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I played DA:I at PAX Aus


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#76
Zu Long

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Play the human Noble.

Go talk to your brother, even though you dad follows you into the room.

Shut your dog up, end up killing rats.

 

First act 

Find your fellow recruits.

Find Alistair.

Get some Dark Spawn blood.

Get the treaties.

Get the blood Lotus for the dog.

get some food for the prisoner.

 

And that's just the start of the game.

 

Just pointing out for those who seem to have forgotten- four of those are "fetch quests," in that they ask you to get something and you bring it back. Which I don't have a problem with, but some people seemed to think that Origins didn't have many of them for some reason.



#77
coldflame

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What about MP? Have you tried it?



#78
berrieh

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Considering how long this game is suppose to be Fetch quests are pretty much invetiable, that said at least they sound like they make sense for the situation, fetching blankets for Refugees and such.

 

Yes, that to me sounds like it could be an excellent fetch quest. I have no problem with fetch quests when they make sense and are given a narrative place within the world. 

 

Maybe we played a different Origins, then.  I remember a lot of uninteresting, random side quests.  

 

I think you can boil all quests down to fetch quests in the end but some are better than others. For example the Love Letters fetch quest in origins was great. You collected the items over a long time period while you were travelling around doing other things so it didn't feel mechanical. Also the items were interesting in of themselves. When you picked one up you weren't just ticking off another item you needed - you were collecting a funny little note that had entertainment value in of itself. 

 

The kind of fetch quests that the OP was talking about sounded very much like they were the traditional go here and collect item x and bring it back with very little of the story wrapping, combat puzzles or complications that make fetch quests fun and interesting. Of course the OP didn't get to finish any of them and DA:I's open areas should hopefully add some interest to the quests but they don't sound especially promising at the moment.

 

Honestly, seeing refugees in the world and being asked to naturally fetch things for them (which would be helpful actions that would hopefully bolster my reputation over time and the Inquisition's good name) seems more interesting to me than many of the DA:O fetch quests. The Love Letters quest in particular I remember going back and doing and feeling it was tedious, as with the 'dark places' Revenants, and a lot of the other ones. I understand some people maybe felt differently, but I felt like I had to go through every area in DA:O with a *fine-toothed comb* because each area was so far away from the main access point and if you missed something deep in an area, you may have to traverse a long, unchanging area again.

 

In a vibrant, living open world, I'm happy to fetch blankets or do other small tasks. I hate the notion of collectibles, though, and having to think about being a completionist constantly, but don't mind the notion of fetch quests. So maybe that's where it comes from. 

 

I sincerely hope DA:I's fetch quests are less tedious than DA:O's. At least in DA2, I often never noticed if I missed one, except the bloody books one where you had to collect multiple ones, because they weren't "collect them all" types that you had to re-tread through areas for if you missed them and didn't pick up every little thing the first time. 


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#79
bubs

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*snippy*

 

I sincerely hope DA:I's fetch quests are less tedious than DA:O's. At least in DA2, I often never noticed if I missed one, except the bloody books one where you had to collect multiple ones, because they weren't "collect them all" types that you had to re-tread through areas for if you missed them and didn't pick up every little thing the first time. 

 

I'm with ya. The grave one in the forest was the worst... I just stopped doing them entirely in most of my playthroughs.



#80
Original_Bars

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Aren't 90% quests in game bascially a fetch quest?? It's same for pretty much any other games these days.

 

"Issac? I need you to go there and grab these so we can kill them. I'm not gonna do it myself though lmao"

"Hey vault hunters theres high chance you are going to die while doing this but grab me some Moxxi's porn magazines"

"Booker let's go grab some shock jockey so we can get this thing moving"

"Hello lone wanderer I know u busy saving world but can you bring me some nuka cola"

 

etc.

Exactly. its a skill to make these fetch quests feel like they're not.. fetch quests lol..

Look at how fallout does it, there is usually some choices and conversation along the way. something i think dragon age will include as well, or atleast hope so.



#81
AshesEleven

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That's true, but they're still only there as empty air in that bag of chips. I am a heavy reader and a prime concept of (good) storytelling is keeping a tight, focused story filled with conflict. When "sidequests" happen in a novel it's still usually relevant to the story either via plot/character development or world building.

Would DA:I Have been a better game if the X hours of padding quests had been turned into shorter, more important quests, despite the game's "length" being gutted? Maybe. Is it worse for having things like the fetch quests to pad it up? Probably not. Still, it's something to think about I guess, especially since we have a bunch of upcoming "Open World" games coming out... (lots of series are trying it out, i.e. Phantom Pain, New Zelda, The Witcher 3, ect). Of course, my eagerness for DA:I remains unchanged and for all that I said I'll be there with everyone else fetching mud to fix some peasant's roof simply because he's afraid of wolves. ; )


I guess the thing to consider is that video games are different than novels, and your big AAA games are gonna need a lot of gameplay to be fun. Personally whether I like sidequests depends on the game. In large RPGs like dragon age, I want a lot to do so I can spend more time in the world. With the batman games, though, I much preferred asylums tight story to city's "hey look how many villains we fit in!"

#82
Yaran

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That's the prologue, it doesn't count :P. what about collecting love letters or doing random crap for the irregulars?

What was wrong with collecting those love letters? They were hilarious.



#83
Vilegrim

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Just pointing out for those who seem to have forgotten- four of those are "fetch quests," in that they ask you to get something and you bring it back. Which I don't have a problem with, but some people seemed to think that Origins didn't have many of them for some reason.


I never noticed feed the prisoner, how I missed it escapes me, the others had a point (except the rats, which gets a lampshade the size of texas hung on it)

#84
skjutengris

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Aren't 90% quests in game bascially a fetch quest?? It's same for pretty much any other games these days.

I guess its like life, you end up on a shore, build hut, cut down threes, find water, make food kill stuff, build more on the hut, you wont get far until the hut is build.
if you made the game like that people wouldnt like that as if they then would wander off they be dead soon.
Then the hut would be the thing you come back to, your home.
You could also choose the adventure to hunt for food find water and just explore but then you have no home.

If one removes the fetch quests, and let say would make exp on the land found you could make large maps so big it would take a day in gametime to cover one side and a week to get to the other side. Then there wont be much stuff to do except to walk, run and not much action would be there much like life.
Most stuff in life is traveling not action. Remove the mini map so you have to draw your own map.

The question is, would the player like it? I guess if you made the gameworld enviroment absolutly stunning.

and then throw in a overall story with it.
add a town or two out there and if it take days to travel to towns, people woudlnt like it unless they have a fetisch.
Make a company to travel with you, a few hours later you want to strangle them and do.
Then your a branded as a bandit and once found dead or alive.

its doable to make it such the question is, would people actually want to play it that way?

I understand the idea of a fetch quest, it makes it easy for the developer.
to build a continious game without fetch quests requries a different gameplay.



#85
Arakat

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Here's another report that says the fetch quests (or at least some of them) affect companion approval. So I guess they give you more than just XP and an excuse to explore, which is good.


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#86
WildOrchid

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Here's another report that says the fetch quests (or at least some of them) affect companion approval. So I guess they give you more than just XP and an excuse to explore, which is good.

 

That makes me happy. I like doing fetch quests anyway. :D



#87
Reznore57

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That makes me happy. I like doing fetch quests anyway. :D

 

I think we will be able to farm companions approval , I remember Patrick Weekes said he had to kill some animals for the Bull , Varric got approval when killing random red templar Behemoth in a video , and Vivienne you had to pick up some info about about mages or something.

 

I hope this mechanic is only here if you have problem getting along with companions and you need a boost in approval , and it's not a thing you have to do for their friendship.


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#88
Monoten

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That's the prologue, it doesn't count :P. what about collecting love letters or doing random crap for the irregulars?

The jobs for the irregulars were indeed the things, you expect to do from a fetch and kill quest. However the most important reason why I still played them, was because you could decide the fate of the irregulars. Then the quest isn't so bad.