Side quests are longer and more involved; collectibles have a much
more immediate payoff (weapons you can equip right away, clever riddles for additional rewards, and so forth).
After disruption of this brain region, people tended to make choices that were both
more impulsive (i.e. choosing the
immediate payoff) and
more selfish (i.e. choosing the
payoff for themselves only), and were less able to take the perspective of other persons.