From Soft is an AAA developer? I must've missed the memo. I beat DKS2 in 50 hours on my first playthrough. DAI full playthrough on hard was 60 hours on my first playthrough. Pretty impressive for a game that is almost entirely combat, don't you think?
Not particularly. Games can be padded with combat fairly easily. The question was how long was the main story?
RPG's make up 6% of the market, so AAA developers in RPG circles are a little poorer than AAA developers of the shooter genre. But let's go for some OBVIOUSLY AAA RPG studios, like Bethesda. How long does it take to beat the main quest in Oblivion? And once you come up with your answer, get back to me on what makes 15 hours for the main quest "short". Especially for a game which was inspired by Skyrim.
Nope, still not a definition, no matter how many times you repeat it. It's a vague representation, not a definition.
Meriam Webster - definition: an explanation of a meaning or statement. Thus it is a definition. Whether it was a "vague" definition is another matter entirely.
Good, so now you can describe how DAI is a "proper RPG"
Easy. It includes all of that. How WELL it includes all of the following differs depending on your experience. Exploration and story was something heavily emphasised, player agency was something that was included but not made a priority, choice and consequence was done the traditional Bioware way which emphasised environmental consequences rather than consequences affecting the narrative.
Congratulations of still not defining "choice and consequence" and providing examples of how DAI handles "choice and consequence" good.
I have defined Choice and Consequence. If you didn't read my original post, that's not my problem.
I've also dealt with how DA:I handles Choice and Consequence. Once again, if you don't want to admit that consequences to the environment are actually "consequences" then once again, not my problem.
Do provide some examples. Where I live? Don't really see much of a choice. How I live? I can customize one room of my castle. How I resolve my quests? Other than a couple of minor sidequests and the main story, there isn't much player agency for every other sidequest in the game. Do provide some concrete examples of how DAI has "good player agency".
I said "relating" to where you live.
You can customise more than "one room" in your castle. You have options of who you invite to said castle. There may not be much option on how you resolve your quests compared to "Vampire - Bloodlines" but it's there. The option of recruiting agents vs helping refugees alone takes up more than one or two sidequests.
Overall examples of Player Agency - What choice of character to play, how you respond to environmental pressures (dialogue for example,) who the Inquisition sides with, who the Inquisition recruits, who you form relationships with, modifying your castle, what you spend the time in your world doing, and etc etc.
That being said, it will never rival the player agency of "Vampire Bloodlines" but games like Vampire Bloodlines don't rival the exploration of Inquisition, which is another key aspect of a proper RPG. The important point is player agency is there.
Problem is you still don't have a tangible definition of your buzzwords and you still haven't explained how DAI makes those buzzwords good.
I do. But once again you don't want to listen.
Nope, not what I was saying, try again. The build up was the entire game? Too bad it had **** pacing that required you to grind for power so you can actually progress through the story. The anticipation was the entire game? I surely didn't anticipate that at that point I would be ending the game. If the entire game was the anticipation, it did a pretty shitty job. If there was no "THE STORY ENDS HERE" disclaimer before starting the mission I would have no idea that that was actually supposed to be the end.
The degree of **** pacing it had relied on how much you dilly dallied exploring. Sure you need to grind for power, but not that much actually. Bethesda suffers from much the same problem.
Whether the anticipation did a shitty job or not does not mean it had NO anticipation. So in fact the ending wasn't rushed, but once again we run into the age old problem that open-world games suffer from a lack of pacing due to the very nature of the games themselves.
And yeah, I agree. Many fantasy novels DO do that! How exactly is this relevant, though?
It is relevant because you are using hyperbole to exacerbate one of DA:I's flaws. These flaws aren't limited to cartoons, but also are frequent in novels, Hollywood, Bollywood, Hong Kong cinema and many other mediums of storytelling. In fact some stories which contain "cartoon villains" sell very well because at the end of the day stories are meant to entertain, unless you're writing literature. And literature sells so few units that Bioware would go bankrupt trying to follow that path.
You pointed out my example of hyperbole, and so I replied in kind. See how this "pettiness" thing works?