Do you think everything was handed out to you in Dragon Age Origins?
....yes?
You got given 4 quests to do in no particular order. Those quests were interesting enough but to claim that there was any sense of discovery is silly ![]()
Do you think everything was handed out to you in Dragon Age Origins?
....yes?
You got given 4 quests to do in no particular order. Those quests were interesting enough but to claim that there was any sense of discovery is silly ![]()
Have not played as long yet - but I feel like all the quests are actually tied into the story so far and I feel like the areas are really full and entertaining (Storm Coast and Hinterlands so far).
Yeah, filler boring MMO-type content all around is my biggest issue in DAI. Doesnt feel like open world at all (compared to Skyrim)
I don't think every game needs to be open world.
Actually I wish MORE games would be open world and less linear. Restrictions are the weak element.
Do you think everything was handed out to you in Dragon Age Origins?
Actually it was. DA:O was incredibly spoonfed to you and downright easy mode. It was a great game, but it actually took your hand and said "come this way please".
Yeah, filler boring MMO-type content all around is my biggest issue in DAI. Doesnt feel like open world at all (compared to Skyrim)
Honestly I believe that after reading everything I've come across that those "filler boring MMO-type content" that you're suggesting is actually quite interesting and it fits the lore and the story. Atleast to me it does. Not once have I said that "ugh this is just filler content". Everything has been compelling and engaging.
Actually it was. DA:O was incredibly spoonfed to you and downright easy mode. It was a great game, but it actually took your hand and said "come this way please".
I'm wondering at what point did the BSN start thinking that not open world suddenly means everything is handed to you, and how are the two things in any way related?
Besides, it's not like we don't have quest markers that tell us exactly where we need to go anyway.
Skryim did open world questing much better. There were fetch quests but they were done much better. Personally I'm ignoring all quests acquired by reading a note because that's just embarrassing lol...
Even doing useless stuff is handy. Getting power enables you to do more missons
My view on the open world is that there's a lot to like about it. Exploration can be fun. But the sheer amount of side quests that you are bombarded with as soon as you hit the HInterlands makes your head spin. Because they are thrown at you so fast and sometimes without context, they feel meaningless. Some of these side quests are about how hard it is to live in the Hinterlands with the war, but the fact that every five seconds we're getting a new side quest robs the game of any poignancy. They become bland fetch quests. I'm liking the game, but there are some issues.
Anyone who thinks skyrim is any more open world, or less tedious is just a fanboy.
skyrim: k go to this repeated cave and kill things or find x. k. thanks. do it again. k thanks. do it again.
dragon age: mages and templars are waring! there's a village burning! end it.
are there 10 ram meat quests? sure.. but every (EVERY) open world game has those. at least DA:I gives them context.
Id take kirkwall over this boring skyrim open world like levels. There was a reason i played skyrim for an hour and never played it again.I'll take this over Kirkwall any day.
Even doing useless stuff is handy. Getting power enables you to do more missons
I hope Bioware does not listen to people like this. When they do, thats when they water down stuff.
That's exactly what Bioware did. They watered down the quests and the xp you get from them. So you are stuck with thousands of tedious boring quests that feel like a grind because they give you so little experience.
They threw a F2P mmo model into a single player rpg.
Skyrim isn't any different in this regard, so we're not really talking about something specific to open worlds, are we? How is DA:I different?
Skyrim is very different. Content isnt in your face like it is in DAI where you cant make a step without touching some note or pole that you have to stick in. In Skyrim it feels like real world where everything is interconnected and makes sense. DAI feels like theme-park where they threw content all over without even trying to make it natural.
Sorry Bioware, but you still have alot to learn about how to make good open world RPGs. Maybe its just not your thing and you better stick with DAO type RPGs.
That's exactly what Bioware did. They watered down the quests and the xp you get from them. So you are stuck with thousands of tedious boring quests that feel like a grind because they give you so little experience.
They threw a F2P mmo model into a single player rpg.
no they did not.
it is precisely on par with every open world rpg ever. filled with side quests. at least in DA:i they feel relevant and contextual.
Skyrim is very different. Content isnt in your face like it is in DAI where you cant make a step to not touch some note or pole that you have to stick in. It felt like real world where everything is interconnected and makes sense. DAI feels like theme-park where they threw content all over without even trying to make it natural.
Sorry Bioware, but you have alot to learn how to make good open world RPGs.
I have not had ONE sidequest in my face. I've had markers on my minimap for them.
I think what's really rewarding with these quests in particular is that if you actually listen to what the characters are saying, they make sense in the world at the time you're there. And also every side quest rewards you with something FOR the inquisition.
I'm quite satisfied with this system as opposed to an openworld where side quests are sometimes not really very plot sensitive (skyrim's: go there, kill everything and bring me back this object which is very mmo-esque) or linear plots that offer artificial side quests (kill main vilain but also the three generals + bonus for doing it silently) that only offer more xp in the end. This feels a little bit too anticlimactic to me.
no they did not.
it is precisely on par with every open world rpg ever. filled with side quests. at least in DA:i they feel relevant and contextual.
Yes. If there were no point or reward to them other than XP and gold, yea they'd be annoying. But, at least in Hinterlands, you are building the Inquisition's reputation. Collect 10 Ram Meat makes sense because you are feeding hungry refugees and are the only organization interested in helping people unlike the Templars or the Mages whose fighting has lead to these refugees starving.
I think what's really rewarding with these quests in particular is that if you actually listen to what the characters are saying, they make sense in the world at the time you're there. And also every side quest rewards you with something FOR the inquisition.
Its not only about quests. Bioware added many theme-park timesinks like closing riftgates, setting camps, solving constellation puzzles, etc. And those are just everywhere. I wouldnt mind if those were rare and made sense according to lore. But in those quantities how it is can be immersive or fun is beyond me.
Its not only about quests. Bioware added many theme-park timesinks like closing riftgates, setting camps, solving constellation puzzles, etc. And those are just everywhere. I wouldnt mind if those were rare and made sense according to lore. But in those quantities how it is can be immersive or fun is beyond me.
Arguably, the rifts and camp sites are as common a they need to be. The only one I could agree on is the Astrarium thingamadoohickies, but thats only because I dont know anything about them yet.
@mindw0rk: Umm.. you know the rifts are there for a lore reason yeah?
And how is setting a camp against lore?
And if they're not answered here - the Astrariums are setup for next game.
I actually keep comparing DAI to the Witcher 2 in this regard; they are quite similiar in their open world design. Both of them don't have a big open world, but rather really big areas.
So far the Witcher 2 quests were way superior, but there were also a lot less of them. I guess some people prefer quantity over quality. Still, I like how DAI encourages me to explore the map and such. Too bad horses are next to useless for people like me who want to pick up every single elfroot that comes across...
I understand that the War Table missions take real-world time to complete... is this true? So a mission I activate today won't be complete until, say, Friday?
That seems a little arbitrary to me. I shouldn't be able to book a mission, turn off my machine, come back two days later and have it be done.
...or is it an in game clock, where you have to play the game for 20 real life hours for the mission to complete? Either way, that seems like a weird mechanic.
So far,12 hours in, all of the timed mission have been at most an hour and at least 10 minutes; they are all in real time. You can also spend Inquisition Perks to make your advisers take less time doing the missions.
I think this has a lot to do with the loot/loot-ping system.
The Hinterlands is the worst area, I found. Others have more defined goals; an oasis where you find an ancient temple, the Storm Coast where you can embark on more involved side-quests regarding bandits, or later on, say, a warzone where you need to push back undeads. The Hinterlands is the only place, so far, where I found that the core of the zone really was fetch quest. The others have a clear reason for why you're here.
Other quests generally make sense. Closing rifts means restoring order, and grants you Power. Setting camps is a useful gameplay mechanic. The shards are a bit tedious but net useful bonuses in the Temple. The astro-thingies I confess I have no interest in, primarily because I have no idea what their actual purpose is.
And given the variety in landscape, terrain and enemies, no, I find the open world itself not tedious.
If you ask me it's better than Skyrim, with its randomly generated quests that take you from one end of the province to another. At least stuff in Inquisition takes place in more manageable zones.
EDIT: @ Fast Jimmy; most of them are fairly short -less than an hour, sometimes as few as 10 minutes. The longest I,ve seen is 3 hours. Recruiting Agents (via side-quests, you can get bonus ones by using certain dialog options or having the right follower) shortens the time by 5% each.
From what I saw, those that give you gameplay-important stuff (trainers for specialisations, DLC mounts, recipes for alchemy...) are short and sometimes instant. The longer ones tend yo give you gold or influence, or maybe one item.