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


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#376
Remmirath

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I imagine it'd help if (at least) some of the side quests had options how to deal with the target. With DAO often enough there was a dialogue where you could try to either obtain the object of the fetch quest peacefully or duke it out with the owner, etc. E.g. I wouldn't really mind seeing option in DAO to say, try and negotiate with the Freemen leaders first and maybe find common ground with them, instead of them all just being set to 'fight on sight'. Wouldn't need any flashy cutscenes or anything even.

On the other hand though, given the game has its budget that'd mean cutting some content (in this case the voicework) from elsewhere i.e. either companion interaction or the main plot. And people already complain these were pretty limited.


Yeah, that would be nice. On the other hand, as you say, resources are limited -- and I am sure most people would prefer those resources go towards the main plot, companion interaction, and other such things. Personally, I'd be happy to have a few less miscellaneous quests if the quality if the ones left would go up, but that would then render some areas of the game more barren. Given all of that, I think it ended up decently well.

Although, I feel compelled to add -- although on the other hand, it also feels a bit like flogging a deceased horse at this point -- that I'd be entirely happy to see the PC voice and paraphrases removed (even just the paraphrases -- in addition to being annoying, writing twice the amount of dialogue for every option must be resource-intensive), and those resources put towards more detailed sidequests. Apparently that would be very unpopular with somewhere around half the fanbase, though.

#377
wepeel_

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Don't agree with the OP at all, the large, open and for the most part very optional areas are a great addition. They make my game world feel alive instead of merely generated to cover exactly what the main plot requires me to be doing. If you can make the world three times as large for DA 4 so that you can spend 200 (optional) hours exploring before getting out of the prologue, please do so.


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#378
In Exile

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Yes. Origins is quite the guilty party, regardless of how good (or not) the narrative content behind the quest may be.


That's very fair. Usually when I bring this point up in connection with DAO I'm met with substantial resistance. I don't really have any points beside the parallel - the quest design is mediocre to bad.

#379
In Exile

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I guess my enjoyment of DAI may be related to having the quest tracker and associated bars turned off and largely ignored, then.


Whereas I very much enjoy them because while I enjoy open world features I loathe aimless Skyrim exploration.

#380
In Exile

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Your...vivid imagination aside, "get the ashes for Arl Eamon" for example involved investigating the disappearance of brother Genitivi (and in his house you could reveal his "assistant" as a traitor or not) going to haven, looking for clues, talking to people, confronting the male priest and his followers, finding and talking to Genitivi (who you can later kill or spare) doing the temple of sacred ashes dungeon, siding with, against, or tricking the cultists, fighting the dragon if you want, doing the trials (and getting to interact with the guardian) and there were several cutscenes as well as party comments on the situation and you could even potentially lose two followers permanently(there were also smaller quests you could do while there such as finding scrolls of banaster) To call this a fetch quest is just idiotic. If this had been a side quest in DA:I it would have been:

-NPC standing around somewhere with an exclamation mark over his head who tells you "please inquisitor I need the urn of sacred ashes for my sick son" and you can ask him "what are the sacred ashes" and "why can't you do it?" To each he will give a one or two line reply. (No cutscene of course and he continues to stand in the same spot the whole time)
-Quest market appears in a shallow cave which contains 3 nugs, two lumps of iron, a chest with common items you have already out leveled and the urn sitting on a desk. You have to kill a group of uninteresting enemy bandits or venatori to get to it.
-Return to the NPC who says "thank you so much, now my son will be ok" and gives you 1 power and a low level bow. If you talk to him again he just repeats the words "thank you."


That doesn't make it less of a fetch quest. We understand your point: a cut scene makes a huge difference for you in whether you consider a quest s fetch quest. That's a silly definition, but it's irrelevant to your point.

You aren't really objecting to the quest design. You want more cut scene content. That's 100% fine. But you're not going to get your message out there by criticising the wrong feature.

#381
In Exile

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I imagine it'd help if (at least) some of the side quests had options how to deal with the target. With DAO often enough there was a dialogue where you could try to either obtain the object of the fetch quest peacefully or duke it out with the owner, etc. E.g. I wouldn't really mind seeing option in DAO to say, try and negotiate with the Freemen leaders first and maybe find common ground with them, instead of them all just being set to 'fight on sight'. Wouldn't need any flashy cutscenes or anything even.

On the other hand though, given the game has its budget that'd mean cutting some content (in this case the voicework) from elsewhere i.e. either companion interaction or the main plot. And people already complain these were pretty limited.


I think the way DAI should have handled each quest like that was to give you a judgement option: recruit the remaining soldiers (e.g. freemen) into the inquisition or imprison/execute them.

They do that in part in the Storm Coast (recruiting, not the judgement). That part was cool.

#382
Ravenmyste

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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  

so damn true, but i always get lost its the fun part of the game only bad part is walking  to find a  skull level rift or great bear and all you can say is oh i am not going to out run this bear any time soon..... and then you run in to cindy and booboo and they eat your party for snack



#383
DarkAmaranth1966

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I would love to see day/night cycles BUT make it strictly an RPing aspect and, give us a toggle so that those that do not want it can keep it day all of the time. Yes add content that is more RP based (more interactions, going to the bar with companions, actually getting in a bed to sleep, etc... to night only but, dont' make it a required part of the game, just an add on that is enjoyable, but doesn't affect the story.

 

I would like more RP/Socializing for my party but, that's not fundamental to the story, and would make the game longer. I suppose the story getting lost to the world is a matter of opinion and your head cannon. For me, since no matter the race, the Inquisitor is not from the area, it's natural for him to want to explore and learn the terrain - that's good tactics for later battles. He does have an army and castle to supply, so of course he will take whatever resources he can carry back with him and, no leader, no person is all business all of the time. nothing worng with quizzy and crew deciding to take a camping trip jsut to relax (and get some ram and bear meat.)



#384
Nefla

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That doesn't make it less of a fetch quest. We understand your point: a cut scene makes a huge difference for you in whether you consider a quest s fetch quest. That's a silly definition, but it's irrelevant to your point.
You aren't really objecting to the quest design. You want more cut scene content. That's 100% fine. But you're not going to get your message out there by criticising the wrong feature.


If you're going to simplify something down to one goal and gloss over all the things you have to do to get there as well as the choices and variations then the entire game of The Witcher 2 is a fetch quest (because you have to fetch Triss) as well as many other games. A real fetch quest is where you collect crap and turn it in. A weak excuse may be given as to why you're doing this "I need these rat tails for a potion good sir" but there is no depth to this type of quest (and this is what the majority of DA:I side quests are like).

Also, cutscenes were not the only thing I said was lacking, way to misrepresent my argument there. There are not only no cutscenes, there are no dialogue choices, no role playing, no decisions (such as whether to kill Genitivi or not, whether to rescue Feynriel, make him tranquil, or sell him to a demon, etc...) the npcs aren't fleshed out at all and you're given no reason to care about them, your companions don't interact with any of these quest givers or the nameless mooks they send you to kill ( which the player can't interact with either) remember when you could do things like have Fenris make a slaver talk by squeezing his heart? When Morrigan helpfully adds that your choice to get Camen and Gheyna together makes her want to vomit? When you could talk your way out of certain combat situations or spare your enemy once they were beaten? DA:I side quests have none of that stuff. The only times your companion will interact is to say a single line when recruiting an agent.

You like collecting elfroots and bear skins or going from marker to market and killing nameless thugs...good for you but a lot of people don't find that engaging.
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#385
Wolven_Soul

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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.

Origins was not linear or small.  It's only small in comparison to a game like this.  There might not have been as much to do in Origins, but what there was, was far, FAR, more meaningful.  A lot of the side quests in Origins had a lot of depth to them..  From tracking down Ruck in the Deep Roads, to finding the elf turned werewolf for her husband in the Brecilian Forest, to the Orphanage in the Alienage, and a lot more.  I would take one of Origins quests to a hundred of Inquisitions boring little fetch or kill so many of this enemy quests.  

 

I like big open world games, but I like quality over quantity.  And say what you want about Skyrim, one thing that it does so much better than Inquisition, is interesting side missions, with actual story content.


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#386
Wolven_Soul

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

No, I feel they gave us the 5 in a 10 box.  

 

I don't know how to make that symbol, lol.



#387
Wolven_Soul

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Well, there are a lot of things that happen in these games now, that didn't happen in Origins.

Like, pretty much...everything.

You mean to say that you didn't enjoy running endlessly through the desert outskirts, hoping to find something?

 

Or wearing the same 30% ring for the entire game?
 

Oh man you ain't frigging kidding.  One of the points of having an open world game is going out there to find all that awesome treasure.  The accessories in this game were so bad.  Soooooo freaking bad.  What the heck where they thinking when they designed the gear in this game?  And the armor.  My warrior still has the same Masterwork whatever armor I found in the freaking Hinterlands.  Some of the weapons are neat, but every other gear category is atrocious.



#388
Wolven_Soul

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Which is why DAI is exactly like BG1.

Wrong....soooooo wrong.  BG1 had a lot of interesting side content to it.  DAI has almost none.



#389
BlacJAC74

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I have no issue with an open world or more to the point, DA:I open worldness.  I actually prefer it.  What i do have an issue with are the quests they added into that world.  The set of side quests within each area are just a copy n paste from the last area we visited.


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#390
Darkly Tranquil

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I would love to see day/night cycles BUT make it strictly an RPing aspect and, give us a toggle so that those that do not want it can keep it day all of the time. Yes add content that is more RP based (more interactions, going to the bar with companions, actually getting in a bed to sleep, etc... to night only but, dont' make it a required part of the game, just an add on that is enjoyable, but doesn't affect the story.


A day/night cycle ala Dragon's Dogma would make the open world feel much more real and make it more interesting. If you were out exploring the world and it got dark, you would have to decide if it was worth pushing on or find a place to camp for the night, during which time, various nasty creatures that don't appear during the day could be encountered (many of them out levelling you that would wreck your face). That would add another real role playing dimension to the experience.

#391
zeypher

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A day/night cycle ala Dragon's Dogma would make the open world feel much more real and make it more interesting. If you were out exploring the world and it got dark, you would have to decide if it was worth pushing on or find a place to camp for the night, during which time, various nasty creatures that don't appear during the day could be encountered (many of them out levelling you that would wreck your face). That would add another real role playing dimension to the experience.

Yea i do not think bio can do a natural day and night cycle. They have never been able to do it.



#392
Darkly Tranquil

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Yea i do not think bio can do a natural day and night cycle. They have never been able to do it.


I'm simply noting it would be a cool idea. I have no idea if Bioware have the skill to pull it off.

#393
In Exile

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Wrong....soooooo wrong. BG1 had a lot of interesting side content to it. DAI has almost none.


That's nonsense. BG1 quests were garbage with almost 0 dialogue and no reactivity.

#394
Guest_Lathrim_*

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Yea i do not think bio can do a natural day and night cycle. They have never been able to do it.

 

Has it ever been stated that they even tried?

 

For all we know, they might just have other priorities.



#395
knallfix

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Don't agree with the OP at all, the large, open and for the most part very optional areas are a great addition. They make my game world feel alive instead of merely generated to cover exactly what the main plot requires me to be doing. If you can make the world three times as large for DA 4 so that you can spend 200 (optional) hours exploring before getting out of the prologue, please do so.

The problem is, the world isn't alive.

There is just emptiness.

With random stuff to pick up.

 

Bioware said, Skyrim changed everything.

Skyrim had a world filled with life, real! quests, dungeons and caves.

What did we got?

An empty walking simulator.



#396
Darkly Tranquil

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The problem is, the world isn't alive.
There is just emptiness.
With random stuff to pick up.
 
Bioware said, Skyrim changed everything.
Skyrim had a world filled with life, real! quests, dungeons and caves.
What did we got?
An empty walking simulator.


Fwiw, I thought I Skyrim was boring and empty too. But then, I feel that way about all open world games.

#397
In Exile

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The problem is, the world isn't alive.
There is just emptiness.
With random stuff to pick up.

Bioware said, Skyrim changed everything.
Skyrim had a world filled with life, real! quests, dungeons and caves.
What did we got?
An empty walking simulator.


Skyrim is an empty walking simulator. Just because it had a lot of caves to go spelunking in and AI that simulates the behaviour of humans if they were lobotomised worker ants does not make it a living world.
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#398
KaiserShep

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I'm simply noting it would be a cool idea. I have no idea if Bioware have the skill to pull it off.

 

I don't think it's a matter of skill, but whether or not it's something they feel they should do. I guess the thing is, if they were to implement it, should it be sped up game time like GTA, or should it be a little slower to reflect the more natural progression of time? Anyway, I actually kind of love the idea of a day/night cycle, mainly because it can also be used to have different kinds of enemies or specific quests crop up in the same area. DA2's bandit attacks in Kirkwall were pretty repetitive, but I thought it was kind of interesting that the city was a much more treacherous place when the sun went down.



#399
Fantazm1978

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no to day/night cycles please.



#400
In Exile

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I don't think it's a matter of skill, but whether or not it's something they feel they should do. I guess the thing is, if they were to implement it, should it be sped up game time like GTA, or should it be a little slower to reflect the more natural progression of time? Anyway, I actually kind of love the idea of a day/night cycle, mainly because it can also be used to have different kinds of enemies or specific quests crop up in the same area. DA2's bandit attacks in Kirkwall were pretty repetitive, but I thought it was kind of interesting that the city was a much more treacherous place when the sun went down.


I hate day night cycles. It just messes with my immersion since time flows at a bizzare rate.