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


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#526
AlanC9

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Bioware cut down on the volume of conversation per quest to add in a greater number of quests, and I think that this changed the subjective feeling of the quests for a lot of people. The design is still ass, though. It was bad in DA:O and it just shows more in DA:I because Bioware removed all the distractions that covered up their poor quest design.


Agreed. The impression I'm getting from recent Bio games -- meaning ME2 and after -- is that they aren't bothering to cover up the games' structure anymore. Not just in quest design, but also in areas like dialogue and equipment upgrades. Or maybe the trend goes back to ME1's equipment tiers?

This doesn't bother us since we were never fooled about what was going on in the first place, but I can see how it's tough for gamers who didn't throw as many points into Suspension Of Disbelief.

#527
Anvos

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Other than tying in to the main story more, the semi open world I found felt a lot more like an improvement on DAO small zones.

 

Also I feel this game as part of the same problem as ME3 where you build up this epic pool of resources and forces, but you never really got to feel like you used it that much.  This could have been fixed maybe if before Arbor Wilds there was a section called Corypheous' Push where to distract the Inquisitor his forces launched a wide scale attack on various locations, where while you could only do one at a time you could distribute your power/forces across the other battle grounds to stall the enemy from conquering a zone while you deal with your current choice.



#528
Natureguy85

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Other than tying in to the main story more, the semi open world I found felt a lot more like an improvement on DAO small zones.

 

Also I feel this game as part of the same problem as ME3 where you build up this epic pool of resources and forces, but you never really got to feel like you used it that much.  This could have been fixed maybe if before Arbor Wilds there was a section called Corypheous' Push where to distract the Inquisitor his forces launched a wide scale attack on various locations, where while you could only do one at a time you could distribute your power/forces across the other battle grounds to stall the enemy from conquering a zone while you deal with your current choice.

 

Ever since I heard about the "Power" mechanic, alarm bells went of screaming "War Assets". I've had my fears confirmed by many people.



#529
Darkly Tranquil

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Ever since I heard about the "Power" mechanic, alarm bells went of screaming "War Assets". I've had my fears confirmed by many people.


At least the War Assets gave you a reason to do all those side quests. Tying the outcome of the single player campaign to multiplayer was what sucked. The side quests in DAI would have been way more worthwhile if grinding them actually had some sort of bearing on the denouement of the game.

#530
Natureguy85

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At least the War Assets gave you a reason to do all those side quests. Tying the outcome of the single player campaign to multiplayer was what sucked. The side quests in DAI would have been way more worthwhile if grinding them actually had some sort of bearing on the denouement of the game.

 

But the point was to get War Assets. They were generic and there was no distinction between types as far as for what they are used. War Assets are merely points and once you get enough score, you win. Blech.



#531
PearsAndCherries

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I hope they don't listen to all the people bashing DA:I. I enjoyed it more than DA:O  :wacko: . Not saying DA:O is bad, but it is pretty old. I think people are clinging to it for nostalgic reasons, not because the game is actually better. 

 

I felt like my choices had more impact on the game as a whole than DA:2. Again, not saying DA:O is bad.



#532
In Exile

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Agreed. The impression I'm getting from recent Bio games -- meaning ME2 and after -- is that they aren't bothering to cover up the games' structure anymore. Not just in quest design, but also in areas like dialogue and equipment upgrades. Or maybe the trend goes back to ME1's equipment tiers?

This doesn't bother us since we were never fooled about what was going on in the first place, but I can see how it's tough for gamers who didn't throw as many points into Suspension Of Disbelief.


It's true on every level of their design. DA2 had Bioware show how they treat choices moving forward: they're RP flavour options, not meant to give exclusive content. Except people want exclusive content and said that there should be no option unless it's meaningful. So DAI gets rid of the pretense and that leads to people complaining about the lack of pretense. It's just lose-lose.
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#533
Natureguy85

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It's true on every level of their design. DA2 had Bioware show how they treat choices moving forward: they're RP flavour options, not meant to give exclusive content. Except people want exclusive content and said that there should be no option unless it's meaningful. So DAI gets rid of the pretense and that leads to people complaining about the lack of pretense. It's just lose-lose.

 

Personally, I don't think they need exclusive content, though that is certainly fun, but they need to affect something. As you and I have discussed elsewhere, many of the choices in Origins didn't affect the game or story in any significant way. However, I was personally happy with those choices being there because they did affect the world around me and those affects were usually acknowledged by people in the game, the game world, and most notably the epilogue slides. By contrast, the choice of helping Anders or not in DA2 bothered me because there is no difference at all. Anders completes his bomb and blows up the chantry. Now if Anders was trying to make a small bomb but without your help accidentally made a big one (or visa versa) or they explained that he wanted to blow up the Templar Hall but couldn't get in without your help so the Chantry was the next best target, that could have been great. In the last example, the Templars outside would be the only survivors. You could have the battle play out slightly differently, perhaps with fewer Templars but fighting more blood mages as they come out of hiding after seeing the Templar Hall in rubble.



#534
Eternal Phoenix

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If they are going to make a semi-open world game again, then they need to fill out the areas with quality content otherwise we get the same problem. The areas aren't poorly made, each area looks unique and feels unique but they're ruined by filler content and side quests that make any exploration boring and repetitive in the end.

 

However OP, I disagree with you on the idea that all areas should be incorporated into the main story or not included at all. Baldur's Gate worked perfectly and most of its areas weren't even part of the main quest, even Dragon Age: Origins had a few areas and bit of side exploration that wasn't on the path to completing the main quest. The problem is that the side areas lack quality content and don't have their own underlying quests that could be loosely connected to the main quest's theme.


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#535
DragonAgeLegend

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I hope they don't listen to all the people bashing DA:I. I enjoyed it more than DA:O  :wacko: . Not saying DA:O is bad, but it is pretty old. I think people are clinging to it for nostalgic reasons, not because the game is actually better. 
 
I felt like my choices had more impact on the game as a whole than DA:2. Again, not saying DA:O is bad.


They should listen to ALL types of feedback whether people agree or disagree, I hope they take some of what I said into consideration. The very least they could do is make the story a lot longer then what we were given, I loved the story in DAI so much, but the fact that it was short kind of ruined it. The final battle was extremely easy as well, it should have had more of an impact.

To be honest, I'm surprised one of the devs did not notice that we were building up power just to unlock areas, it didn't actually help at all in the final battle.

Maybe some of my disappointment stems from waiting for this game anxiously right after I finished playing DA2, a lot of DAI was spoiled for me, I don't like knowing who my companions are, where I'll be going, anything. I really wanted to play it blind but I couldn't, I needed to feed off of the news. I hope I can control myself for the New Mass Effect game, I don't want to know anything about it at all.

#536
Natureguy85

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To be honest, I'm surprised one of the devs did not notice that we were building up power just to unlock areas, it didn't actually help at all in the final battle.

Maybe some of my disappointment stems from waiting for this game anxiously right after I finished playing DA2, a lot of DAI was spoiled for me, I don't like knowing who my companions are, where I'll be going, anything. I really wanted to play it blind but I couldn't, I needed to feed off of the news. I hope I can control myself for the New Mass Effect game, I don't want to know anything about it at all.

 

You shouldn't have been surprised. As soon as I heard about "Power", alarm bells went off in my head screaming "War Assets". Everything I've heard has confirmed those fears.

 

I am the same way about avoiding that kind of information.