Before everybody piles on people running the game at ~15 hours out of distaste, I'd like to point out that the main story mission part of the game is indeed very short and it is mainly the inefficient manner that most people acquire power that tends to buff the run time of the game.
one would actually only need to explore 6 regions of the hinterlands to clear the story. smart side-questing in conjunction of save duping the efficient requisition quests (geological survey) will accumulate power very quickly. to illustrate how much redundant power there are in the game, ive stocked piled over 200 power at the end of my completionist play thru.
As to the actual main missions, the only fight that has a solid level requirement is the last wave of the haven assult, (anything below lvl 9 is borderline impossible, since u dont have the kit to deal with the adds) and every other fight can be pushed through even being considerably underlvled thru use of tonics and specing correctly. the missions itself provides large amount of items and sizable exp, further reducing the need to grind.
in this light storm coast/mire/oasis/graves/plains/wastes/lion does not ever need to be accessed, and the most efficient manner to level up would be to quickly hop from one rift to another (since they give set exp). In fact from a strict gameplay design perspective the only reason a player would access these regions would be for the power, which currently exists in ridiculous abundance.
If we are to resort skipping every single dialouge (provided you know all the "right" aka most power efficient dialogue checks), then the time could be further shaved. for instance the halamshiral quest could be done as quickly as 25 minutes, while the warden sequence can be crunched in just over 40 minutes.
surely many on this forum would find such line of gaming pointless, perhaps even borderline offensive. But I am merely writing this to demonstrate how the actual story content of DAI is thinner than DA2 and far so than DAO; that the game is really build on the back the wonderful, vast open worlds, and mostly importantly, the good will of the player to actually grind through these open worlds, since the story doesnt give you any incentive to do so.





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