feels like Star Wars and ties into the established world, and
2) Meets the minimal standard for good writing/storytelling.
"I'll allow it."
Even though the formula is simple, the events didn’t feel predictable to me.
And I could easily imagine more complex plot that would be less satisfying to watch.