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Anyone else want Bioware to go back making linear games? Playing DA:I is exhausting. [Edit]: Now 25 hours in & its starting to show its quality


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#226
LinksOcarina

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No exploration? People complain.

Plenty of exploration? People complain.

 

"B-but...muh fetch quests! My generic mmo quests!"

First off not every quest is like this. There are tons of side quests in the game that have a good amount of story and effort to them. Secondly the side quests are optional. Nobody is forcing you to do them, except yourself. It's like me complaining about how much this Pop Tart tastes terrible, as I continue to eat it.

So for the love of god, stop sending Bioware mixed messages. We've been asking them ever since ME2 to please give us more exploration, and they FINALLY have.

 

As I said earlier, RPG fans have no idea what they want, even if they think they do. Folks are mostly determinist in their demands, they expect the games to work one way, and don't like it when it works another way.

 

Its been happening for years, so the mixed messages are a constant in the end. 


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#227
pengwin21

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I guess people want the exploratory side quests to be full of the same level of detail as the main story quests, but that's not really feasible from a design standpoint.



#228
Bugsie

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It's a slow build to be sure.

 

But I'm pretty damn happy.

 

Except for those bears.

 

F*ck those bears.


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#229
Obsidian Gryphon

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You know, it's hard to play a warrior in the game. Any warriors here? If so, tell me, how do you closes rifts? Cause most of your abilities cause agro - that's your job - and in order to close a rift you can't get hit? Only solution I can think of is to drag another warrior with you. More waste of time.

 

I play a warrior (greatsword) and I usually destroy everything or direct companions to hit the mob tracking me before closing the rift but then I'm playing on a casual setting so it's probably easier.

 

I'm hardly one to enjoy open huge sandboxes but I'm enjoying DAI immensely. I think the main reason being in my taking it easy, in no hurry to rush about to do everything all at once.

 

 



#230
RVallant

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But you aren't forced to do that many side quests. You can choose to, just like you can choose whether or not to explore.

 

 

You'd literally breeze through the game, there's not many main missions and the only inhibiting factor appears to be 'power' lock. Maybe I'm not putting my point across clear enough, there needs to be MORE main missions, main plot, main storyline with not so much focus on the side stuff?

 

I guess people want the exploratory side quests to be full of the same level of detail as the main story quests, but that's not really feasible from a design standpoint.

 

There's a good article/review on Forbes about that actually, I just read it now and they draw a good parallel to the 'side quests' in Origins and DA:I, with this game being mostly fetch quest, go stab x, whatever; and Origins actually having individually crafted stories no matter how small for their side quests. I think he includes a good few examples as well.

 

http://www.forbes.co...eplaying-games/

 

Skip down to 'Its been a hard days night' - that's where they tackle the side quests, also some useful other points, I haven't read it in full, mind and the guy is quite complimentary of the game, as I am, it's a step in the right direction, just a bit too extreme on some elements.



#231
pengwin21

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Origins had plenty of side quests that were not "individually crafted" (Chanter's Board, Mage's Collective). His example of a quest with tough decisions was a main story quest, and Inquisition's main story quests have tough decisions as well. Inquisition has a few side quests I find interesting (such as draining the lake in Crestwood, judging the mayor afterwards etc.), I think it may just seem like there are less of them because the amount of 'fetch' side quests.


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#232
ReadingRambo220

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This is everything I wanted in a dragon age game! Except the ui camera and controls. All the side quests are optional if you don't like them.

#233
CrimsonArgie

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Try not to force yourself into clearing every area as soon as you get to it. It really helps to explore a bit, leave, explore another place, go to Skyhold, sell some stuff, talk with your companions, go back to the first area, and so on. Trying to tackle every area the first time you visit it gets boring after a while, specially considering how big some of the areas are.

 

You don't need to do every single quest (like getting all the shards or the landmarks). The companion quests are really straightforward too, there isn't much exploring to do in order to get them.



#234
AlanC9

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You'd literally breeze through the game, there's not many main missions and the only inhibiting factor appears to be 'power' lock. Maybe I'm not putting my point across clear enough, there needs to be MORE main missions, main plot, main storyline with not so much focus on the side stuff?
 


What are you planning to cut in order to do that, though? The side stuff is relatively cheap, which is supposed to be the problem with it. But what that means is that you have to cut a lot of them in order to make one main story quest, right?

#235
Aisabel

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Well, having spent $54 on it, my husband and I love that it isn't quite linear because we have definitely gotten our moneys' worth. With this game, you can make each playthrougg different. It took me 30 hours to finish every quest in the Hinterlands. I am now at 54 hours and still have not been everywhere. I am loving it! With dao/da2, i loved those games but after a while the linearness gets boring..

#236
rashie

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Yes I do.

 

This game gets a high degree of approval from me but after having clocked in at the final fight at the 80 hour mark, this game didn't have the kind of extremely tight storytelling i have come to expect from bioware games outside of main mission instanced operations, and I am not sure that is a good thing.

 

I can't quite put my finger on why but I feel a certain lack of direction a lot of the time when out in zones the main quest does not reach at all. I think it is because the content in the zones are driven by me exploring, finding collectibles and setting up camps instead of a focused storyline taking me through it. Both styles of games have their advantages but id rather prefer a more linear focused rpg that takes 35 hours  over the kind of rpg inquisition, skyrim, fallout and so on are.



#237
Leoroc

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Origins had plenty of side quests that were not "individually crafted" (Chanter's Board, Mage's Collective). His example of a quest with tough decisions was a main story quest, and Inquisition's main story quests have tough decisions as well. Inquisition has a few side quests I find interesting (such as draining the lake in Crestwood, judging the mayor afterwards etc.), I think it may just seem like there are less of them because the amount of 'fetch' side quests.

Ruck, Dagna, Cammen, Zerlinda, Crazy tree guy, those are the kinds of side quests we need a bit more of.