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This game is an endless fetch quest


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#76
Zorlagius

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..and yet people STILL have a problem with everything bioware does.
Are we even serious?

No offense at all OP but:
Have you actually realised the magnitude of this game?
i am 60 hours in , nightmare with friendly fire and i just got to crestwood:
The off story quest with the undead threat is seriosuly of EPIC proportions.
And these EPIC proportions quests are in every map!!!!

seriously dragon age inquisition sure has it's faults but it is the best game bioware has ever produced!!!!

People were complaining for everything in da2 and while this game is the exact opposite of da2 (non personal story, an epic story, TONS of HUGE areas as opposed to da2, more characters, more everything) people still have a problem.

 

Hell, DA:I is propably the best game i ve played so far!!!!!!

As for endless fetch quests: have any of you realised that these are totally optional and you can anytime priogress in the sotry? power points are in every corner!!!!

Honestly, Crestwood is probably the best outworld quest series in the whole game (ones that are not tied to any companion character). But unfortunately there is less of that good stuff elsewhere. Finish the game first before defending it at least.



#77
Natureguy85

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As has been mentioned, there are lots of these threads so I won't get into the value or lack thereof in the side quests. What I would like to know is why do people think that "the fluff is optional" is an appropriate response to questioning why the fluff is there in the first place instead of devoting those resources to more substantive content? It isn't appropriate because the complaint is about the very existence of those quests versus other content, not the need to do them.


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#78
Natureguy85

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Open world does this game a disservice in some respects, I think.

 

By making it "open" world, they skimped on side content and just added as much stuff in as possible. The game, for me personally, doesn't really start until 30 hours in. I haven't done any main storyline missions past acquiring Skyhold because the actual Bioware game is in-between. I'm talking to characters, I'm doing personal stories, I'm getting the occasional cinematic scene where the characters are given an opportunity to develop beyond "Commander. Mercenary. Soldier. Diplomat."

 

This was the case for ME2 in a major way. The main plot was incredibly stupid but the character arcs were great.



#79
Scerene

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lol, this game is destroying our pcs. Ive been wondering why my pc has been making effed up noises. apparently, according to the devs the game doesnt like OCd hardware and ssd's. My gpu is also factory oc, so even if i were to remove my own tweaks it would still be oc.



#80
samuelkaine

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As has been mentioned, there are lots of these threads so I won't get into the value or lack thereof in the side quests. What I would like to know is why do people think that "the fluff is optional" is an appropriate response to questioning why the fluff is there in the first place instead of devoting those resources to more substantive content? It isn't appropriate because the complaint is about the very existence of those quests versus other content, not the need to do them.


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, B) 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.

#81
Jaybizzle93

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No skyrim is a mindless endless quest game. At least in this game your actions matter to a degree and there is much more interaction with the characters but also the rest of the world. Unlike skyrim almost every quest is different not just a cosmetic dungeon change over and over agian it's an actual world even the main quests in skyrim were pretty much earning favor with a guild to join and save the world. So lame...
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#82
DKJaigen

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All of those "fetch" quests began and ended with cinematic dialog where your character could make many decisions.

 

yeah i really had some great dialogue with those chantry boards mage collective sacks or Blackstone irregular boxes.


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#83
Arppis

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No thanks. I wouldn't want to go back into the same "run and follow the checkpoints in a pipe"-style that was Mass Effect 3 (great game even with that). This is MUCH better, because I can dictate the pacing which I complete the game with.

 

I love exploring and doing side quests. This is the Dragon Age game I have been waiting for. It has huge areas to explore and treasures to find and it has interesting enough storyline when I'm looking to do something else.

 

I hope Mass Effect 4 takes notes from the exploration side of this game. For me, when video games have more optional content and player can actualy make decissions, it's when game truely starts to shine. The only downside for me in this game is the combat being bit too rushed and not that well thought out. But I can live with it. It's "ok".

 

Keep up the good work Bioware. This was great.


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#84
DanishGambit

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Eh It's understandable. It's not that fetch quests are bad but that they sometimes don't often feel relevant to the inquisition or just seem to mess up the pacing. What do you think Scout Harding or Cullen might say if you asked them to go and hunt rams? If I was fetching "the legendary swords of Hradeshramash," (hard to pronounce names help) legendary blades guarded by zombie warriors needed to show the world that the inquisition was real, then I might be a little more excited. Of course not all the quests could be relevant to the main story. It's just that sometimes they feel like busywork. 

 

I'll end up doing them anyway but I'll try and mix these quests with more "active" activities. 


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#85
ioannisdenton

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This game  forum  is an endless fetch quest nug fest

Fixed. Also pun intended for nug



#86
lazysuperstar

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yeah i really had some great dialogue with those chantry boards mage collective sacks or Blackstone irregular boxes.

 

I totally forgot those Mage Collective stuff. How awesome it was to play a postman in Origins delivering notice of termination. I feel cheated. No cinematic dialogue appeared


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#87
Maverick827

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yeah i really had some great dialogue with those chantry boards mage collective sacks or Blackstone irregular boxes.

 

But that's not at all what the poster I quoted said were fetch quests:

 

1.  Gray Warden ritual - surrounded by cinematic dialog, part of the main quest, and an introductory one at that

 

2.  Ashes to save Arl Eamon - I don't think I really need to explain this one, the entire Sacred Ashes quest line is widely regarded as the best in Origins.  There's just dozens of cut scenes and great dialog options that allow the player to characterize their characters

 

3.  Fetch the scarf from the werewolf - It's funny that this poster decided to use this particular side quest, because this is my "go to" example of Origins side quests vs Inquisition side quests.  I'll just paste what I've written before on it:

 

 

 

The quest starts out simple enough: an elf named Athras tells you that his wife, Danyla, has been turned into a Werewolf.  The leader of their Dalish clan says that Danyla is dead, but he will not permit Athras to see her body.  Thus, Athras believes that Danyla is still alive somewhere in the forest and asks you to find her.

 

This is a pretty simple side quest, but during its course, it gives you quite a few interesting opportunities to characterize your Warden.  When you finally catch up to Danyla, she tells you that she is in pain and asks you to kill her.  You can:

 

1)  Agree to kill her

2)  Refuse to kill her, which causes her to attack you anyway, forcing you to kill her

 

You loot a scarf from her body.  With this scarf, you can:

 

1)  Return to scarf to Athras and tell him that she died of the Werewolf curse

2)  Trade the scarf to a mad hermit in the forest.  In this case, you can choose to tell Athras the truth of what happened to his wife

 

If this quest were to exist in Dragon Age: Inquisition, however, this is how it would play out:

 

You would walk up to Athras, who is marked by an exclamation mark on your mini map.  You would talk to him and the standard non-cinematic dialog camera would appear.  Athras would tell you his story in one or two lines of exposition, and then you would have two dialog options: 1)  I'll look for your wife, and 2) Goodbye.

 

Once you have the quest, a diamond will appear on your zone map.  You go to that location and find a Werewolf enemy in a clearing in the forest; maybe it's even named Danyla, though it's probably just named "Werewolf."  The enemy is hostile so you cannot speak with her, and your only option is to kill her.  After you do so, the quest updates and tells you to go back and speak with Athras.  You go back and speak with Athras and you have two dialog options 1)  I found your wife, and 2) Goodbye.

 

4.  Fetch acorn for the poet tree - You mean the acorn that you can decide to give to the tree, to the mad hermit, keep for yourself, and involves multiple cut scenes?

 

5.  Fetch some pelts for Cammen - Again, dialog, cut scene, choices, get them together, break them up, etc.  Characterization.

 

6.  Blessings for Redcliffe Soldiers - This one is a pretty simple quest, though hilariously enough you do still get to have some good choices here, as you can persuade or intimidate the chantry mother into giving fake trinkets.

 

7.  Fetch key to get Sten - Really, the quest that introduces you to one of the most beloved companions in the entire franchise?

 

8.  Fetch stuff for Wade - Well, he's crafting you items.  What else would these quests be.  Although, again, Cinematic.  Dialog.

 

I'm glad you brought up the chantry boards, mage collective, and Blackstone irregular boxes, though, because rather than those types of quests being relatively rare, now those are every side quest.


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#88
Lebanese Dude

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*snip*

 

Er...most of those are part of the main storyline though. 

 

In DAI, you get to have a lot of those "mini-cutscenes" at the war table. It's an interface, but it acts the same way except the quest information is given via text. When you arrive at a location, you get a debriefing.

 

This is similar to DA2 or ME2-3 when you had a letter arrive, except this one is way more interactive.

 

You also have way more ambient dialogue. 

You have more companions, deeper interaction, and longer side quests (IE more cinematic sequences per companion).

You have the zone quests.

etc..

 

It's only fair I think. I am not arguing AGAINST having more cinematic quality, but you should not conveniently ignore what's present. :)



#89
Vox Draco

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It's only fair I think. I am not arguing AGAINST having more cinematic quality, but you should not conveniently ignore what's present. :)

 

Actually I still have the impression that since launch all that some people are doing is to look what the game does NOT have ... instead of looking at the things it has.

 

You can always make a game better, sure. I would have done things differently here and there. But the thing is: I am no game-developer. I am sitting here at my desk, playing the game others have created in years of hard work, sipping a coke...sure I can criticize the finished product, but some people are...often ridiculous in their complaints...and I seriously doubt they could ever make something as good as this game...


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#90
Lebanese Dude

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I seriously doubt they could ever make something as good as this game...

 

You can't really say this though. They are consumers so they shouldn't be expected to make games.

 

However, acting as if they know better than the developers when they have no idea what is involved in the task is ridiculous.

This especially shows when people post complaints in a vacuum like:

 

"They didn't have time to add feature X? They must be lazy". 
The answer is that they most likely considered it but it was:

 

1) low on the priority list

2) could not be implemented in reasonable time

3) too expensive to implement

4) unfinished/buggy hot mess that had to be cut temporarily/permanently.

 

That's how development works in any field ever.

More can be said but I think that point alone is enough, I would think.



#91
lazysuperstar

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I just gave examples that all of those can be considered fetch-quests if wanted. I am not sure most of them were cinematic and made any difference to the player's character. Fortunately, all side-quests don't have a 'cinematic' ending since the main quest has sufficient good quality stuff going on. If it had, people would have complained they are artificially increasing the length by having more cut-scenes. 

For every one good side-quest in DA:O, there are two good ones in DA:I. albeit without cut-scenes. Also, exploring the world is much more fun as Inquisition has lots of humorous Easter eggs and references.



#92
Maverick827

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Er...most of those are part of the main storyline though. 

 

In DAI, you get to have a lot of those "mini-cutscenes" at the war table. It's an interface, but it acts the same way except the quest information is given via text. When you arrive at a location, you get a debriefing.

 

This is similar to DA2 or ME2-3 when you had a letter arrive, except this one is way more interactive.

 

You also have way more ambient dialogue. 

You have more companions, deeper interaction, and longer side quests (IE more cinematic sequences per companion).

You have the zone quests.

etc..

 

It's only fair I think. I am not arguing AGAINST having more cinematic quality, but you should not conveniently ignore what's present. :)

 

Only two of them are.  The others are side quests you come across while doing the main quest, which is another point in and of itself.  All of the side quests in Inquisition are completely random and disjointed from the main story quest.

 

I'm not sure what you mean by the "mini-cutscenes" at the war table.  Are you trying to say that those little popups you get are the same thing as a fully cinematic conversations?  I don't see how they are, if so.

 

I don't have the ambient dialog bug, but even still, I wouldn't say there's more ambient dialog at all.

 

We have one more companion than usual (even if you count Dog/Shale, and I would gladly trade any of the companions we have for Dog or Shale), and I don't see "deeper interactions" at all.  Most of the conversations I have with my companions are not in cut scenes, which is the entire complaint in the first place.  I don't find the same detached camera view as given to Random Orlesian With A Silly Mask when speaking to my companions to be deeper at all.  

 

I will grant you that there are probably more cinematics per companion, but not by much.  But that raises another issue: you need to "unlock" a lot of these options, which makes it harder to space them out evenly.  I've gone about 20 hours without a meaningful cutscene because I'm finishing up some zones.  I'm sure at some point I'll be rewarded with more than a fun companion cutscenes, but those 20 hours...



#93
Kortok

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Not going to lie, the sidequests in this game are trash and so is the loot.  I still really enjoy the game don't get me wrong, but next go around I would prefer less quantity and more quality.



#94
Majestic Jazz

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Not going to lie, the sidequests in this game are trash and so is the loot.  I still really enjoy the game don't get me wrong, but next go around I would prefer less quantity and more quality.

 

I think that is the general theme. More quality and less quantity. Same goes with the dialog. A lot of people like the non-cinematic conversations because it allowed for Bioware to add more dialog. Well I would have rather have the less dialog and cinematic conversations for EVERYONE excluding merchants. 


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#95
Maverick827

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I'm actually really into the gameplay/difficulty aspect of these games.  I always play on Nightmare and always try to build the best character/team possible.

 

So for me, I view the side quests as ways to test my build/party against mindless, storyless content in intervals while I play through the main game.  Which would actually be really perfect except that:

 

1.  None of it is terribly challenging

2.  It came at the expense of story content

 

If you took Origins and just added a few extra zones with more dragons and some difficult dungeons, then that would be perfect.  But that's not quite what happened.


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#96
Navasha

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Well, I personally love exploring.   Fetch quests?   What does that really mean anyway?   Yes, going and getting something someone wants and they pay you for it, is pretty much what 'adventuring' is all about in just about every game ever made.

 

I haven't run into any 'fetch' quests yet that felt like they weren't appropriate to the story being told.


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#97
frankf43

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As has been mentioned, there are lots of these threads so I won't get into the value or lack thereof in the side quests. What I would like to know is why do people think that "the fluff is optional" is an appropriate response to questioning why the fluff is there in the first place instead of devoting those resources to more substantive content? It isn't appropriate because the complaint is about the very existence of those quests versus other content, not the need to do them.

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.



#98
Maverick827

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Well, I personally love exploring.   Fetch quests?   What does that really mean anyway?   Yes, going and getting something someone wants and they pay you for it, is pretty much what 'adventuring' is all about in just about every game ever made.

 

I haven't run into any 'fetch' quests yet that felt like they weren't appropriate to the story being told.

 

A "fetch quest" is a term that refers to a quest that either has little-to-no significance to the main plot or doesn't hold up on it's own as a compelling story, that requires you to go and get something for an NPC.  This "something" is typically mundane and boring and this NPC is typically a nobody.  A fetch quest could have you go get something exciting and could be given by an important NPC, but if the game does nothing with the item, the NPC, or your actions after you have completed the quest, then it's still a fetch quest.  

 

For instance, it doesn't matter if the king sends you on a quest to retrieve the royal family's lost legendary sword from a thief, if, upon your return, the king says "oh great thanks here's some gold" and that's the end.  It was as much of a fetch quest as the no-name healer NPC who asked you to go get three common herbs to heal the sick because it didn't affect the main plot and wasn't a very compelling story on its own.

 

Some people try to abstract any quest that requires you to go and get something as a "fetch quest," but the term really only applies to low-significance quests as described above.  If we take the same quest outline (king sends player to get sword), we can easily turn the quest into a non-fetch quest.

 

So the king sends you to find the royal family's lost legendary sword from a thief, as was the case last time.  Only this time, instead of simply finding an enemy NPC with the name "Thief," killing them, looting the [Royal Family Sword], and returning it to the king, instead you find a named NPC that you can interact with.

 

Upon speaking with her, you learn that she is a descendant from the family that the current royal family kicked out of power centuries ago, and the sword is actually her family's sword, which is why she took it back.  The game gives you three choices: kill her and take the sword, offer to buy the sword from her (her family has fallen on hard times, surely gold is more valuable than sentiment), or let her go.

 

But wait!  It turns out that the king also sent a few of his own men to follow you in secret.  If you choose to let her go, then they try to arrest both of you.  The game gives you the choice to persuade/intimidate/bribe the guards, but failing that, it comes down to combat.  After the player (and the thief, who obviously becomes a friendly NPC for the fight) defeats the guards, he or she is given the chance to persuade the bandit to come work for the [Special Group You're Always Forced To Join In Every BioWare Game], and if successful, earns whatever perks that gives.

 

At this point, the player can return to the king to turn in the quest.  If the player acquired the sword either by killing the thief or by purchasing it, then he or she can give it to the king, or choose to lie and say that the thief had allies and that all of the king's men were dead and the thief got away, and keep the sword for themselves.  If the player sided with the thief, then he or she can also choose to lie, or perhaps even tell the king the truth (I guess it would depend on your character's station in the game, whether or not you could just defy a king).

 

By that same note, even if the quest does remain small, with the NPC named "Thief" and the limited options/outcomes, perhaps by doing this quest, later on in the game the king shows up in the main story and offers you support in some way.  This, too, would make the quest more than just a mere "fetch quest."

 

Origins was full of these types of side quests.  Inquisition doesn't seem to have any.


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#99
Realmzmaster

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I'm actually really into the gameplay/difficulty aspect of these games.  I always play on Nightmare and always try to build the best character/team possible.

 

So for me, I view the side quests as ways to test my build/party against mindless, storyless content in intervals while I play through the main game.  Which would actually be really perfect except that:

 

1.  None of it is terribly challenging

2.  It came at the expense of story content

 

If you took Origins and just added a few extra zones with more dragons and some difficult dungeons, then that would be perfect.  But that's not quite what happened.

 

That would be perfect for you but not everyone else would agree so the developers are left balancing conflicting interests and wants.


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#100
samuelkaine

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Origins was full of these types of side quests.  Inquisition doesn't seem to have any.

 

Blades of Hessarian, off the top of my head.