Because a) A lot of people complaining are doing so about the content itself, because they feel like in an RPG they have to do everything even in they don't enjoy it,
That would require either emptying the maps of content or scrapping them all together in favour of dungeons, which is a fundamental change in the design philosophy of the game and c) These are overwhelmingly the same people who complained that DA2 was short and claustrophobic.
Unless Bioware simply makes a HD version of Origins, inclusive of all DLC and gives it away free to PC gamers only, there will be people on here complaining, and the white noise is bad because it drowns out the actual constructive feed back that could make later games better.
A) That isn't the issue; the issue is if the resources would be better served elsewhere.
That's the debate at hand. Some might prefer one, others the other.
C) Maybe, but there is going too far in the other direction or the idea of over-correction. Also, DA2s problem wasn't being small, it was the lazy reuse of certain environments and pretending they were different areas. This makes some sense for clearings, but not for caves with actual doors.
yeah i really had some great dialogue with those chantry boards mage collective sacks or Blackstone irregular boxes.
I'd split the two. You're right about the BI. Who are they and why should we care? However, I thought the Chanters boards felt like a part of the world so it fit better, even if the style of quests was pretty much the same. It felt less tacked on.
Because people are enjoying doing the so called fluff content and think the game is 10 times better for it. If you don't like them then fine don't do them but they are there for the people who asked Bioware for a world that wasn't linear, a world we can explore when and where we want. I for one think there take on that world is awesome. Talk to your companions they will give you quests that give you a reason to go to these maps and explore the areas while you are there.
Claiming that the fluff actually has value is a completely different argument.
MMORPG that isn't Online or Multiplayer is just a Massive RPG. Yes DA:I is a Massive Role Playing Game. And?
Instead of thinking you're clever by playing with the words, why not look at substance? Are you really suggesting that any MMO minus the other players is designed and plays just like single player RPGs like Origins?
I kind of feel bad for Bioware- it's like they can't win with so many of you. At the risk of starting a riot here: DA2 was mostly companion related and story related content with some side quests and herb collecting. It was vastly shorter than DA:O. Most quests felt like they had some impact on the story- whether fighting Tal-vashoth, or saving a group of apostates/Templars. And yet most players seemed to hate it.
You said you wanted more, wanted something different. Now they give you the exact opposite: sprawling maps, lots of quests, no recycled environments, and you still are not happy.
It's entirely possible to over-correct and go too far in the opposite direction. DA2's quests didn't have a ton of impact on the story because, well either there wasn't much of a real "main" story or they were the story. It depends on how you choose to see it. The problems with DA2 were the story not fitting with how it was billed and how they wasted the good elements they built through most of the game by sending both Orsino and Meredith off the deep end no matter what you do.
They make great games. That you believe they promised you Baldur's Gate 3 fifteen years ago doesn't make it true.
I won't get into a gameplay argument, but Bioware's last 3 releases before this have been seriously flawed in the story department.
I guess my point is, if they all hate the way Bioware designs their games so much- why do they keep playing?
Because they made a few fantastic titles and we were expecting the next installments to be good. We also want more of that. But after seeing a terrible story in ME2 (but still enjoying it a lot due to the excellent character arcs), a weak story in DA2, and a terrible story in ME3, I'm watching with a cautious eye. This is why I have not purchased Inquisition yet.
Like DAO didn't have such issues.
Just top of head Ostagar and Lothering fetches
Find a flower for the dog
Find trail signs
Find a lockbox
Get 10 poisons
Return a locket
Find dead person
Toss in 10 garnets, 15 toxin extracts, deliver letters, deliver conscription notices, collect 20 potions, collect 10 mushrooms, deliver termination notices, tag 4 places of power, find 5 scrolls, find 5 pages, find 6 notes, nug wrangling, .....
....and the list rolls on. It isn't like these "light" quests are new. You can roll up Turian insignias, matriarchs writings, heavy metals and such from ME1 for example.
Finding the flower for the dog was linked to getting the dog companion for non-Human Noble Wardens.
I liked the lockbox one because of the notes that were with it. I felt it gave it characterization. Does Inquisition do this?
The poisons were to introduce you to the poison crafting.
Some of these had purpose, though yes, Origins did have some "fetch quests".
Personally, like the direction they are headed. ME2 and 3 were an improvement over ME1. DA:I is an excellent attempt at mixing open world, story driven, party based game. I hope they learn from this and continue in this direction but with polished combat and inventory. Probably a bit more effort on KB + M for those who don't like using gamepad
Not in the story department.