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Please don't make a (semi) open world DA game again.


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#1
DragonAgeLegend

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I thoroughly enjoyed playing Dragon Age Inquisition, the story was amazingly done, the cameos were perfect and so were some of the little quests on the war table that incorporated characters known to us from the past games and even the books. 

 

The only thing that disappointed me (other than the primitive and clunky PC controls) was the length of the story. As I was playing I always had a thought in the back of my head telling me that the story will be over soon and to go and waste time at the Storm Coast or Emprise Du Lion doing pointless side quests. Because of the lack of cut scenes for these, I felt disconnected from the quest givers at certain moments and found myself spinning the camera around as they were talking to me and so didn't really want to help them but I felt forced too in a way. I think the lack of cut scenes for these was somewhat the fault of having semi large open worlds. 

 

I think the exploration aspect of Inquisition was certainly achieved, there are tonnes of things to find in each diverse location, and they really are diverse. Completely opposite to Dragon Age 2. Various caves, puzzles and crafting ingredients to find as well as the shards to pick up and the astronomical puzzles to do. That part was fun to me, to an extent. I feel that since the locations were so big they detracted from the story at hand, I saw myself forgetting what was happening in regards to the story constantly as I was running around one of the areas. It felt off to me. I remember Mike Laidlaw saying something about someone who finished the story and didn't even visit one area. To me, all the areas should be incorporated to the full story and something like that shouldn't be happening. It's almost like what's the point of creating that area if it's not used for the story? Is it for more exploration? We have more then enough of that already.

 

In Origins, this didn't happen to me at all and I think this has to do with the linear areas. Since all the areas we visited were part of the story. The areas were a lot smaller indeed, and I think that is why I felt a lot more involved within the story there. There wasn't an overwhelming number of things to do that made you forget about the story completely and make you think of wasting time so as to not make it end quicker. Smaller worlds to me make me feel closer to what is actually going on, I would sacrifice exploration for a deeper and longer story. 

 

What I'm trying to say is that since Dragon Age Inquisition was a semi open world game I believe that it impacted the length of the story negatively. I really, really hope the next game is filled with smaller areas with a deeper and extremely longer story. There can be a balance with exploration and story, sadly, I don't think DAI found that balance.  :(


  • erine_, Spaghetti_Ninja, JasonPogo et 108 autres aiment ceci

#2
Decepticon Leader Sully

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Honestly I'm  not bothered l just wish there were more of them.


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#3
Eelectrica

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I think you've pretty well summed up my feelings on the game as well. Have a like.

There were times when the story seemed to get lost in the world.


  • Blue Socks, Sers94, TheJiveDJ et 13 autres aiment ceci

#4
JWvonGoethe

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I absolutely love the locations and thought they were fantastically well done, but I would have been (extremely reluctantly) prepared to sacrifice a few of them if it had meant getting a greater focus on storytelling and roleplaying during sidequests. 


  • TheJiveDJ, gonzalovm, ioannisdenton et 14 autres aiment ceci

#5
AllThatJazz

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I disagree. I mean I did get lost in the world but I loved it. Every moment. I don't want a return to the linearity and 'smallness' of Origins. Would I love to see more story content within the semi open world ? Absolutely, I always love more story. But I found plenty in Inquisition to keep me going, far more than in titles like Oblivion and Skyrim.
  • Samahl na Revas, SolVita, WillieStyle et 40 autres aiment ceci

#6
Emeriick

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People will complain if they go back to the "small" levels of Origins and claim it's a step back. People will complain if they just keeping doing where they're doing now, claiming it's a too "different" than Origins. DAI Won them Game of the Year so I think it's fairly likely they're going to stick to the type of DA game they have now. I believe I heard the devs say (in a stream) what they want to do next in regards to future DA games is to make the environments seem even more "alive". With that being said it's very unlikely they meant they were going to do this with small Origin sized levels.


  • AllThatJazz, Giubba, Samahl na Revas et 16 autres aiment ceci

#7
Decepticon Leader Sully

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like i keep saying we are spoiled.

They coud give us a £5 each and we would moan that it isnt £7.

apply $, € or ¥ to your native currency  


  • SolVita, Blessed Silence, Renessa et 9 autres aiment ceci

#8
Natureguy85

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like i keep saying we are spoiled.

They coud give us a £5 each and we would moan that it isnt £7.

apply $, € or ¥ to your native currency  

The problem is that people feel they gave us £7 the first time so they are bothered by the difference.


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#9
Decepticon Leader Sully

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oh i agree and they gave us £10 this time round in my book.


  • SolVita, frankf43, Sleekshinobi et 5 autres aiment ceci

#10
Aurok

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If they're going to stick with this, they badly need to get into day/night cycles, weather, NPC routines etc. If you're going to be spending a long time in one region it needs to feel alive. Inquisition's world is pretty, but at no point was I allowed to forget that it was a static video game world.

The insane amount of resource collecting needs to die too.
  • BlazingSpeed, knotsofwonders, Balewulf et 12 autres aiment ceci

#11
setrus86

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I liked the concept, personally, and loved the game and the exploration of it. That said, some were a little...overlapping? 

 

Crestwood and the Fallow Mire could probably have been combined, the Fallow Mire atmosphere with the quests of Crestwood. Forbidden Oasis with the exalted plains? Like a large dungeon in a far off spot? 

 

Other than that, I found myself VERY pleased with the whole thing. :) 

Sure, there's annoying travelling to and froh a bit, but it also opens up for playing the game your way, you can punch right through the main quest with a minimum of other stuff, or you can go look for every tinkery bit and and its paint if you so feel like it.


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#12
Decepticon Leader Sully

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Got so annoyed when in the hissing sands where it gets to near morning and them BAM pitch black again.


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#13
Frenrihr

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Everyone that likes this change should go and just stay with their Bethesda games and stop ruining other franchises GAMES DONT HAVE TO BE OPEN WORLD all the time, we bought DA not friging skyrim.


  • finc.loki, Tiger, Sers94 et 16 autres aiment ceci

#14
InstantNoodlez

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Some of the open world maps' sub quests are actually well done. The Crestwood flood story had me shocked and appalled but at the same time somewhat sorry for the mayor too.

 

I think what they need to do was to add more close up cinematic to the side quests, and maybe better attempts at tying in the side quests to the main ones.

 

I mean the main quests mechanics were mostly the same as the side quests', but the cinematic made them so much more epic.


  • Paul E Dangerously, ioannisdenton, knotsofwonders et 8 autres aiment ceci

#15
Andraste_Reborn

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Everyone that likes this change should go and just stay with their Bethesda games and stop ruining other franchises GAMES DONT HAVE TO BE OPEN WORLD all the time, we bought DA not friging skyrim.

 

But I don't LIKE Bethesda games. There's no companions, no party based combat, and the ones I've tried just didn't have the story that Inquisition has.

 

I approve of DA going semi open world, and hope they build on this design in the entirely hypothetical next game.


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#16
Firky

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I would sacrifice exploration for a deeper and longer story. 
 

 

I think this is where I'm at, too.

 

I'm your old school Baldur's Gate fan and I loved Origins and DA2. And I play on the hardest difficulty.

 

At first, I was having stability issues with Inquisition which was detracting from my enjoyment, but now I'm wandering around The Storm Coast and the -- desert place -- and I feel really little drive to continue.

 

DA2's levels weren't ideal, but at least the game was largely story, combat, story, combat in a way that the pacing made feel exciting.

 

(All of this is IMO, of course. Everyone plays differently. But, even in the Baldur's Gate days, there was always a compelling purpose to exploration, like a spider cave with a cool sword, or a hidden quest in a back room. In Inquisition, it's 50 more elfroot and *another* fade rift to close. Or trying to jump up a cliff you actually can't jump over.)


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#17
Emeriick

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If they're going to stick with this, they badly need to get into day/night cycles, weather, NPC routines etc. If you're going to be spending a long time in one region it needs to feel alive. Inquisition's world is pretty, but at no point was I allowed to forget that it was a static video game world.

 

I believe that's exactly what they intend to do in regards to them wanting the environments to feel "more alive". This was Dragon Age's first entry on Frostbite, and unlike with DA:O to DA2, they're likely to stick with the same engine going into DA4.



#18
In Exile

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The real solution is to have more content that actually involves real questing and to do a better job of including real sidequests that generally tie into the theme of the story in the future. 


  • Barrendall, Paul E Dangerously, Riddam et 22 autres aiment ceci

#19
DragonAgeLegend

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I don't think it's called being spoiled to be honest. In my defense I didn't ever want Dragon Age to go semi open world because of a reason similar to this. I thought the story would lack in quality. I was wrong since it didn't but it was certainly too short. 


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#20
Myusha123

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I enjoyed the open world. But felt their story this time was a bit weaker. Step it up Bioware. 
Also the open world doesn't need to be 100%'d. 

Also outside of the Hinterlands the other locations aren't too bad to go through. Hinterlands has about 50ish quests.  Other places are lucky if they hit 30. Most get around 10. Look at Forbidden Oasis and Fallow Mire. Pretty damn short and easy places. 



#21
bEVEsthda

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Nah, to everything in this thread.

 

DA is in good shape now. It's not the game I wanted or wants, nor is it Skyrim or DA2. But it's a good game that sells well. Now the developers have to learn their trade and refine it. DON'T  go all change yet again!

Making the world feel more alive sounds like a good ambition. Me, I'd add day/night cycle and weather. And I'd change the atmosphere of the combat to a bit less Japanese cartoon and more serious. Crafting could perhaps be scaled down slightly... ;)


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#22
Gileadan

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Everyone that likes this change should go and just stay with their Bethesda games and stop ruining other franchises GAMES DONT HAVE TO BE OPEN WORLD all the time, we bought DA not friging skyrim.

DA:I ISN'T open world.  It's a collection of MMO-zones. Open world games generally attempt to simulate a living environment with a general populace of NPCs that has daily routines.  DA:I doesn't have any of that.


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#23
Frenrihr

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DA:I ISN'T open world.  It's a collection of MMO-zones. Open world games generally attempt to simulate a living environment with a general populace of NPCs that has daily routines.  DA:I doesn't have any of that.

 

Then it fails at everything, fails at being a story driven game like the previous games and fails at being skyrim, its basically a fail, it failed to be DA.


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#24
DooomCookie

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It's definitely a tricky compromise.  This is the first story-centric open world game I can think of.  Open worlds mess up pacing completely, so they definitely have a negative effect on the story.

 

I thought that certain events could trigger upon reaching certain levels of exploration/power, regardless of location.  That is, events that progress the story aren't dependent on the player's whim but on progress.  The obvious problem with this is that any objects in the scene can't be generated in front of the player randomly.  This could be vaguely worked around, provided the objects aren't too large, by having the cutscene trigger when the player is a certain distance away from an open space that can house the item.  Then the magically appearing object wouldn't shatter willing suspension of disbelief.

 

Of course, this still doesn't fix quests where the player has to go to an area, like a tower or a cave (since their position isn't variable).  All I can think of is to have someone take us there, but this would probably irritate players.  Also doesn't fix players not leaving the Hinterlands or turning around and leaving the quest/dungeon to keep exploring.

 

Quite simply, I think that the discrepancy between open world realism/freedom and linear world accuracy/detail/pacing is one of the big problems in storytelling that a solution needs to be found for.  I say this as someone who knows absolutely nothing about game development and design.

 

 

For the record, I support an open world, despite the impact on the story.  This because it is more conducive to organic (random, player-specific) storytelling, which is what I believe game narratives are all about.  Shadows of Mordor did this really well with the Nemesis system.  Animal Crossing has this as its sole selling point.


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#25
shootist70

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No, we don't need a return to the linear 'world of paths'. The fault with DAI isn't in the open-world design, the fault is in not giving enough purpose to the exploration other than gathering, finding and killing. These areas needed more things like meaningful character encounters, or reasons for your companions to be there. They needed to be more plot, character and narrative driven and your purpose there to stay with you as you explored each area. As it is it's all fairly mechanical and repetitive, and at times, purposeless, other than as a means to improve your character and gear. I'm not a big fan of grindy gameplay.


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