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


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#26
Fantazm1978

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ugh. No day/night cycles please. They're either too short in that it takes you an entire day to have a conversation with an NPC or too long that you end up seeing nothing most of the time because it's dark.


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#27
Natureguy85

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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.

 

Unfortunately, that's the nature of competition. Company B sees the success of Company A and attempts to get in on that market.



#28
Natureguy85

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( 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.)

 

On that note, are the fade rifts just like the Oblivion portals where they just appear or are they in scripted locations and are gone once you close them?


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#29
Helgagrim

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I wish they make the next game even more open world with bigger areas and more places to explore.


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#30
hong

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I'm your old school Baldur's Gate fan


Oh! Were you active on the Bio boards back then? The only names I still recognise from those days are Beerfish and Sylvius.
 

(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.)


But DAI is exactly like BG in this regard. Every map has at least a couple, and often more like a dozen, quests that encourage you to roam around and explore. I'm not counting the standard ones like rifts, campsites and resource gathering either. It's more like BG1 than BG2 in that there isn't a strong story-related reason to go exploring (the device of having to raise money to free Imoen was genius), but that's another matter entirely.
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#31
WillieStyle

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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.

 

I find your ideas intriguing and would like to subscribe to your newsletter.


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#32
WillieStyle

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On that note, are the fade rifts just like the Oblivion portals where they just appear or are they in scripted locations and are gone once you close them?

 

For someone who has such strong opinions on DA:I, how could you not know the answer to that?


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#33
TheChris92

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Disagree. Please make the next 'hypothetical' Dragon Age just as grand, if even better, because the open areas were a welcome change that opened up the world much more than ever by comparison to the previous games.


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#34
Natureguy85

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For someone who has such strong opinions on DA:I, how could you not know the answer to that?

 

I have always made it clear when appropriate that I don't own the game and have done commentary on what I've read and been told about it. For someone who has seems to have read my posts, how could you not know that?



#35
SporkFu

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I love it. I'm 115 hours in to my first playthrough of this game and, from what I understand, I'm not even halfway through. It's frikkin' great, man. I remember my first PT of DA:O. I made a human noble warden, and when Duncan and I escaped Highever castle, bound for Ostagar, and we crossed through the Hinterlands on the map while Duncan narrated our travels up to meeting King Cailan, I remember thinking, 'I wanna go there -- meaning the Hinterlands. I wanna actually make that journey to Ostagar.'

 

Now, thanks to this awesome game, that is visually stunning and has perfect music and atmosphere up to my eyeballs, I finally get to wander the Hinterlands.

 

Yay. Gimme more, yes please. 


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#36
Doctoglethorpe

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All they needed to do was give each zone a mainline quest.  The primary zone quests that are already there would have been fine if they had been fleshed out more and tied into the main story as important things do to instead  of just "we need power, more power, go do whatever, heres some suggestions but whatever, unlimited power gogogo."  Oh and some cutscenes couldn't hurt.   The most jarring thing about this game to me is how unBioware it feels.  I can and have gone days without seeing a single cutscene in this game.  I've always bought Bioware games for the cinimatic storytelling, but this game really doesn't actually have very much of it, not just relative to its own size but even to other Bioware games.  Half the zones in the game don't have a single cutscene in them at all.  Thats insane to me, and has dragged down my opinion of the game greatly.  I feel so unengaged, I actually haven't even played the game in 4 days now, still haven't finished the last quest, and honestly don't know when I will.  I'm going through the same thing I did with Skyrim, a game I STILL haven't finished because of my lack of engagement to the main plot.  Both games seemed to completely skip out on storytelling to focus development on world building and game mechanics.  That catches me in at the start but lacks the grip to get me to actually finish everything, cause without compelling story in a 200 hour game I inevitably feel like I'm just going through repeating motions for no reason, they certainly aren't fun anymore by the hundredth hour.  


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#37
Cornughon

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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.

Well then Morrowind isn't open world either by your definition... or Farcry 3 for that matter. Ass Creed has crowd but to say they actually 'do' something besides walking around...

#38
Teddie Sage

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I actually want the next game to be more like DAI with an even better plot, because seriously... By the end of DAI, the plot wasn't as good and as epic as the Haven arc.



#39
SomberXIII

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When were people get infected with this 'open-world' ideas? Can't games be made without them? Just asking.

 

Open-worlds are cool but they can hurt story and pacing if too much was thrown into a game. Just like Skyrim was. The sole example was the sense of story and the fact that you can explore the entire nation in mere hours. 


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#40
hong

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lol @ ppl saying that they've played the game for 100 hours and it's boring. You just have no stamina. The REAL pros level up multiple alts to level 90 in WoW (or 100 with the latest expansion) and THEN say it's boring.
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#41
WillieStyle

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lol @ ppl saying that they've played the game for 100 hours and it's boring. You just have no stamina. The REAL pros level up multiple alts to level 90 in WoW (or 100 with the latest expansion) and THEN say it's boring.


I think I love you.

#42
Decepticon Leader Sully

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lol @ ppl saying that they've played the game for 100 hours and it's boring. You just have no stamina. The REAL pros level up multiple alts to level 90 in WoW (or 100 with the latest expansion) and THEN say it's boring.

yeah agreed.



#43
TheChris92

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All they needed to do was give each zone a mainline quest.  The primary zone quests that are already there would have been fine if they had been fleshed out more and tied into the main story as important things do to instead  of just "we need power, more power, go do whatever, heres some suggestions but whatever, unlimited power gogogo."  Oh and some cutscenes couldn't hurt.   The most jarring thing about this game to me is how unBioware it feels.  I can and have gone days without seeing a single cutscene in this game.  I've always bought Bioware games for the cinimatic storytelling, but this game really doesn't actually have very much of it, not just relative to its own size but even to other Bioware games.  Half the zones in the game don't have a single cutscene in them at all.  Thats insane to me, and has dragged down my opinion of the game greatly.  I feel so unengaged, I actually haven't even played the game in 4 days now, still haven't finished the last quest, and honestly don't know when I will.  I'm going through the same thing I did with Skyrim, a game I STILL haven't finished because of my lack of engagement to the main plot.  Both games seemed to completely skip out on storytelling to focus development on world building and game mechanics.  That catches me in at the start but lacks the grip to get me to actually finish everything, cause without compelling story in a 200 hour game I inevitably feel like I'm just going through repeating motions for no reason, they certainly aren't fun anymore by the hundredth hour.  

Don't really see the appeal of having 'cinematic storytelling' in a interactive medium. You're annoyed the game doesn't have enough cutscenes? As opposed to have the story being weaved into a neat balance between gameplay and narrative. Games don't need cutscenes, or in your face dialogue to be overly engaging or deep, sometimes atmosphere is enough. The argument I'm making here is not that you're necessarily out of line -- I can sort of sense what you're actually 'really' complaining about. Crestwood did have a main story (it was the one with the Mayor), Hinterlands did pretty much have one too, a lot of the areas do have that. What you don't like is that there isn't enough scripted cutscenes and gameplay disrupting set-pieces. At least that's what I'm gathering. Sure, more involving stories for the areas is always welcome, but I don't particular see the compared motions between Skyrim and this game. I'd Inquisition is way more engaging than that, the fact that the party members are generally never quiet, and even occasionally comments on the environment is what prevents the game from becoming routine, dull or boring like Skyrim. I remember that happening in one of the Dwarven ruins in Crestwood.

 

Also, I cannot fathom how one can go through 100 hours for a game, and only then come to the conclusion that they are not having fun.

But I guess we are just very different people. :P



#44
hong

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It's more like BG1 than BG2 in that there isn't a strong story-related reason to go exploring (the device of having to raise money to free Imoen was genius), but that's another matter entirely.


I've just started a new playthrough, and I noticed that DAI actually does give you a reason to wander around. In the prologue, Josie, Leli and Cullen tell you to look for opportunities to expand the Inquisition's power and influence; and indeed, doing quests and fetching stuff rewards you with... power and influence. Maybe it's a bit contrived, but videogame plot devices usually are.
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#45
Ci7rus

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I agree, I think DA:I suffered from what every Elder Scrolls game does in that this kind of design just takes away any sense of urgency from the story since it's impossible for it to be properly paced. While that's fine for an Elder Scrolls game since story and characters are a secondary concern, that just isn't the case for DA games. What they've accomplished on a technical level with DA:I is really amazing but it just doesn't work well as a vehicle to deliver the story that they wanted to tell and the end result is just too unfocused.

 

This kind of semi-open world design doesn't just present problems with story pacing, but the pacing for gameplay also suffers. I just completed a nightmare playthrough and the only part of the game that was even a little bit challenging were the first few levels in the Hinterlands. It's just far too easy to constantly outlevel every area of the game and it messes with itemization as well, getting loot is kind of anticlimactic when you see that it's something that you could have used 3 to 5 levels ago, if not more. I'm not even getting into how insanely broken the crafting system is in how it allows you to create completely overpowered items with no level restriction at all.

 

I do plan on doing another nightmare playthrough and because I have knowledge of the level ranges of the zones and story missions, as well as understanding itemization, I can fix some of the pacing issues myself with self-imposed restrictions but it's something that I shouldn't have to do.


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#46
tmp7704

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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.

Not really true. GTA and such games are also considered open world/sandbox (depending who you ask) but they don't simulate these things. Their NPC spawn and exist in a bubble surrounding the player and don't have any routines beyond 'keep walking'. DAI uses static spawn points instead but beyond that it's not very different.

The 'daily routines' are pretty much Bethesda's thing they've been trying (and failing) to get working ever since.
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#47
ArtemisMoons

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I preferred this game play to dao if only because I felt like the world was more alive than before. Sure, it still needs work to become better, but for a first attempt, it wasn't half bad.

I agree that I would have loved more story integration into each zone, but maybe some of the patches adding content will give us that.
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#48
BroBear Berbil

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I love the huge, open zones. I'd rather not go back to hallways and side rooms, where exploration is non-existant. There are enough games that take place in corridors.

 

Inquisition has a sense of scale that previous DA games lack and it makes the world and the lore come to life. Do you really want to turn the Emerald Graves into something like the Brecilian Forest?


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#49
lazysuperstar

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They are moving in the right direction. For a first attempt (even otherwise), Inquisition is impressive. They just have to build upon this foundation and they will be fine. Not sure about RPG (not a big genre-person) but loved it as an action-adventure


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#50
tmp7704

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Inquisition has a sense of scale that previous DA games lack and it makes the world and the lore come to life. Do you really want to turn the Emerald Graves into something like the Brecilian Forest?

That was my first thought entering that place. "Man, it would've been so nice if the Brecilian Forest had the scale like that..."
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