Aulis Vaara wrote...
Vandicus wrote...
Could've been dialogue free quests like DA:O. Kill X bandits. Kill 3 wolves. Kill bear. Jeez the level of grind in DA:O was horribad.
You're talking about the first town, which was a tutorial for quests. And while there are some more of those quests in the game, they were both dressed up better, and actual sidequests. I.E. you didn't have to do them to collect gold, and they actually were small compared to the epic main quests. In DAII almost every quest was practically the same size, and perhaps that's part of the problem: no variation. Even in such a tiny detail, variation could make the difference between "the flaws are only details" and "this is boring". Well, in my humble opinion anyway.
I cite quests from the first town because they're most recognizeable to people. Dialogue free quests did exist elsewhere, but they weren't the majority. Meaningless(not save imported, not addressed in-game with dialogue, not in epilogue) quests however were. DA:O only stacks up to about 100 hours of gameplay on a completionist run. With only its main quests(which were a lot better than the sidequests in how meaningful they were) its less than half as long. What I liked about DA2 questing was that most of its side quests were meaningful, aside from the handful of exploration elements(the implementation of which deserves its own discussion).
Could you elaborate on what you mean by "the same size"? I get the impression you're talking about environment re-use or combat scale here. Which is something that can certainly stand to be improved.





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