Question about the narrative style and side quests
#1
Posté 16 juillet 2010 - 12:34
My question is fairly multi-faceted, and, if it doesn't get answered no biggie, I'm just curious.
Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay. Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore. My question is: Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable? Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story.
#2
Posté 16 juillet 2010 - 12:37
#3
Posté 16 juillet 2010 - 12:39
#4
Posté 16 juillet 2010 - 12:40
#5
Posté 16 juillet 2010 - 12:41
AntiChri5 wrote...
I dont like how sidequests were implemented in Origins.
Could you elaborate, please?
#6
Posté 16 juillet 2010 - 12:49
Also, The Usual Suspects is my favorite movie. Any attempts to follow in its particular narrative style are always appreciated.
#7
Posté 16 juillet 2010 - 12:50
#8
Posté 16 juillet 2010 - 12:54
Thomas9321 wrote...
The one thing from Fable 2 this game needs is time dependent side quests. For example, in Fable 2 you could invest gold in a town, come back in 10 years and it would be a thriving community. Thats the sort of thing DA2 needs.
Yeah, I'm hoping there are things like that too. What I'm concerned about though is having something happen like in Awakening where at one point you just simply get thrown into the next part of the story without being able to finish all your side quests; and, if this is going to happen it'd be nice to at least have some kind of mechanic to tell you it's coming so you can finish what you want.
#9
Posté 16 juillet 2010 - 12:55
Narreneth wrote...
AntiChri5 wrote...
I dont like how sidequests were implemented in Origins.
Could you elaborate, please?
I didn't like them either. The problem was that they all could be done along with the main quest, if you know what I mean. None of them had you going out of your way. (Except maybe the early ones in Lothering) There should definetly be more exploration in DA2's side quests.
#10
Posté 16 juillet 2010 - 12:56
Narreneth wrote...
AntiChri5 wrote...
I dont like how sidequests were implemented in Origins.
Could you elaborate, please?
Lets use the example of the quest for the Denerim bartender where you go to the Bracellian Forest and fire an arrow.
Like many quests, this is great if you get it before you go to that area but really really hurts if you get it afterwards.
How many weeks would it take to travel to and from the forest? We are expected to justify that when we are faced with an urgent problem (stopping the Blight/Loghain) which is supposed to be time sensitive?
#11
Posté 16 juillet 2010 - 01:01
AntiChri5 wrote...
Narreneth wrote...
AntiChri5 wrote...
I dont like how sidequests were implemented in Origins.
Could you elaborate, please?
Lets use the example of the quest for the Denerim bartender where you go to the Bracellian Forest and fire an arrow.
Like many quests, this is great if you get it before you go to that area but really really hurts if you get it afterwards.
How many weeks would it take to travel to and from the forest? We are expected to justify that when we are faced with an urgent problem (stopping the Blight/Loghain) which is supposed to be time sensitive?
I see what you're saying. I'm not sure if there's really a way to avoid getting a quest like that out of synch, but since we aren't dealing with a Blight and we're not saving the world from an ancient evil in this one, maybe side quests like "I need this taken here" will be more justifiable.
#12
Posté 16 juillet 2010 - 01:02
Sneelonz wrote...
Narreneth wrote...
AntiChri5 wrote...
I dont like how sidequests were implemented in Origins.
Could you elaborate, please?
I didn't like them either. The problem was that they all could be done along with the main quest, if you know what I mean. None of them had you going out of your way. (Except maybe the early ones in Lothering) There should definetly be more exploration in DA2's side quests.
Yeah, I'd like to see some out-of-the-way quests too. Exploration is one of my favorite parts of large games.
#13
Posté 16 juillet 2010 - 01:13
#14
Posté 16 juillet 2010 - 01:14
#15
Posté 16 juillet 2010 - 01:17
Gegenlicht wrote...
For me, the worst part were the job boards, and corresponding quests. For one, I thought it was a really lazy implementation, and more often than not, the fluff text on the board would simply trigger an encounter on the road that immediately turned into a fight. How boring.
Yeah it did get monotonous after awhile. Though some of the quests (like Topsider's Honor) that weren't delivered through Job Boards were fun to discover.
#16
Posté 16 juillet 2010 - 01:23
Narreneth wrote...
Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay. Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore. My question is: Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable? Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story.
Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time. And there are sidequests that span several years.
#17
Posté 16 juillet 2010 - 01:27
Kinda like how in Fable II the game told you to finish your side quests before you went to the spire?Mary Kirby wrote...
Narreneth wrote...
Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay. Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore. My question is: Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable? Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story.
Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time. And there are sidequests that span several years.
(sorry if this has been mentioned before, I only clicked the "Read Dev Responses" button, so I haven't seen any of the other posts)
#18
Posté 16 juillet 2010 - 01:27
Mary Kirby wrote...
Narreneth wrote...
Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay. Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore. My question is: Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable? Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story.
Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time. And there are sidequests that span several years.
Mary.,.. you are the best. Continue the fantastic work!
#19
Posté 16 juillet 2010 - 01:29
Mary Kirby wrote...
Narreneth wrote...
Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay. Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore. My question is: Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable? Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story.
Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time. And there are sidequests that span several years.
That is awesome
#20
Posté 16 juillet 2010 - 01:30
Mary Kirby wrote...
Narreneth wrote...
Since we're dealing with a system that is allowing us to see our actions' consequences sooner because of time passing over the course of a decade, it's presumable that some of these breaks from Hawke to narrator will cause a year or two jump in the story before it fades back to the next section of gameplay. Since we're talking about a world changing a bit in the course of a year or two, it would seem pretty logical to think that NPC A doesn't need those lyrium potions you promised you'd get them anymore. My question is: Are there plans for side quests that you must complete before time jumps in the story; and, if so, is there going to be a system in place to tell us that doing a certain action will cause the story to move forward and make certain quests in our log unfinishable? Also, I'm a little curious of the intent for some long-term side quests that may span a few years along with the main story.
Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time. And there are sidequests that span several years.
Thanks for the response! Sounds like all bases are covered
#21
Posté 16 juillet 2010 - 01:36
Oh well, knowing the team it will be one to remember for years.
Modifié par Kaiser Shepard, 16 juillet 2010 - 01:42 .
#22
Posté 16 juillet 2010 - 01:38
#23
Posté 16 juillet 2010 - 01:38
Mary Kirby wrote...
And there are sidequests that span several years.
SWEET.
#24
Posté 16 juillet 2010 - 02:17
Just seems like this might cut back on travelling and the random encounters on the road. And if we're only keying in on very specific moments in the flashbacks, would this mean cutting out the slower, camp moments?
#25
Posté 16 juillet 2010 - 02:19
Mary Kirby wrote...
Yes, any sidequests you want to do must be completed before a big narrative jump. And yes, there should be a few cues that doing something will cause the story to move forward in time. And there are sidequests that span several years.
So basically, and I am meaning this in the most basic sense, we're going back to the Chapter or Act structure of BG and NWN?





Retour en haut






