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Not enough story sidequests, if any. I blame camera work.


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#26
Chari

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It did.

It had side quests that, at the very least, let your character make choices. To lie, to steal, to do the right thing, to express your knowledge of magic or history, etc. A huge majority of side quests in Inquisition only offer you the options of 1) accepting it and 2) turning it in.

This. So much this

#27
Kantr

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I keep saying it because that is my experience and it seems many other people feel alike. Or is it illegal here to express anything but blind praise?

More doesn't mean better. Quality over quantity any day. I'd rather have five Owens, Bellas than hundreds Requisition-officers. Even Skyrim side quests feel more interesting and personal, mostly because it felt like I was talking to these NPCs. Plus, we can use 1st PoV. Lovely 1st PoV

Ahh. You prefer the non cinematic for everything. Idk, there are some stuff that's not as good without cinematics.



#28
Chari

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Ahh. You prefer the non cinematic for everything. Idk, there are some stuff that's not as good without cinematics.

I prefer approaches which make dialogues feel personal a.k.a. not-mmo style. Heck, even mmo TESO does some sidequests better
DAO, DA2, ME did it right. DAI does it often wrong. They again "fixed" sth which wasn't broken. Hence we complain

#29
BlackCat

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The maps in DAO were so small, and the maps in DA2 were so repetitve, but they're filled with more story and life than this MASSIVE ENOMOUS maps in DAI.


This is so true, along with everything else you said. I like this game a lot more than DA 2, but the second did have more story. I'm towards the end of the game (I've already played about 100 hours) and feel like I've done about 5 main quests.

A large part of it is the camera style. If we could at least zoom in closer it would help, we wouldn't feel so far away and detached. But it's also the fact that there just aren't many side quests in the game. And to experience story you have to play the very short main story arc.

#30
Chaos17

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It' not the camera fault, that just mean that they're no real sub arc stories just like in DAO and that's quite dispaointing since it makes the big open area such a waste.



#31
Sifflion

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Its nice when you present a valid point and ppl ignores it.

 

Both DA:O and DA2 sidequest were nice, and not more than that... yes, they had a backup story but they were really short and often repetitive.

 

In DA:I most sidequests are bad, and MMO style. But DA:I added quite a few quest that not even DA:O could dream of...

The entire Crestwood zone is a sidequest, with an interesting story behind it. The "main quest" part is a small visit to a cave... the rest is all optional but it doesnt feel like a sidequest at all because is so well done...

For those who did it (big spoiler of it ahead):

Spoiler

 

I cant remember a sidequest that would come near something like this on both DA:O and DA:2...

Yes, we have to pay a high price to have quest like this one... that price is a map filled with lots of uninteresting quest. But really, for me, it is worth it.

 

And like this one you have the marsh zone (which has a hilarious ending), the shards quest ( i didnt even started it ), the bandit problem on the emerald gave, the venatori on the west approach, and i think even Emprise Du Lion is all optional.

I cant name more because im like 50hs into the game and i still have to do lots of things.

 

I wouldnt say that is a perfect game, but dont make it look like crap because is really far from that, and it does things a lot better than both DA:O and DA:2 in some aspects.

 



#32
tmp7704

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And I don't know what you're talking about re: Skyrim. It didn't have conversation cinematics.

If anything, I'd guess what we get in DA:I when it comes to secondary dialogues is a byproduct of BW seeing how Skyrim had absolutely half-assed "just put the other NPC's mugshot here, call it a day" approach to it and the game still got praised to high heavens.

#33
FrontlinerDelta

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I think the quests are fine but I did find myself thinking they were less impactful due to boring camera. I don't need anything elaborate, I would settle for it simply looking at whoever is talking (like some of the basic ME conversations). That to me would go a huge way. Instead I have to spin the camera around to get a decent view of both my Inquisitor's face and the other person's face. I refuse to stare at the back of my Inquisitor's head for 90% of conversations after I spent an hour and a half customizing her. 



#34
Lebanese Dude

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K screw it they should restrict the protagonist to human male, make the questline linear, cut all side content and focus on the main story line while providing two fabulously long hair options then make every conversation a cinematic sequence.

Also remove the companions who needs them?

Should cut 90% of the QQ on this forum.

 

Too extreme a solution?

Well guess what...the current system IS the middle-ground providing a ****-ton of protagonist, storyline, and relationship customization while also providing a massive world to explore. It comes at the cost of not giving every fetch quest a cinematic sequence.

 

It's easy to make criticisms without looking at the bigger picture. 



#35
Nayawk

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I'll start by saying I do love the game, its is beautiful to look at and entertaining to play, but I do sorely miss the cinematic dialogue for side quests.  

 

When you break it down there are plenty of side quest in DAI that are as engaging as DAO and DA2, but they are not an memorable for me because of the lack of cinematics. 

 

Think about the most basic "my son is missing if you find him let me know" side quest. A staple of all games ever made. DAO handles this with Ruck in the deep roads, and it is fantastic and moving and memorable - all the things a good game can be... because of the cut scene.



#36
Fionarei

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K screw it they should restrict the protagonist to human male, make the questline linear, cut all side content and focus on the main story line while providing two fabulously long hair options then make every conversation a cinematic sequence.
Also remove the companions who needs them?
Should cut 90% of the QQ on this forum.
 
Too extreme a solution?
Well guess what...the current system IS the middle-ground providing a ****-ton of protagonist, storyline, and relationship customization while also providing a massive world to explore. It comes at the cost of not giving every fetch quest a cinematic sequence.
 
It's easy to make criticisms without looking at the bigger picture.


It seems making non-constructive comment is even easier, apparently.
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#37
InstantNoodlez

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I wish I could zoom in. And that my companions will have more to say about at least the more major side quests.



#38
Guest_Puddi III_*

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I actually really like how most conversations aren't cutscenes. There are so many, it'd get reaaaally tedious. It'd also be a waste of resources IMO, and it'd mean we'd have a lot less content, since animation budget is pretty significant compared to VO. And I like the balance of content we have- there's so much of it yet it doesn't feel really shallow to me at all. Nothing like the eavesdropping quests in ME3.

#39
LexXxich

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We don't know what cinematic tools FB3 has but even something as simple as the height as the be adjusted for qunari and dwarves

Such simple things should be done automatically. BW could do it for every smallest piece of talking in every game since KOTOR, and in DAO it worked OK with different-height actors. If in Frostbyte they have to manually set even the simplest camerawork, then it's not a very good RPG engine.

#40
LexXxich

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Sorry, double post

#41
In Exile

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If anything, I'd guess what we get in DA:I when it comes to secondary dialogues is a byproduct of BW seeing how Skyrim had absolutely half-assed "just put the other NPC's mugshot here, call it a day" approach to it and the game still got praised to high heavens.

 

I most certainly agree. And to be honest, I think using no cinematics for most minor conversations is very much the right way to go. We need to have more control over the camera - zoom and pan - but otherwise I think this approach is very good, and I'm a big fan of conversation cinematics. 

 

 

Such simple things should be done automatically. BW could do it for every smallest piece of talking in every game since KOTOR, and in DAO it worked OK with different-height actors. If in Frostbyte they have to manually set even the simplest camerawork, then it's not a very good RPG engine.

 
FB3 isn't meant to be an RPG engine, so the fact it isn't a very good one should be a surprise to exactly no one since it wasn't meant to be an RPG engine. As for KoTOR and DAO, the cinematics were a lot less advanced. KoTOR had the same camera angle for basically everyone except Zalbar, and DA:O didn't have conversation cinematics in quite the same way DA2/DAI do (the way they reduced the screen and cut across characters was very KOTOR-esque rather than like ME, which is how DA2-DAI do it). 


#42
Fatal Fox

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I agree on the side quests not being so memorable. Was it that there was no zoom in? idk... It definitely makes you forget about the npc's more quickly. I feel that the open world structure may have a lot to do with it. I loved almost every spot in the open world and the lore was great. They really nailed an atmosphere for each zone. But it felt like you were walking from point A to B doing most of them. There was so many side quests that were short and very similar that you forget them easily. I would have cut the number of quests in half if it improved their quality.

 

I guess none of them really felt personal or rewarding, just more of an objective to do while I am exploring. Its hard to say if I would want to sacrifice an open world for more focused side quests with cut scenes and what not but the elder scrolls made the daedric and guild quests pretty fun without having to do that.

 

The Crestwood questline prob was the best of the bunch. Wheres my making deals with demons and stuff though? I cant remember any.



#43
Deepsetsoul

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Apparently on the Bioware forums, people consider collecting iron to be a side quest.



#44
LexXxich

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As for KoTOR and DAO, the cinematics were a lot less advanced. KoTOR had the same camera angle for basically everyone except Zalbar, and DA:O didn't have conversation cinematics in quite the same way DA2/DAI do (the way they reduced the screen and cut across characters was very KOTOR-esque rather than like ME, which is how DA2-DAI do it).

"A lot less advanced" is all that's needed as a default dialogue cutscene. "Cut across characters" is all I'm asking for. I just want to see the faces of characters that are in dialogue. They did do it with dialogue wheel and voiced PC in DA2, so it is possible and it works aesthetically.
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#45
oceanicsurvivor

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I get why its a problem, since every scene would haveta be programmed for both Qunari and dwarven Inquisitors, which coulda been a problem, but yeah, I wish that each area had had just one overarching narrative with a cutscene/story. Some areas I wasn't entirely sure why I was going there. It would have been nice to have one cutscene dedicated sidequest as the 'icing' for each area. Like

Spoiler
, just something to make one quest stand out above the rest in each area, to give it a more central purpose. However, talking to companions and advisors in that 'in-game' way was sad, not personal enough for that bunch, ya know?



#46
Kappa Neko

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I agree, the missing cinematics in many conversations are bothering me more than I want to admit. Most likely a budget issue, so I'm not mad or anything. It's not like I can't enjoy the game because of that. I'm having a lot of fun!

But I'm a very visual person. I love love love cinematic games. That's why I've never had any interest in open world games despite how pretty some of them look. I almost bought Skyrim last Christmas. I ditched Oblivion after only six hours. Had no idea what I was doing. No cool story. I hated it.

I need my RPGs to be emotionally engaging. I might buy Skrim one day though just to roam the world. You know, as a virtual hiking adventure or something. But now that I have DAI I'm getting enough pretty scenery to last me a long time...

Anyway, yes, I cinematics are important to engage me emotionally. Mass Effect was such a beautiful experience because of the cinematics and art style.
I miss that...

It's been many years since I last played DAO, I honestly don't remember the side quests. So I can't say if they were better. Or how much dialogue there actually was.
I can only say that I spend a sh*tload of time talking to people. There I am eager to explore a new area, but I've unlocked new companion dialogue. And just like this an hour passes...
The non-cinematic conversations are just as interesting. It's not like they just added a bunch of pointless chatter.I really wish there was a closeup of Cassandra's face when she says she doesn't want to talk about her brother. I want to SEE her pain! Even with those awful face animations, it's still better than the MMO camera...

They mixed it up as best as they could I guess. I am glad about the pseudo open world maps. So I'll have to accept the less than satisfying conversation style...

I don't know how expensive the cut scenes would have been, but if they equal, say, one smaller area, I would have greatly preferred they ditched it for full cinematics...

#47
Nefla

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Sorry to pick on you, But you keep saying that. It gets a bit annoying.
 
The non-cinematic convos were so you can have more. Perhaps they should do a skyrim and remove all cinematics.


Skyrim didn't have cinematics but it did have scripted scenes. Something like that would have been cool, or even if it just zoomed in on the conversation, or at least have cutscenes with the bigger side quests like Crestwood.