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#51
Uccio

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I totally agree. Origins was good storytelling, but the technical parts of the game were boring and quite frankly, lazy. Inquisition is a good step in the right direction.

 

I had no problem with Origins. I loved all of it. If anything I would loved to have more each origin related content to the main game and to the ending.


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#52
Ultim Asari

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I had no problem with Origins. I loved all of it. If anything I would loved to have more each origin related content to the main game and to the ending.

 

Origins had its charm, but I just hate when people can't let things go and accept new things.


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#53
frankf43

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Aww, I thought the thread title was going to demand a visit to Antiva, or wherever that Italian accent comes from.

"And somethimes it just means Forget about it."



#54
Dusk Wolf

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No. No it's not. It's full of low quality fetch quest filler content. You go collect 10 ram meats, I've already uninstalled the game.

Well, that sucks you don't like it but, with no malice intended by this question as I'm just curious, why come to the forums for said game if you aren't playing it? If you weren't happy with it then simply move on to something else. No need to hate on people if they like it.


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#55
bEVEsthda

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Origins had its charm, but I just hate when people can't let things go and accept new things.

 

It had more than 'charm'. It had a lot of things which have been missing since (silent protagonist). And I suspect that is much - but not all - of the reason why there is a sort of *Origin-hostility* towards the successors. There's no going back though, at least not in any direct route.

 

There are no 'fetch-quests' in DA:I. That seem like a grasp to try to utilize the non-linearity, freedom and responsibility for a vital mission in DA:I, as basis for defining it as "fetch"-quests, which then by negative associations are supposed to be perceived as criticized. It's not as simple as that though, and those people should do better to go into details and tell what they exactly want. As it is, they seem to want to be led by a noose along a corridor, from kill minion A, to kill main villain Z, while watching a movie.

 

I like DA:I. The final sum of things come out ahead. I enjoy it. One of the things I like is how the questing is interconnected in the wider picture. I had no problems with the old Bioware story structure, but this new is neat.

 

Sure DA:I has some bad features. Every game has. And for the future, Bioware should really think about what should set their "RPG", role playing game, apart from all the other umpteen hundred console video games, targeting the same little duck pond of console gamers. Because in some directions, they cannot afford to go farther.

 

...And the PC-interface of course. I'm fighting that more than the enemies.

 

But I like the game. It's a good game.


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#56
Sylvius the Mad

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People complain about the fetch quests, I think because they're not aware that the fetch quests are always available (finish one, another appears, and this pattern never ends), and because they haven't left the Hinterlands (which is heavy on the fetch quests).

I think this game is outstanding, and I'm glad that others who've stood beside me arguing against the wrong-headedness of much of modern game design are also enjoying it.
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#57
xkg

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Origins had its charm, but I just hate when people can't let things go and accept new things.

 

I did accept new games, for example recently released Dead State which is miles better than anything Bioware can come up with these days. Even though Dead State is full of bugs, I have high tolerance when it comes to bugs. I Have none for mediocre games and none for "form over substance" things, which what DA:I is all about.

So I had to accept also the fact that after Bioware last four games - DA2, ME2, ME3, DA:I this developer is out of my point of interest, completely. 



#58
Maverick827

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People complain about the fetch quests, I think because they're not aware that the fetch quests are always available (finish one, another appears, and this pattern never ends), and because they haven't left the Hinterlands (which is heavy on the fetch quests).
I think this game is outstanding, and I'm glad that others who've stood beside me arguing against the wrong-headedness of much of modern game design are also enjoying it.

I've been to all but two of the zones on the game. The fetch quests are everywhere. There is no engaging quest anywhere outside of the main story and companion quests.

#59
Cmpunker13

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While the Hinterlands have a lot of fetch quests and while some other maps don't (the Mire), you still go around doing MMO-style quests all game. This is not bad per se (World of Warcraft with Cataclysm has a lot of good side quests for levelling); it is bad because those quests are boring and detached from any moral choice or good story plot. Star Wars: the Old Republic is a MMO by Bioware, and while not perfect, a lot of side quests there let you choose their outcome, and the questgivers have some personality and background (Crestwood/Empire du Lion map storyline are basically a convoluted version SW:TOR "map story"). Basically you can approach those side quests differently every time you play.



#60
Guest_starlitegirl_*

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I see way too many threads started about how this game sucks/isn't selling/getting bad reviews/isn't Origins. I have news for you people (excuse my language): this is a great game and it will do well; just give it a chance. The critics don't just give GotY lightly. You have to make a fantastic game to even get nominated for such a title. And, no, this game is not Origins. Though a sequel to the original story would be a great addition to the series I would guess based on the care the Devs have put into this game. Yes, I think we will not get a shoddy repeat of a poorly made game in the DA universe again.

 

blah, blah, blah, blah

 

Newsflash for you. This is your opinion and sure you realize that but have to come on here acting like some badass know it all telling people who don't like it that you have news for them. Well, I've got news for you. You come off like a little fool.



#61
Sylvius the Mad

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I've been to all but two of the zones on the game. The fetch quests are everywhere. There is no engaging quest anywhere outside of the main story and companion quests.

What constitutes an engaging quest for you? What sort of quests do you think are missing?

#62
Maverick827

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What constitutes an engaging quest for you? What sort of quests do you think are missing?

Quests where I get to make decisions. "Yes I will do this" and "I did that thing you wanted" as my character's only interaction isn't engaging.

#63
Vox Draco

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Oh look the same 5-6 haters from every other thread are here and they still don't like the game. BSN is just full of surprises today. 

 

Hah! While browsing through the thread I was exactly thinking the same...its always the same names + arguments! I can almost predict the users present in a thread from the thread-title alone! Could become a nice forum-game? =]


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#64
CronoDragoon

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Quests where I get to make decisions. "Yes I will do this" and "I did that thing you wanted" as my character's only interaction isn't engaging.

 

What did you think of Crestwood?



#65
Sylvius the Mad

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Quests where I get to make decisions. "Yes I will do this" and "I did that thing you wanted" as my character's only interaction isn't engaging.

Okay, so like the Redcliffe content in DAO. There were many avenues to defeating Connor's demon, and many ways even to gain access to the castle.

But that was a main quest. The complaint was specifically about side quests.

#66
Loup Blanc

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The game is literally 80% fetchquests with little to no narrative behind them- and almost all of the NPCs giving those quests are lifeless vessels whose only purpose of existing in the world is giving you said fetchquests. Plus, if I have to skip 80% of the game's content to enjoy it, how is this good game design?

 

Quoted for truth.



#67
Maverick827

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Okay, so like the Redcliffe content in DAO. There were many avenues to defeating Connor's demon, and many ways even to gain access to the castle.
But that was a main quest. The complaint was specifically about side quests.

Pretty much anything but the "board" quests in Origins had you making some sort of decision, let you talk your way out of things, let you lie to keep something or make a profit, etc.

#68
CronoDragoon

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But that was a main quest. The complaint was specifically about side quests.

 

I suppose something like that crazy dwarf in the Deep Roads would work here. You could kill him and whatever, then when you go back you could tell his mother the truth, lie to her, etc. Bella in Redcliffe works, too.

 

Although Judgements count as side quests (since they are the culmination of some optional zone quests, or even optional content following a main quest) and typically give you four solutions to an issue.



#69
DeathByIcecream

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So, if I understand correctly, any sidequest that doesn't involve making a decision with full cinematic dialogue is "filler" or a "fetch quest". Phew, finally I understand wtf you people mean.

 

With a game in this scope and size, seems to me like it would be near impossible to have dedicated cinematic dialogue and choices for every damn sidequest in each massive zone, not to mention expensive. If you can't enjoy a story that doesn't have full dialogue or choices, then I suppose this game really isn't for you. I've run into plenty of fun, interesting sidequests that you would deem filler just because you can't make a minor, irrelevant decision every 2.5 seconds in full cutscene dialogue.


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#70
Cmpunker13

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Okay, so like the Redcliffe content in DAO. There were many avenues to defeating Connor's demon, and many ways even to gain access to the castle.

But that was a main quest. The complaint was specifically about side quests.

 

In Ostagar you can do the prisoner quest in various ways, without even move from his cage. You can kill the mabari without even trying to help. You can keep or not the missionary's "treasure". The other sidequests are all on the road of the main quests, so you won't have to backtracking all time.

 

In Orzammar there's Dagna; there's the smith girl with a castless son; Ruck's mother.

 

And so on.


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#71
Sondermann

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In Ostagar you can do the prisoner quest in various ways, without even move from his cage. You can kill the mabari without even trying to help. You can keep or not the missionary's "treasure". The other sidequests are all on the road of the main quests, so you won't have to backtracking all time.

 

In Orzammar there's Dagna; there's the smith girl with a castless son; Ruck's mother.

 

And so on.

Personally, I wouldn't say that it makes those quests better, just different. It's not as if DA:I wouldn't give you a lot of stuff where you have to make decisions (take the War Table for instance, not necessarily my idea of fun, but nevertheless, or as someone else already pointed out, the sitting in judgment).

 



#72
Cmpunker13

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So, if I understand correctly, any sidequest that doesn't involve making a decision with full cinematic dialogue is "filler" or a "fetch quest". Phew, finally I understand wtf you people mean.

 

With a game in this scope and size, seems to me like it would be near impossible to have dedicated cinematic dialogue and choices for every damn sidequest in each massive zone, not to mention expensive. If you can't enjoy a story that doesn't have full dialogue or choices, then I suppose this game really isn't for you. I've run into plenty of fun, interesting sidequests that you would deem filler just because you can't make a minor, irrelevant decision every 2.5 seconds in full cutscene dialogue.

 

 

Technically, a fetch quest is a typical MMO quest, where you have to go somewhere, kill monsters and/or collect something, then you go back to the questgiver. The reasons why you have to do this don't really matter and people don't even bother to read the quest content, they just go for the mission requirements.

Star Wars: The Old Republic has cinematics for all quests and each map has a storyline that doesn't relate with the main character's story. Like a better version of Crestwood (which is infact the best map out there; Emprise du Lion is good too, but it's a sort of Crestwood clone).

 

The reason why fetch quests are detrimental is that they nullify the roleplaying elements of the game. I prefer to have very few quests, but I want for my character to care for the single side quest and I want to develop his/her personality thru the quest.

I can understand if people have no interest for this stuff, but I can't understand why bashing people who just want to roleplay.

Fetch quests are fine to you? I'm ok with this. But you have to know that fetch quests have a very long story in computer gaming; they're old. Bioware changed things with Origins and made a name for itself with their "decisions matter" policy. And, as a guy said few posts ago, "I just hate when people can't let things go and accept new things."

 

But that's just my opinion.


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#73
Maverick827

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I do enjoy sitting in judgement. I wish it wasn't as plug and play, however.

Josephine introduces them
You get to comment on the accusation
The accused says one thing
You make your choice
The accused gets to say one last thing

Maybe there are some I missed that have more/different structures. I would like it if the accused could make more of a case for themselves, offer some push back. Everyone has just already given up at the point of judgment.

Overall it's good, though. I always look forward to the judgements when they come up.

#74
Sylvius the Mad

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In Ostagar you can do the prisoner quest in various ways, without even move from his cage. You can kill the mabari without even trying to help. You can keep or not the missionary's "treasure". The other sidequests are all on the road of the main quests, so you won't have to backtracking all time.

In Orzammar there's Dagna; there's the smith girl with a castless son; Ruck's mother.

And so on.

Most of those amount to a single dialogue option.

I'd much rather have the freedom to decide how I do something, not just what I get to say about it.

Most roleplaying, for me, happens outside conversations.

#75
CronoDragoon

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There are more instances of dialogue-based sidequests than people give Inquisition credit for. Recruiting agents, judgements are just a few examples. Off the top of my head Emprise has several, including what to do about the guy who killed his fiance's brother and Imshael.

 

Some zones are definitely more conducive to this than others. If one wants dialogue-based side quests, Hissing Wastes is just awful. Forbidden Oasis isn't much better since the Solasan Temple is for loot and not much story.

 

But many zones have interesting dungeons in them as well, which is something I don't recall happening often in Origins. The Still Ruins, the haunted mansion in the Graves, the Lost Temple of Dirthamen, etc, are all excellent examples of storytelling through ambience and environment.


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