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Where is the meaningful side content?


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#26
Taura-Tierno

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that is a main story mission and not really persuasion as im talking about, just a story choice, and even clearly labeled on each choice what the outcome will be as well.

 

maybe if the quests here and the people giving had more meaning instead of " i lost this thing, can you get it for me" or "i found this thing of yours" and were given some back story outside of codex entrys you find

 

Or even more important i think to make the world feel more alive just some more npcs that have stuff to say instead of millions of Codex entrys instead. i would much rather learn about the Early tevinter imperium history or chantry rules from an interesting NPC instead of reading a wall of text every minute or so i find a piece of paper

There are also several Inquisitor perks you can unlock that will open up new dialogue choices related to specific topics (e.g. politics, crime). I do understand that not all NPC's can have deep, complex conversations; this game is magnitudes more massive than DA2 or DA:O, which would mean an extreme amount of dialogues. That many NPC's have little to say is understandable. I do believe that most NPC's have enough to say, though, and that many have interesting stories to tell. There are several NPC's (non-companions) that are particularly interesting, imo.

I don't really see how there are more "I lost this, please fin" quests here than in DA:O. Those were pretty frequent there as well.



#27
Taura-Tierno

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I think the thing that people are not noticing/willing to accept about this game, is that the development team are taking a more realistic approach to side quests. I've done multiple side quests that start out with just collect blah blah, go here and investigate, etc., but become richer in the telling because of codex entries (notes and the like) that were left nearby. I'm glad that I can't walk up to a shopkeep and get their entire life's history.

 

That just doesn't make sense. Do you spill your life out for complete strangers? People playing this game are so used to being spoon fed all of their quest information through dialogue, that I guarantee 75% percent of the people complaining about this don't really stop to read notes or codex entries.

 Also I agree with this.


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#28
Dubya75

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I have come across many meaningful side quests as well as many many NPCs saying meaningful things (definitely more so than previous games).

 

Don't know what OP is looking for? World changing conversations with shopkeepers? *shrugs*



#29
MiyoKit

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There are a lot of minor quests, but there are also a lot of meaningful side quests. I recommend reading the codex entries / getting the inquisition perks for more dialogue choices. In the Hinterlands alone I can think of a few quests that stood out to me:

 

- the cult one (where after you see camps of refugees on the road if you pick that option, who have interesting conversations),

- the garden castle thing (I love storming the fort quests ;),

- the grandfather one (special thing you had to do with the statue),

- the Carta one (Valammar was gorgeous!),

- the horse one (though I guess this can be seen as a main story quest),

- the healer (you hear people being sad about not having a healer, when you find one it feels kinda cool),

- the food & blanket ones (quite minor, but was nice to know / hear about people being fed & kept warm)

- the Astranium(sp?) quests & finding the secret loot!

- clearing out both the Mages & Templars (this actually has an impact on the map & NPC ambient dialogue).

 

Theres probably more, but I did them so many hours ago now! Also companion side quests are probably the best in any DA game, so far at least (I've only done Sera's - which I loved!). Sera did something I really didn't expect and I had to make a difficult choice about what to do with her after.

 

I think what would have made them stand out more would be more cutscenes. A few of the larger side quests could have hugely benefitted from a short cutscene (for example the cult one when they all bow to you). Having little to no cutscenes makes them blend into the background a little more unless you're really looking for them. If you've just taken down a 'boss', it should be more meaningful than 'quick, lewts!'. Same with the Dragons, really good fights but at the end it just lies down and dissapears into the nether ;_;. Even just a small death sequence like in DA:O would have made it better (where one of your party members jumps on its neck etc:).


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#30
shubnabub

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I think what is being lamented is having side quests with similar production values as the main quest. DA2 definitely felt like many of its side quests were along similar lines as its main quests as far as quality of all elements. 

 

In DAI that's just not the case. It's very clear that the main quest has all the production values, and the side quests are primarily silent or limited floating camera interactions, read this, go do this, get this key, open this cave, mark these spots, see something pretty, get some loot, turn in. 

 

Anyone who denies this is playing a different game. 


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#31
teruke

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No, people don't need to spill their whole life story if they want something from someone else... and you aren't a complete stranger... you're the leader of the Inquisition/ the Herald of Andraste... if they can't place you at first, people will soon realize who they're dealing with... and you're out to gather people and services and what not for your organisation... this should imply some active interaction on your part and the other party's part... if they'll become part of the organisation a certain amount of agreement has to be acknowledged. They did step on their own toes though by giving you the Advisors... They're dealing with most of the interacting on behalf of the Inquisition leaving the player to gather flowers, notes and agents in the field...

 

Yes if you compare it to the real world, that's how politics work... A political party has people that move and do the common work.. leaving the leaders to do whatever they're meant to do... not much though.

 

Read codex entries? I guess... But if i think back at the other 2 games in the series, how much was i required to read codex entries? NOT ONCE, it was optional. And optional is good, codex is there in order to enrich whatever you get in the game... If you're gonna have to bring up the codex because you don't understand something or got too little info then as a developer you failed... you failed...



#32
Rylo151

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You cant deny that side quests in this game are no where near as good as in previous games, in terms of quality, variety and complexity.

The previous games never required that I open the codex, the people of the world had all the necessary information I could need.
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#33
MiyoKit

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You cant deny that side quests in this game are no where near as good as in previous games, in terms of quality, variety and complexity.

 

Honestly, I think there better... What did you have in Origins? Save a Halla, loot a tome and give it to a dwarf guy, kill endless amounts of mercs in denerim...

 

The few DA:O side quests that actually stood out are: Dagna, Goldanna, Crime Wave & Bevin. I don't actually remember any others being particularly 'stand outish'.

 

Then in DA:II it was endless; go to the same area you've cleared before, kill the same mobs, ??, profit. The only quests that were anywhere remotely decent were the bloodmage/murderer ones.

 

Side quests are just side quests, the only difference this time around is lack of cutscenes, rather than lack of depth. For example, a simple quest like 'put some flowers on a grave' would suddenly turn into something more, if there was a short scene of you putting said flowers there & perhaps reading the gravestone. That's all its missing, not complexity / variety, in my opinion.


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#34
Taura-Tierno

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Honestly, I think there better... What did you have in Origins? Save a Halla, loot a tome and give it to a dwarf guy, kill endless amounts of mercs in denerim...

 

The few DA:O side quests that actually stood out are: Dagna, Goldanna, Crime Wave & Bevin. I don't actually remember any others being particularly 'stand outish'.

 

Then in DA:II it was endless; go to the same area you've cleared before, kill the same mobs, ??, profit. The only quests that were anywhere remotely decent were the bloodmage/murderer ones.

 

Side quests are just side quests, the only difference this time around is lack of cutscenes, rather than lack of depth. For example, a simple quest like 'put some flowers on a grave' would suddenly turn into something more, if there was a short scene of you putting said flowers there & perhaps reading the gravestone. That's all its missing, not complexity / variety, in my opinion.

Pretty much this. 

People are putting DA:O and everything about it on a pedestal simply because when it arrived, it was awesome and best and a worthy successor to Baldur's Gate 2. Even though everything about it wasn't great. A bit like how some people still claim that BG2 is the best RPG ever made and "modern" RPG's simply don't measure up (never mind that BG2 is seriously flawed in a lot of ways, from an RPG-perspective). 

 

DA:O had some really great side quests. DA2 had some really great side quests. DA:I has some really great side quests. 

They all had a lot of "go find this" type of side quests without substance beyond earning money or loot. 



#35
Chaos17

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The maps for farming/grind (the ones with no green icon over them) seems to have no meaningfull story wise content, kinda disapointed in them.

 

There are a lot of minor quests, but there are also a lot of meaningful side quests. I recommend reading the codex entries:

 

It sounds a lot like Destiny flaw and I don't want this in an ROLE PLAYING GAME to read codex enclopedia. I want to LIVE/EXPERIMENT these stories. The sidequests that you're mentionning aren't different from mmorpg quests where you've to fetch items with a story excuse. I was more looking foward for sub arcs quests like in DAO.

 

More Role play less fetch quests please.



#36
ashwind

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You cant deny that side quests in this game are no where near as good as in previous games, in terms of quality, variety and complexity.

The previous games never required that I open the codex, the people of the world had all the necessary information I could need.

 

No where near as good as previous games?!?!?!? OMG

 

Ah... how soon are we forgetting the eavesdropping side quests in DA2, even worst, those quest usually involves me entering the same cut and paste cave/building from a different door/entrance.

 

Are DAI's side quest meaningful. Yes they are.

 

Are they boring? Yeah, many of them are.

 

They are simply boring BUT totally logical and meaningful. Unlike one previous game *cough* DA2. *cough*.



#37
Signatus

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I (the character) was asked to search for a scout, her brother in arms was worried about her whereabouts, investigated a murder scene and ended up having Varic publicly acknowledging the utility of someone that is able to "take the pants of a mage in the middle of a warzone"... she's now an agent assigned to Leliana.

 

I told a rebel fighter that his loved one would not meet him, she laid dead at the bottom of a hill, and made my cause his cause. He's now an agent assigned to Cullen.

 

I pacified a whole region by crafting an amulet and facing a cult leader for his rule, I won and now I have "blades" under my rule.

 

I explored a vast region, tracking down the long forgotten lore of a war leader of legend, and the search for the "axe" proved successful and useful, even though I would have chastised the scholar for his poor ability to translate ancient languages...

 

I scouted the skies at the top of a hill overseeing the Waking Sea, in the distance a Dragon fought a Giant, but mapping constellations of old and pondering on the ancient lore appeals to the Free Marches scholar I was destined to be.

 

There isn't a single task that has been asked of me where I could not see either the value for the Inquisition, the lure of lost treasures or the challenge of uncovering a mystery. Then again, little I have done, it's bad counsel to read every two line of a good book.


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#38
Sartoz

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About the REQUISITION quests.

 

Ever notice that the crafting materials, when you do get a requisition, are located all over the place?

 

You think that the officer giving you the requisition would be only those that contain crafting materials within the area.



#39
ashwind

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About the REQUISITION quests.

 

Ever notice that the crafting materials, when you do get a requisition, are located all over the place?

 

You think that the officer giving you the requisition would be only those that contain crafting materials within the area.

 

Actually... the crafting materials are located within the same area. Of course if you have cleared the area and some mobs no longer spawn, you wont be able to find that.



#40
SongstressKitsune

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Yeah you can FIND all those materials in the area you're in; it's just it also counts stuff you've found in other areas.

 

And really? I've been really enjoying the sidequests. They are varied and interesting, even if it is a lot of fetch-y stuff; there are also some distinctly non-fetch sidequests. See: the Crestwood arc; the only main quest there was "find Warden, move on" but there was an entire side-arc that was really interesting //carefully avoiding spoilers here; though you may not have gotten there yet as it's post-Skyhold! I do wish companion stuff triggered more often, though. That would be nice!



#41
Danit

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Apparently you guys haven't seen Mr. Woolsy
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#42
Sunlight Heart

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The fun of the side quests is in reading the notes you find during them a lot of the times. You don't have to go to the codex, bioware had them pop up in game first. Not their fault if you got impatient and pressed the exit button.

 

I mean, I just cleared a haunted manor. No cutscenes, no NPCs, nothing to do with the overall story. But it was extremely fun and flavorful.



#43
Z.Z

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I don't really mind quests that ask you to fetch a potion to save a certain refugee's wife, because at least I have some interaction with the NPC. But I really don't enjoy those notes and letters based quests, when there is only running and fetching and killing and no talking at all. The grandfather one is good, but I can't remember any other notes quest in the Hinterlands worth finishing, for the enjoyment alone.

As for side quests that are actually meaningful in a storytelling sense...nope have not encountered any.

#44
wicked cool

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The cutscenes are the gravy on your mashed potatoes (insert your own )
Dao-cure the mabari. Cut scene giving cure then it helps with bond later on
Fetch stens sword-same
Help dagna-watch her joy

They were scattered in every area of game from the origin of your character until the end. Da2 had companion quests .you had
family quests with cutscenes. Da2 dlc fixed and added more

Now i havent finished game and i do enjoy talking in these minor they should go back and add more

First time ive gotten a game and ive wanted a company to wait on dlc and fine tune the product. More gravy and then desert please

#45
count_4

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I told a rebel fighter that his loved one would not meet him, she laid dead at the bottom of a hill, and made my cause his cause. He's now an agent assigned to Cullen.

Sounds great until you actually play that quest. Because it's basically:

 

"Hey, have you seen my wife? She should be here."

Location marked on map. 

Go to location. 

Find body.

Return and tell him she's dead.

"Well, guess I'll join you."

 

Merrill's quest-line in DA2, where she had to kill her clan leader and (potentially) wipe out her own people, that was meaningful. Morrigan's story and associated quests (her mother breeding daughters to take over their body etc. pp.) in DA:O, that was meaningful.

 

This crap in DA:I? Fancy fetch quests, nothing more.

 

Now, don't get me wrong - the main plot is, in my opinion, way better than DA:O and DA2 so far. But I have yet to encounter a single side quest (as in: not part of the main storyline) that is in any way interesting or emotionally compelling. Or one that involves more than just dialog, go to location, return to quest giver, dialog, end for that matter.

 

Hell, I got four of my currently eight companions by a quest that basically goes: Go to that location and meet X. X: "You're cool, I want to join.". The end. And I wish I was paraphrasing here but it's actually that ridiculous. I mean, are you f'ing kidding me, BioWare?



#46
Jetblackbird

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I find it interesting that the companions have multiple quests associated with them. Sure you have the fetch quests that you can get pretty early on, but once you get their approval high enough you get into the more interesting companion missions.



#47
Shared

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Huh ive had several interesting ones. The main ones comes as their own unlocks on the war table, which unlocks certain ruins and stuff for the different zones. You learn about the exalted march in the dales, and alot of other interesting stuff. But theres not much that i can remember at least in hinterlands or the first parts of the game. The best side quests you get later in ruin unlocks, inner circle quests and stuff like that. Theyre there, but for me at least they came like 35-50 hours in.



#48
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This crap in DA:I? Fancy fetch quests, nothing more.

 

 

 

Wrong. They are there. But theyre verry far in. The dales zones has some really nice side quests. And the inner circle has alot of them. But i agree not alot of em in the beginning 30ish hours.



#49
LoudAngryJerk

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i found a couple things, admittedly I was focusing more on getting through the story my first time around. one of the keeps, as you get it you come across a demon who offers you a choice, power, money, etc. or you can just kill him, that was pretty cool. that was in duce de lion or something like that (i cant remember, the frozen place with lion in the name)



#50
count_4

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Wrong. They are there. But theyre verry far in. The dales zones has some really nice side quests. And the inner circle has alot of them. But i agree not alot of em in the beginning 30ish hours.

 

So all I have to do to get to them is play for about three games worth of time. Very well, then. 

 

On a more serious note - if a game isn't able to produce a single interesting side quest in 15 hours of game time (and apparently 15 more), I think any criticism regarding side quests is valid.

 

If they're there later on, great. But spreading out content like that does feel like a quantity over quality approach. That being said - the main plot still gets better with every additional quest and it was already off to a great start.