Here’s my take on the game after having played through it and looking back at what I saw and heard a year ago, which made me take notice of the game.
The game that we have now is great and I felt almost compelled to keep playing. Not as good of a PC game as Origins, for obvious reasons, but that's another topic entirely.
I am curious about one thing though, why was the final game less ambitious than the version shown a year ago? The game that we ended up with seems to be more of a standard CRPG than what I was expecting, lead to believe that we would get. Was it simply too much to expect, taking the timeframe into account? Was this the reason why they pushed the game back a year?Were they not able to tie this kind of gameplay into the storyline?
For those whom don't remember or didn't know about what we were shown back in 2013, here are some examples:
https://www.youtube....xJMWRI-cA#t=753
http://www.gametrail...-world-unveiled
http://www.rockpaper...ge-inquisition/
On to the list of design changes that I’ve noticed.
- Regional choices were cut from the game in favour of linear progression through an area. From each area having an interactive storyline to areas serving more as standard RPG areas, that basicly just serve to level and gear up. The two examples that we know of that show this change are Crestwood and the Western Approach. In both cases we were shown the possible choices you could make. In Crestwood you had a choice between protecting a keep or Crestwood village. While Western Approach had you make stronghold choice after liberating the warden keep there, I'll get back to that later on, and opening up a new area by using your agents. I can only assume that Bioware had plans for each region to have its own storyline with important choices that would in turn have had a profound effect. "Gut-wrenching choices" as Bioware explained it.
- A year ago Bioware had designed the game with a larger focus on managing your forces. Different forces being able to strengthen the Inquisition in different ways and you having to choose how to best manage your limited amount of agents/power. This role was presumably moved over to your advisor missions, in its limited fashion. The changes to the Inquisition forces leads me to the next point.
- Bioware had plans for a completely different stronghold/outpost system than what is currently in the game. As mentioned before, they showed players being able to make important choices on how to deal with captured strongholds: Have it focus on economy, military or espionage. Improve the stronghold by adding ressource buildings to it etc. As opposed to what we have now that have the keeps serve as quest and vendor areas.
Now to my thoughts on the matter.
Interaction
The previous system seemed to have been focused more on interaction as opposed to what we have now which is a largely static experience. By this I mean that when I played the game I got the feeling that I was the figurehead and martial champion while all the administrative decisions were left to my advisors, without my knowledge or advice. Fair enough, but other games (Neverwinter Nights 2 comes to mind) allowed you to give broad orders to your underlings whom would then do their best to fullfill your wishes. (Obviously this just amounted to them doing what you told them to, but it still seemed to give a feeling of macromanagement)
Bioware was probably planning on having the player manage the Inquistion to a far greater degree by giving the player more direct control over the direction of the Inquisition and actually watching it grow in power.
Another area that I found lacking was the ability to command your Inquisition or at least participate in larger scale conflicts between Inquisition forces and the enemies in a region that need clearing up. All we got are static camps and troops here and there that don’t actually do anything. The game made me feel like I was there to clear the way for the Inquisition to move in instead of helping/leading them to victory in an area against armies of enemies. In other words I missed actually seeing the Inquisition armies, why are all of the big battles offscreen? Engine limitations?
For the next part I'm going to split the missions up in forces and advisor missions.
Overall the war table isn't all that interesting, at least not to me. The missions themselves aren’t interesting nor rewarding enough and mostly seem like they are only there because they had something bigger planned, but still had to give the player some resemblance of control over the Inquistion. (Another thing that I’ve found to be a strange design choice is the sheer amount of power you’re able to gather. You will never be able to spend them all which makes the mechanic rather pointless)
The use of forces on the mission map seems to be rather pointless. For the most part you’re not given a choice between them and they seem to lead to the same result: An area being unlocked. I'm sure that Bioware had planned for forces, or agents as I believe they are called back then, to play a major part in shaping your version of the Inquisition.
influence which is rather vague.
The advisor missions are a mixed bag. We have the more interesting mission chains that sometimes have consequences tied to them and then we have the more standard missions that make up the majority of them, which I found to be largely pointless given the reward to time investment ratio.
Customization
Another area that seemed rather lacking or rather tacked on was the ability to upgrade Skyhold. The three upgrades that we got seem rather pointless as only one of them actually give the player anything that can be used and the other two are simply cosmetic changes. The main customization feature is obviously focused on changing the appearance of the main keep, which is fine if not a tad limited. Of course I don’t know if they ever intended for Skyhold to be upgradeable to any real degree. The sheer amount of lumber yards and quarries makes me think that they had something more planned though.
Conclusion
Since Bioware made the call to show important gameplay features that would never make it into the final game I can’t help but feel a bit mislead. Granted all of this was shown last year and things do change. However Bioware did nothing, as far as I am aware of, to shown that they had indeed cut/changed said content. A case of marketing jumping the shark in order to hype the game?
What we have now is a great game that is very much in line with CRPGs, however I feel like it could have been so much more judging from what Bioware showed us last year. Having areas that would have been interactable to a far greater degree, with player choices actually changing the area, would have been far more interetesting and engaging as opposed to what we have now that feels more like a traditional MMORPG. As in they mostly serve as a leveling and gearing area before you venture deeper into the far more enjoyable main story missions. Although I should note that I have no problem with areas being static, when it comes to your choices having profound consequences, as it’s just in line with most CRPGs.
Is anyone else a bit dissapointed at what could have been? What are your thoughts on why they ended up backing away from their more ambitious plans.






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