This is hard for me to explain, it's just the feeling I get when playing this game.
The opening is simple. Stuff happens, you briefly get introduced to characters, current situation etc and you do a few things as part of what is essentially a tutorial. Unless you've been following the game or played the previous two, it's all a bit upfront for people new to the franchise (I think, anyway). You wake up, have a chat, the Inquisition is formed. There's practically no build-up to this moment, as it just comes out of no where, and whilst you could argue it's in favour of story-telling and getting things going, to me personally it just feels out of place. One minute I'm nobody, next minute I'm in charge. It's a minor gripe I have which I'm sure some people will agree with and some won't.
Anyway, so now I'm given a mission to go to the Hinterlands. Won't say any-more due to spoilers. Once I've done that, a mission which is pretty much a five minute quest, you're asked to travel somewhere else. More dialogue, you're told to go somewhere else. It feels out of place to me, as if the design surrounding this is to introduce me to as many locations as possible within the first few hours of the game. For me, personally, having a few main quests in the Hinterlands to start off would feel a helluva lot more consistent, rather than zig-zagging all over the place.
Speaking of introducing new locations, it seems character interactions are forced on us as well. At one point I walked up to a character whom was having a chat about something. Next minute I'm expecting to pipe up with my input, with practically no context to the situation. Three choices; delectably good, bad, and neural ones. Just now, I've done a mission which introduces me to a new companion, except the whole thing doesn't really make sense and it's only briefly explained why it was I got to meet them in the first place.
By design the game actively encourages us to explore, do side-missions etc. Except people are already discovering that it's best to do one or two bits and pieces within the first area before continuing on with the story "because it gets better".
An example of consistency? Dragon Age Origins. You start as a Human Noble, do your opening storyline (tutorial), do Ostagar which is essentially an area to introduce important characters and the on-going plot, one more "aftermath" location to further establish story, characters etc, and then you're given the option to progress through the story in a not-so-linear fashion by choosing where you wish to start first. It feels progressive, it feels consistent. It's a mostly linear game, I know, but one could argue in a game such as this that's exactly what you want.
Everything so far just feels rushed, and it's beginning to irk me. Guess I'll just have to keep playing and see what happens.





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