So I'm not going to really try to break down too many points beyond offering my own observations, but I am a bit befuddled by the "Too much filler, not enough main story and tie-ins..." and I say this as someone who came from the BG1 days.
Every single zone has an overall arc that at the worst, tangentially ties into the main plot and happenings. The main plot gets established as this crazy fight against an impossible adversary that is believed to be myth and we need to grab every single advantage we can get as we push towards the inevitable conclusion.
To that end, we expand into zones, quelling issues that have arisen due to the rifts created by the breach. We find ourselves in one zone trying to quell these imperial army traitors who - surprise - are helping the Red Templars obtain their lyrium. We find a large connection to this same issue in Hinterlands. Storm Coast. Emprise du Lion. Every SINGLE side zone has a tie to the main narrative. Could we have had a bit more story per zone to tie it more closely together? Sure.
I'm at 70 hours in after restarting a 45 hour game. While I certainly wish they would have considered AoE looting and finding a more elegant system to collecting crafting mats *eyes flowers* I in no way feel obligated to do this constantly. If I find - hey, I'm gonna need more elfroot for some pots again soon - I can send my war table missions to acquire some. Or buy from a vendor. Or maybe, just maybe, like a REAL person would - grab some on my way to seek out a new objective in whatever zone I'm in.
The notion that all our RPGs before had none (or far less) of this fetch/busy work is laughable. I love Baldur's Gate and Fallout - still some of my favorite old school RPGs of all time. But they had PLENTY of filler and side quest busy work - and many of them had 0 to do with the main plot in any shape or form.
I also find the notion that "Oh if you ignore the side quests and rush the main plot only it's so short!" confusing - these complaints could be leveled at pretty much EVERY RPG ever anyway! Hell, I'm a bit baffled that DAI's main arc is considered short considering it's probably double the length we've had from Bioware in past. I recall how awfully fast you could rush ME1's main arc. How you could cheese Fallout 2's main arc by exploring a couple of key points to obtain certain loot that let you just bum rush the final objectives at a break neck pace. Yada yada. An RPG should live or die by it's story but the nature of these games would be hurt terribly if the whole thing was a "Main plot only" device.
Side diversions are needed - it stands to reason that as our characters fan out into the world in search of a way to combat whatever menace exists, we'd discover strange and startling things being done by villains or groups which have no affiliation with the main adversary or who don't give two wits about the looming end of the world anyway.
As I say this, I in no way believe DAI is perfect - though most of my complaints center primarily on the UI/tac cam issues - but it's a huge step in a direction I think Bioware needed to go. We need some refinements and feedback from fans is always a good way to get ideas for that but there's this really startling level of misinformation about some of the past games being used as ammo AGAINST DAI.
Edit: This repeated use of the ram meat quest is silly - given that it comes from a Hunter who cannot venture out due to the mage-templar fights in the area (look at that, it ties into the main quest) and needs help, you know, while we're moving around the zone for all of the 2-3 seconds it takes to blow up a few rams, loot and move on...I find the complaint weak at best. And you're not even required to do it, but given you ARE the face of an organization trying to win hearts and minds, helping to feed the people seems like a laudable goal anyway. Doesn't even take you that long - look at that, I managed to find a reasoning this "fetch" quest fit the main narrative of the zone and overall game story! ![]()





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