The game would have been much improved by hacking out half the sidequests, and adding development time to the main.
#51
Posté 27 novembre 2014 - 12:40
#52
Posté 27 novembre 2014 - 12:46
Personally, I think the Exalted Plains could have been dropped entirely. The Fallow Mire already kind of filled that role with tons of undead enemies to fight and a curse on the land. We really didn't need two areas with the exact same enemies. the only difference being that one of them isn't in a perpetual, never-ending thunderstorm and has a lot less trees.
I agree. The exalted plains didn't feel like it gave us anything new. We already faced undead in the fallow mire, and we already fought the freemen of the Dales and met Dalish elves in the Emerald Graves.
I think I would have cut it and added a mission where Corypheus's army attacks Skyhold and you have to defend it.
#53
Posté 27 novembre 2014 - 12:51
Certain zone seem to exist for not much reason outside of getting power, but you reach a certain point where you have so much power that you don't need to visit them. I think it a bit over the top. You can finish the game with over 100 point in power easily. What the point ? They could have cut so much of all that jazz. They packed certain map with too much ****. I love the size, but it feel like a theme park and not a wild forest. Because all these point of interest are very distracting.
I also think that 10 dragon is a bit freaky lore wise ( Not game play wise though, they're fun to fight against.)
The Inquisitor seem to be rather weak lore wise, but game play wise with tempest and archery I am overpowered. It's contradictory. Same with the Dragon. In Origins I had the feeling that dragon were extremely powerful being. Now after killing 10 of them they feel more like vermin than extraordinary powerful creature, but right after you beat one than you struggle in a duel against a weakling noble. The game don't make sense at some place.
#54
Posté 27 novembre 2014 - 12:57
#55
Posté 27 novembre 2014 - 01:08
It's a matter of how it's written; I don't even think many of the people complaining realize it. DA: I ends very suddenly and has poor build up. There's no moment like going to Virmire, or entering the Suicide Mission, or marching on Denerim, or any of that. The final mission select in Inquisition is -literally- go right to the boss, and none of the decisions or how you built your army up to that point seem to matter. The main story feels like it just...stops. It stands out even more because of the sequel hook, which always leave a bad taste.
It's all about approach, is what i'm saying. The last two missions in Inquisition are approached poorly, there's no build up. The climax just comes and goes so suddenly and that makes it -feel- shorter than other games. It's almost jarring how suddenly Inquisition ends.
I fully agree with this statement.
The ending felt so abrupt and anti-climatic, especially when you look at how much effort was put into all the main quests leading up to "What Pride Had Wrought (although I found the push through the Arbor Wilds to also be very lacklustre, but picked up again once reaching the Temple). I don't think it helped that they allowed us to close the breach so early with Corypheus' first attack on Haven because it left me with the impression that the final battle would be spectacular in order to top that first encounter and the scenes that followed... Instead the final battle didn't even come close, leaving the game feeling (to me) like it peaked too soon.
That being said, I can see what they were trying to do by making us leave to take down Corypheus immediately with no time to prepare, but it was executed badly and definitely felt jarring and immersion breaking, especially when not even my love interest (Cullen) bothered to dragged me to one side for a final goodbye, and he was part of the bloody scene where we witness Corypheus reopening the Fade, it wouldn't have taken much to add in one extra piece of dialogue or recognition considering how just a few scenes earlier he'd been practically sh*tting himself that my Inquisitor could die.
Come to think of it, there were more than a few occasions where the game fell just short of the mark. Makes me wonder just how much was cut, or whether they bit off more than they could chew.
- Bekkael, Kipp-vas-Xerinae et wintermoons aiment ceci
#56
Posté 27 novembre 2014 - 01:10
#57
Posté 27 novembre 2014 - 02:12
I keep seeing people say that it only has 6-8 main quests and I am sitting here, wondering how that is any different from the other recent bioware games.
Last I remember Mass Effect 1 had 5-6 missions as well. Eden Prime, Virmire, Noveria, Thorian, Finding Liara, End Game. 75% of Mass Effect 2's content was entirely optional (much like DA: I). A lot of Mass Effect 1's sidecontent consisted on fetch quests as well, yet everyone praises the exploration as one of the highlights of the game.
The same thing applies to DA:O. You have 6-8 main quests and a bunch of sidequest. And no, if we take the nostalgia goggles off, we'll see that it had quite a few fetch quests as well. So again, I'm curious as to how anyone who has played Bioware's recent work is surprised that the main story is only 6-8 quests and that a lot of the content is optional. That has been their modus operandi for quite a while.
Mass Effect = 7 quests - But Noveria, Virmire and Ilos were all considerably lengthy with sub quests and side quests linked to the main quest.
Mass Effect 2 = 13 + 7 recruitment = whoa! Still a decent amount of side quests here.
Mass Effect 3 = 15 - excluding dlc, a lot less focus on the side quests completely here.
DA: Origins = 13 quests (5 prologue, if you count that as a chain then 8 quests) but as with Mass Effect, some pretty lengthy main questlines, Orzammar in particular, Redcliffe was pretty short if you didn't bother 'pausing' it to link up with Urn of Sacred Ashes and The Circle (plus Fade sequence) was lengthy enough.
So I'm not sure where you're getting the numbers from, since it seems DA:I runs with half the quest amounts as three of their titles, equals Mass Effect but considerably shorter. Mass Effect, I concede, was mostly a waste of time with planet exploration (that's a fact really) but never quite suffered from pacing and cohesion issues and certainly wasn't short of length, though we can question its quality let's give it some leeway given it's old.
I do think DA:I should be superior to those in more ways than one, I don't think anyone is complaining about the quality at least, just the lack of them and how the constant fetch quests don't aid it. Because if you look through Origins and the ME series most side quests tend to be an offshoot or split of the actual main quest or main areas, the link is more visible.
I think many of the posters here misjudge just how long it takes to make a detailed main quest like "In Your Heart Shall Burn" vs. how long it takes to make a bunch of fetch quests. The former probably took more dev time than all the side quests in starter areas (Hinterlands, Storm Coast, Fallow Mire) combined.
The quests are mostly there to populate the huge optional areas. Removing some of the areas could've freed enough resources to make the campaign longer, but that would conflict with DAI's open world-ish goals.
Maybe it's not a misjudgement but a view that standard fetch questing = lazy. There's a good article on Forbes, which put some examples in there, if you look at "fetch quests" in the previous games they weren't usually criticised too much because they had some form of fluff and detail to it. DA:I doesn't bother covering it up, it's just literally 'do this, pick up this' and no real addition to it.
An example in one of the early quests, you can find a book about a mage hiding out in a cabin, go see and he's an abomination, kill, end of quest. But there's nothing added in between, in the journal, whereas usually there would be a bit more to it, more 'throwaway' lines if need be. That missing detail might be minor but it stands out, like they say, it's the little things that helps. ![]()
- Il Divo, Allotetraploid et Dominic_910 aiment ceci
#58
Posté 27 novembre 2014 - 02:31
Not going to argue with the quality of Inquisition
But i ended the game with 125 power, and there was still a sizable chunk of side quests to do.
To be honest if it was a choice between of the side zones or a main quest... i would go for the latter.
I just don't think the main story is given enough screentime to truly build up into anything
I look at each individual mission and i think... yeah these are good missions, just a shame there wasn't enough of them
- nt95 et Chaos17 aiment ceci
#59
Posté 27 novembre 2014 - 03:18
This is Bioware's first foray into Open-world, so mistakes are to be expected. That it comes to the detriment of the main story is unfortunate, and should be entirely avoided in the future. I mean, do we really need THREE desert areas? And after reaching Skyhold, it seems that they stopped trying to tie in the areas with the main story altogether, and pretty much just throws Emprise du Lion(sp?), Exalted Plains, Emerald Graves, Western approach (the Venatori one) in your face and tell you to explore because...reasons.
The Orlais civil war for example, could really use some more buildup, instead of one more area to explore.
#60
Posté 27 novembre 2014 - 03:38
Opinions. Everyone has them. I for one, enjoy the side quests. I do admit, they would be served better if they related to the main story. The way in Mass Effect 3, each quest you had to do directly helped your main mission of building up the forces. If they made side quests directly impact the main mission. It would be better.
- Allotetraploid aime ceci
#61
Posté 27 novembre 2014 - 04:14
I finished DA:I main story in about ~75 hours, i've done ~90 of quests (i still need to finish astrariums, collect shards and find places on those maps you can find.)
After killing main boss my power was around ~230
I must say that after finishing first act i felt a little bit disappointed, don't get me wrong i really love DA universe it's lore and characters, but with DAI i felt a lot of potentialy amazing content was put into making big areas to explore, that's not a bad thing, but to me these areas mostly felt empty and dead i would gladly have few areas of the size Fallow Mire and more missions/interactions with cut-scenes...
Also i wish the power would be more important, i thought that final mission will be "all hands on deck", and in order to perfectly succeed you need to spend power to move your soldiers/agents etc, basically something that could give a feeling that your choices and actions matter.
It seems i'm to bitter, so i should stop writing this post ^^
PS. I hope my english is understandable ![]()
TL:DR. I like DAI, but to be honest sometimes i felt that this game is all about quantity over quality. I hoped that power will be more important and that you could have more interactions with important characters...
- nt95, LolaLei, Allotetraploid et 1 autre aiment ceci
#62
Posté 27 novembre 2014 - 04:22
I had 124 power by the end, and that was by being lazy and not doing everything that would give you power as well.
- nt95 aime ceci
#63
Posté 27 novembre 2014 - 04:29
I love the sidequests, but the number of them is ludicrous. I mean, the Hinterlands alone would have required more manhours to build than the entire main story mission!
I'd have much prefered that all that effort went into another act or two - development time is identical.
I can only voice my agreement. The game is good by most standards but the ratio of inconsequential sidequests to actual story is a let down for being a story driven game. I would have loved the opposite ratio, it is because of the story I keep returning to this series.
#64
Posté 27 novembre 2014 - 04:50
I'm currently starting a second playthrough and I've hit the Hinterlands again but knowing that it doesn't really matter if I upgrade my Inquisition's weapons and armour, or provide food for the troops etc beyond getting another "power" point towards opening up the next main quest dampens the experience. Doesn't really matter if they're running around with their arse hanging out of their trousers if they aren't going to be put to good use anyway, lol.
- myahele aime ceci
#65
Posté 27 novembre 2014 - 04:57
That being said, I can see what they were trying to do by making us leave to take down Corypheus immediately with no time to prepare, but it was executed badly and definitely felt jarring and immersion breaking.
I couldn't even see what they were trying to do with that, in all honesty. The game focused on building the Inquisitions power and making Skyhold an impenetrable fortress, and then at the end you just wander back to the temple of Sacred ashes to fight him on your own. It wasn't even like you saw the ruins of Haven and it was emotional, you just fight across some floating chunks of temple.
The justification for having no troops sent with you was that they were still in the Arbour Wilds, but you and Morrigan had enough time to go to Mythal's shrine and back, which was much further away from Skyhold than the Arbour Wilds were.
I was sure the climax would be Corypheus attacking Skyhold in one last desperate attack to get to Morrigans Eluvian.
#66
Posté 27 novembre 2014 - 05:13
After I realized that gaining all these power and influence points and even crafting has no real meaning in this game, I now just concentrate on the main questline. I don't understand Bioware in that point. If you add such a complex mechanic with agent gathering, upgrading your hold, power, and gaining influence into a game, then make it mean something for the mainquest. Most sidequests seem to be very generic anyway. I mean, Bethesda is nor known for big story telling, but Skyrim had more interesting sidequests then this game (like the daedra quests).
- Chaos17 aime ceci
#67
Posté 27 novembre 2014 - 05:13
I wholeheartedly agree, OP.
I love the game, and the story missions are great, but after 88 hours my first thought was: "Well, that was short." Like when you've eaten too much fast food: I was full but not satisfied.
The game has a lot of fat, but not enough lean meat. Let's hope future DLC is more than a dessert.
Damn, I'm hungry ... ![]()
- nt95 aime ceci
#68
Posté 27 novembre 2014 - 05:31
As much as I love the games and sidequesting, I agree entirely. The lack of main story quests and a proper final level ended up hurting the overall story. There should've been less effort put into sidequesting and more into the main plot. Don't get me wrong, I love how big the game is, but it seems they prioritized too much on it.
#69
Posté 27 novembre 2014 - 05:34
#70
Posté 27 novembre 2014 - 05:38
I keep seeing people say that it only has 6-8 main quests and I am sitting here, wondering how that is any different from the other recent bioware games.
Last I remember Mass Effect 1 had 5-6 missions as well. Eden Prime, Virmire, Noveria, Thorian, Finding Liara, End Game. 75% of Mass Effect 2's content was entirely optional (much like DA: I). A lot of Mass Effect 1's sidecontent consisted on fetch quests as well, yet everyone praises the exploration as one of the highlights of the game.
The same thing applies to DA:O. You have 6-8 main quests and a bunch of sidequest. And no, if we take the nostalgia goggles off, we'll see that it had quite a few fetch quests as well. So again, I'm curious as to how anyone who has played Bioware's recent work is surprised that the main story is only 6-8 quests and that a lot of the content is optional. That has been their modus operandi for quite a while.
Two things factor into it:
1. How well it's written.
2. How it's paced.
Mass Effect's story was about chasing down a rogue Spectre. DA:I's story was about starting and expanding your own organization, in an attempt to restore order to Thedas. The scope of DA:I's story was a lot bigger than Mass Effect's.
There's probably about 10-12 hours of story content, and 80+ hours of sidequesting at least. That's not a good balance. They needed at least a couple more story missions to fill in the size of the game. Bugs aside, that it's DA:I's greatest flaw. I still think it's a great game, but it felt really short in this department.
#71
Posté 27 novembre 2014 - 07:26
I couldn't even see what they were trying to do with that, in all honesty. The game focused on building the Inquisitions power and making Skyhold an impenetrable fortress, and then at the end you just wander back to the temple of Sacred ashes to fight him on your own. It wasn't even like you saw the ruins of Haven and it was emotional, you just fight across some floating chunks of temple.
The justification for having no troops sent with you was that they were still in the Arbour Wilds, but you and Morrigan had enough time to go to Mythal's shrine and back, which was much further away from Skyhold than the Arbour Wilds were.
I was sure the climax would be Corypheus attacking Skyhold in one last desperate attack to get to Morrigans Eluvian.
Hey, I never said it was good, lol!
I found Corypheus' first attack at Haven to be much more fulfilling than the final battle.
- Ianamus aime ceci
#72
Posté 27 novembre 2014 - 07:38
Agree.
#73
Posté 28 novembre 2014 - 04:47
So many sidequests and only 2 countries to visit.
And here I was hoping Val Royeaux would be as grand as Leliana had described in Origins. Turns out it's a tiny little city with nothing interesting or grand about it. Sounds like a bad joke.
What the hell. We never get to see Tevinter, Nevarra, Antiva, Rivain, Par Vollen, Seheron, the Anderfels, so why the heck make a full world map that shows all these nations, post it in the web, but only show a strategic map with Orlais and Ferelden in the game?
Regarding the sidequests, I felt disappointed. It was DA2 all over again. Transport to certain locations and do minor stuff. Except the dungeons were a lot bigger and in open spaces.
On the next game, allow the player to travel ALL OVER Thedas, Bioware. Focus more on the MAIN STORY and forget the damn side quests. They are boring, they are tiresome and no one wants to accumulate points so they can move on with the plot.
And I don't mean making a big map where you visit -YET AGAIN- thousands of backwater villages scattered all over the place. No, let the player see the capital of each nation, maybe visit two to three cities where important quests need to be solved, with lots of space to wander around and that's it. No one is going to roam into some forgotten woods where there's absolutely NOTHING going on.
The player is not a busy bee. He's a hero on a quest. Make the gameplay feel more that way. Because Origins DID feel this way in many occasions, while Inquisition only felt like that in the very beginning. Forget the "small quests" thing, alright? We don't become better at killing Corypheus and Archdemons by delivering lost letters of dead husbands to widows, nor spending all day collecting herbs.
*sigh* I still LOATHE the Hinterlands...
- nt95 aime ceci
#74
Posté 28 novembre 2014 - 05:02
I agree too, these big open areas do not help the main the story and are more there to consume our time than anything else.
I would rather have less pointless/grind/farm zones and more story content just like in DAO.
#75
Posté 28 novembre 2014 - 05:38
I enjoyed it over all, but there was story was lacking





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