In a lot of big open-world, third-person games — think: "Assassin's Creed," "God of War," etc. — there are "main" story missions, and "side" missions. Many times, they're set up in a list outright, and it can make playing games feel like completing checklists.
"Red Dead Redemption 2" handles this concept differently.
There is a main story to "Red Dead Redemption 2," and there are things you can do on the side that aren't directly impactful on that main story. So, in that sense, there is a delineation between "main" missions and "side" missions, but that isn't exposed to the player anywhere near as directly as it usually is. No lists. No map full of repeated icons, waiting to be ticked off.
Instead, while playing the game, I saw a few icons on my map that would progress the main story.
While on the way there, as is so often the case in Rockstar's games, I encountered other stuff to do — hunting the game's dozens of animals, or helping a stranger in need, or whatever else. These "side" stories are just as likely to be large, interactive experiences like the main story missions.
As such, Rockstar is intentionally evolving the concept of "missions" in single-player games. It's one of the new pillars of Rockstar's multifaceted approach to evolving open-world games into something that feels more like a lived experience than a series of objectives with a narrative wrapper.