Oh of course, I didn't mean to imply that there wouldn't be people that enjoy that content. It's just that the original post was about people complaining that the game is less like DAO and represents a fundamental shift - it does - but I think it's ok for people to point out that may not entirely work for them.
I don't have a problem with filler quests for people that enjoy filler quests, more power to them (literally in this case!), however what doesn't work for me is that the filler quests are somewhat required in order to progress the story. This is indeed a big call for Bioware to make, as it means that 'filler' is just as important to them as story is.
You see, in DAI you are required to gain power to move the story along. The way you build power is to 'sandbox' through an area. You can't actually move the story along until you have reached what is essentially an arbitrary number of power. This isn't story-based gaming, it's numbers based, 'grind' or 'filler' if you will.
To illustrate what I mean, a side-by-side comparison of the environmental philosophies of the games *spoilers for DAO, and minor for DAI I guess*:
DAO - let's choose an environment, say the Circle Tower in Lake Calenhad.
Why am I going there? Because I want to recruit the mages to fight the Archdemon with me. So I head off to do that, and find out that there is a whole other world of pain going on in that tower while I'm there. What follows is two 'story-arcs' that fill the entire area. In other words, two distinct 'end goals' that give me reason to be there right up to the end of the area. I achieve those goals, and then move on. This gives the story pace, it keeps things moving, it engages me with it's story, the environment is just a means to that end.
DAI - let's choose any of the 'big' environments in the interest of avoiding spoilers
Why am I going there? Well, it starts off with a story reason, but that story reason can reasonably be achieved very early on in the exploration of the area. Possibly worse, is that even after it has been 'achieved', respawns occur which means the story arguably doesn't reach a conclusion. Now granted there are smaller stories to be had in that area, absolutely, but again, their end goals occur within the environment rather than at the end. Once you have achieved all 'story goals' in the area, the area still exists, with no reason to be there other than 'filler'. Now this is fine for those that enjoy filler - but it actually works against those that don't. This is because I can't progress the main storyline, or open up another area, until I have completed some 'filler' (due to the requirement to build power). What makes these even worse, is that according to the story (and this is hard to describe without spoilers) my advisors have advised me that I am ready to progress to the next stage, all is prepared, ready to go, but I can't because an arbitrary 'gate' is in my way (power gathering) which isn't even related to the story at all.
So when you say 'it is up to you how much content you do', that is not correct. You are forced to do content unrelated to the story, because it is required to progress the story.
What it means is that DAI philosophy appears to have the environments drive the story, whereas the previous games was the other way around, the story was the driver, and the environment supported that.
I agree it's different strokes for different folks, and both are legitimate ways to make a game, but there is definitely a shift there, and I think its reasonable for people to say they miss the previous philosophy.
You know I hadn't realized that power might be annoying to get later in the game, if so then that is a legitimate critique, though I wonder if it could/should be differently. The concept of needing power to achieve your objectives is great, but maybe it shouldn't all be done by the Inquisitor. Is it possible to have operations that increase your power? So far I've only seen Influence as a reward for operations.
Perhaps to make the system a little better for those who just aren't into all the side content is to have one optional way of increasing power be through the War Table. Doesn't make sense that the leader is the one getting all this **** done, if you want to just hang back in your castle for a bit and send your agents to do the quests and increase power you should be able to.





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