DAIII and the narrative impact of side quests
#1
Posté 12 avril 2012 - 10:41
Now I'm not suggesting that every single side quests has a choice which will have an impact on the game, but do I think there is potential for more consequential side quests as the game progresses absolutely. In Origins, completing the "Trial of the Crows" questline led to having an extra voice of support in the Landsmeet. In DAII, I felt that questlines like "The Mage Underground", "A Noble Agenda" and "The Last Holdouts" could have had similar narrative impact if the game a longer development cycle.
In The Next Thing, the Mage-Templar war and the Orlesian Civil War seem to be two stories that will be explored. Therefore, I think that that side quests having a greater impact can be woven in quite well. As I said above, I don't want a game filled with these side quests, but about 10% would do nicely for me. Nor am I suggesting that the consequences of these questlines (I think it best that they would be questlines instead of singular quests) be groundbreaking. I liked the way "Trial of the Crows" worked, and would like to see that expanded on, instead of just getting gold or items all the time, and having sovreigns accumulate.
For example (using the hypothtical stories above as examples), if the player was an Orlesian loyalist (ie, supported the empress over the Grand Duke) a questline in the manner of "A Noble Agenda" could increase support for Celene's troops. Sticking with the theme of wider exploration the devs have said they want to explore, perhaps completing a certain questline could regain control of a town or important strategic hub for the templars to give just one example. Another benefit of course, is that the consequences of such quests would be guarenteed to have an impact within the scope of the story, while having no need to be recognised when importing into a new game.
Thoughts?
#2
Posté 12 avril 2012 - 10:46
That quest was a ****-tease.
#3
Posté 12 avril 2012 - 10:46
They've done a little bit of that in the past... like how hardening a companion could change their outlook and post-game destinies. And I agree with Maria Caliban... I kept wanting the Magistrate to make good on his promises to ruin you. Or for Dougal to do something a little more meaningful when you didn't give him what he wanted.
It would definitely enhance replayability.
Modifié par brushyourteeth, 12 avril 2012 - 10:53 .
#4
Posté 12 avril 2012 - 10:51
Maria Caliban wrote...
I'm still waiting for that one noble to get back at Hawke for killing his son.
That quest was a ****-tease.
Aha, tell me about it. Kind of wanted him to unzip Meredith (not in that way) and jump out like a slitheen during the final battle
Modifié par harkness72, 12 avril 2012 - 10:51 .
#5
Posté 13 avril 2012 - 12:42
brushyourteeth wrote...
I agree with this completely, provided that the programming doesn't cut back the number of quests we can do or environments we can explore.
I don't see why it would. Especially since (if this idea or a similar one) were implemented, they could take place within enviroments that are already in the game, and the quests would take up a small number of total side quests.
#6
Posté 13 avril 2012 - 03:31
#7
Guest_sjpelkessjpeler_*
Posté 13 avril 2012 - 03:52
Guest_sjpelkessjpeler_*
harkness72 wrote...
brushyourteeth wrote...
I agree with this completely, provided that the programming doesn't cut back the number of quests we can do or environments we can explore.
I don't see why it would. Especially since (if this idea or a similar one) were implemented, they could take place within enviroments that are already in the game, and the quests would take up a small number of total side quests.
Bioware stated in one of the threads (sorry cannot remember which one doing this from the top of my head) that doing more extensive side quests has as a concequence that other things have to be cut down. Is seems to be a matter of production costs.
I am no programmer and have no idea how games are developped in means of production costs but I for one totally agree on your view that quests should be completed/explaned.
Like Maria Caliban wrote: that quest you did but had no consequence what so ever.
#8
Guest_Begemotka_*
Posté 13 avril 2012 - 03:59
Guest_Begemotka_*
Modifié par Begemotka, 13 avril 2012 - 04:04 .
#9
Posté 13 avril 2012 - 04:02
#10
Posté 13 avril 2012 - 04:02
Now by collecting X number of this and killing Y number of that I'm changing the dynanic of the town and the people living there.
#11
Guest_Begemotka_*
Posté 13 avril 2012 - 04:11
Guest_Begemotka_*
BobSmith101 wrote...
Xenoblade- It's amazing very mundane fetch quests become worthwhile when they impact on the social aspect of the game.
Now by collecting X number of this and killing Y number of that I'm changing the dynanic of the town and the people living there.
I have just read the Xenoblade Wiki.Wow.Just WOW. Is the character interaction or quest system as good in-game as it sounds?I do not normally play JRPGs,because I had some really bad experiences with combat systems.Might have to rethink that now.
Did not want to hijack the thread.
Modifié par Begemotka, 13 avril 2012 - 04:16 .
#12
Posté 13 avril 2012 - 04:59
Begemotka wrote...
BobSmith101 wrote...
Xenoblade- It's amazing very mundane fetch quests become worthwhile when they impact on the social aspect of the game.
Now by collecting X number of this and killing Y number of that I'm changing the dynanic of the town and the people living there.
I have just read the Xenoblade Wiki.Wow.Just WOW. Is the character interaction or quest system as good in-game as it sounds?I do not normally play JRPGs,because I had some really bad experiences with combat systems.Might have to rethink that now.
Did not want to hijack the thread.
I can't say having not read the Wiki but it's very good both the interpersonal relationships of the party and the way your actions impact on the townspeople as a whole. There are things called "Heart-to-Heart" points scattered around the maps. If your social level is high enough you get a scene there with a number of different options which further increase (or not) the heart levels of the party.
Combat in Xenoblade is real time but tactical. You can make anyone the party leader and each character has different skills. Lots of posistioning and comboing required. Some attacks work from behind, to the side etc. Each skill has a cooldown and you can cross skill your party and learn each others abilities a bit further into the game.
Not really much negative to say about it it's a Wii game , it has limitations , part voiced but excellent. You do have to invest in it though. It won't come upto speed for 5 or more hours (it's a looooooooong game).
Modifié par BobSmith101, 13 avril 2012 - 05:00 .
#13
Guest_Begemotka_*
Posté 13 avril 2012 - 05:25
Guest_Begemotka_*
#14
Posté 13 avril 2012 - 10:09
#15
Posté 13 avril 2012 - 10:19
#16
Guest_Begemotka_*
Posté 13 avril 2012 - 10:21
Guest_Begemotka_*
(You know,pink slime,the mishmash of who knows what kind of animal`s entrails that is made into a pulp and sold as minced beef).
#17
Guest_sjpelkessjpeler_*
Posté 13 avril 2012 - 10:37
Guest_sjpelkessjpeler_*
the_one_54321 wrote...
DA:O quests would have been much more meaningful if only they actually affected the Warden's standing in the world. Choosing sides, on any issue, in side quests was meaningless. It was only a way to gather XP and gold.
The main story in DAO revolved around the wardens stopping the blight by killing the arch demon.
There wasn't much taking sides exept for who would fight with you in the final battle (mages or templars, elves or werewolves) Those were the choises you had more or less (I'm not taking in account how the main character could end up because you have your choises there).
In DA2 the choises you made had just one influence. The only thing that changed for the final battle was that you became the viscount of Kirkwall or you did not. ( sided with templars or mages). But in the end Hawke vanishes regardless.
I wonder what DA3 will be like in that
#18
Posté 13 avril 2012 - 11:24
TheFragCzar wrote...
I challenge BW to make DA3 with 100% beef, no fillers -- that means no fetch quests, no mailman quests, no pointless resource gathering. Give me 20+ hours of action, adventure, and real story. Be innovative, be creative, and you may have my money!
This is the recipe to create a great game. Bioware's resources are wasted on fetch quests, junk loot etc. Sure, that stuff is pretty cheap to implement but it does not add any value other than creating an illusion that the core game is longer than it really is. And I doubt fillers are particularly inspiring for game developers to make. If a quest isn't fun, scrap it. It's as simple as that.
I'd love sidequests to have more impact on the plot or the relationships. I think in DA2 Bioware succeeded somewhat in making the quests relevant in showing how your companions react to certain things but a large chunk of the content was just wasted space. I'd rather have a shorter game with quality written all over it than play a disjointed collection of random deeds.
Every sidequest doesn't have to influence the main plot directly but I would love to see surprising outcomes like in the OP's example Trial of the Crows. It would force the player to involve herself deeper into the decision making when the choices might carry a lot of weight in the future.
I'd love to also see more personal quests that are simply about building friendships, rivalries, romances, family bonds and so on. They don't always have to involve kidnappings or impressive swordfights. Supporting Alistair when he meets his sister or hooking Oghren up with his old flame would be examples of such quests.





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