This is really just for discussion, but one thing that has always bothered me is the secondary and side quests. I can understand the side quests for increasing money etc.. but I'd love to see a sort of "dynamic" questing system that is tailored to the choices made during the main plot quest line and that have an "effectual" relationship to your previous actions. I know it couldn't be 100% dynamic since it wouldn't be necessarily random. I'm kinda getting tired of the...my son or friend is acting weird.....whooo he/she is hearing voices......balls of light and whalla transformation into a big breasted demon with horns or a demon that looks like a talking pile of fecal matter. If they were more closely linked to the main plot line it'd be good but at least thus far they've seemed a bit disconnected from the main story line.
I'd like to see a sort of "dynamic" quest system in the future.
Débuté par
DocSigma
, mars 15 2011 10:55
#1
Posté 15 mars 2011 - 10:55
#2
Posté 15 mars 2011 - 10:59
Hey look valid criticism.
But yeah it does seem kind of disjointed but the same could actually be said for the first game, I expect this to happen somewhere around 2050.
But yeah it does seem kind of disjointed but the same could actually be said for the first game, I expect this to happen somewhere around 2050.
Modifié par Falls Edge, 15 mars 2011 - 10:59 .
#3
Posté 15 mars 2011 - 11:10
You're probably right. It would take a surplus of quests to account for all the choices.
#4
Posté 15 mars 2011 - 11:18
You could try alpha protocol it's pretty glitchy and buggy (like this game) but it uses less smoke and mirrors and has something like this, few games have a story as 'dynamic' as that game.
#5
Posté 15 mars 2011 - 11:18
What I got from that post sounded good, but could you rephrase that? I didn't quite get the main idea.
#6
Posté 15 mars 2011 - 11:23
He basically complained that the quests were almost non-interactive you didn't have a choice other than 'yes' or 'no' and even if you said no you'd still receive the option to do the quest.
For example, (Spoilers)
There's a quest where you rescue an elf mage from slavers, you can choose to send him to the templars or the Dalish but it doesn't fundamentally matter because you can still do the next part of the quest regardless of which choice you chose.
Heck, I'll go even further the elf is mentioned in another quest by other mages that speak of him as an example of what "The templars did to that poor guy" implying that he was made tranquil but in actuality he left the land after I saved him, I was also rude to the mage elf but he responded as if I'd treated him well regardless of whether I had or not, no-interactivity; the quest dynamic does not change, no differences play out such as him running away from me and having to chase after him depending on what I chose.
End spoilers.
There's a lot of examples of this but it's simply a problem with the rpg genre they just don't hide it very well in this game.
For example, (Spoilers)
There's a quest where you rescue an elf mage from slavers, you can choose to send him to the templars or the Dalish but it doesn't fundamentally matter because you can still do the next part of the quest regardless of which choice you chose.
Heck, I'll go even further the elf is mentioned in another quest by other mages that speak of him as an example of what "The templars did to that poor guy" implying that he was made tranquil but in actuality he left the land after I saved him, I was also rude to the mage elf but he responded as if I'd treated him well regardless of whether I had or not, no-interactivity; the quest dynamic does not change, no differences play out such as him running away from me and having to chase after him depending on what I chose.
End spoilers.
There's a lot of examples of this but it's simply a problem with the rpg genre they just don't hide it very well in this game.
Modifié par Falls Edge, 15 mars 2011 - 11:33 .





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