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I am finding the open world feature to be incredibly boring


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#1
Lord Raijin

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Not to mention the excessive amount re-spawning of enemies that I'm suppose to fight. Is this a RPG game or just another slash and dash game where all you do is kill things, and less dialogue of NPC's? which by the way I am finding highly disappointed that I'm incapable of doing that. I am also finding it boring, and incredibly irritating how each time I run low on health potions that I must teleport to a nearby camp so I can restore my lousy maximum of 8 potions that I'm allowed to carry.

 

Bioware you're leaving me no choice but to become a Dragon Age Inquisition hater. I don't want to be among the disgruntled crowed, but you're forcing me.


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#2
Spirit Keeper

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I feel like Inqusition's levels are nothing but pretty showpieces. Nice to look at but not much actually going on, combine that with a map which makes it hard to find important objects and hidden stuff it makes the levels a bore after wandering around a while.


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#3
Vidas Secas

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there's an inquisition perk that increases by 4 the max number of health potions, I found that out just when there were two main quests left to complete :rolleyes:



#4
wertysy

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This is just hilarious that u play whole game speaking only to party members and advisors.


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#5
Sartoz

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It's there for three reasons.

 

Fans wanted  a big world after Kirkwall.... Bio delivered.

 

Bio needed an upgrade to its engine to stay in competition. They got Frostbite

 

Hinterlands are there to permit easy leveling and understand crafting.... done.

 

Having said that, this is my 3rd main go at it. I find the landscapes are static = repetetive. I find myself skipping the exploration part because some areas is like navigating a maze. I find myself with a little less patience for exploring.... more like get this over with..


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#6
rhn_18

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Yeah for some reason I feel the same. I don't know if it is a problem with the landscape as such, or simply because the content in it is just not that interesting.

I can understand why the landscape is made the way it is: realistically. But with limitations(read bad) of the jumping system, it just results in such a poor gaming experience IMO. You spend so long trying to figure out how to get from one place to just over there. Often I have had to google it how to get to a sub-area, and it turns out I was missing that tiny little dirt ramp or tiny little crevice despite having run around it and looking at it for ages.

 

What should have been done was more user friendly landscape, better jumping system/controls, better map indications of roads, slopes etc(some of the maps are horribly bad, giving practically no information at all except relative location of quests).

 

 

And it would help that I do not have to fight countless respawns(of the same fricking mobs spawning as soon as I turn my head) when I am struggling to find my way.


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#7
Darkly Tranquil

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Can't say I'm really a fan of the whole open world thing. I generally find them to be bloated with fluff and lacking in focus, and I really don't think an open world lends itself particularly well to good storytelling. The open world works well in Skyrim, where the story takes a major back seat to exploration, but it's not really helpful in a narrative driven game of the kind Bioware tend to do, as all the wandering around the landscape tends to space out and dilute the effect of the major storyline set pieces that tie it all together. I feel like they went open world in this one because Skyrim was such a success and because everyone else is doing and not because it served the story they wanted to tell. It seems like they wrote a story, then decided to do an open world (or got told to), and sort of shoehorned the story they had in mind into the world they had made; there just seems to be a disconnect between all the open world exploring and the story sequences.

Unfortunately there seems to be the pervasive opinion among a lot of developers currently that open world is a must have in any AAA game, irrespective of whether another approach might have better suited the story being told. The Last of Us is a perfect example of a linear game that uses the advantage of it's restricted structure to deliver a powerful, beautifully written and acted story in exactly the way its creators wanted it to be experienced, and it is far stronger because of its linearity. If TLoU had been an open world zombie/survival horror game, it simply could not have developed the relationship between Joel and Ellie the way it did and maintained the sense of danger and tension that its linear, episodic design achieved. Open worlds are fine in games that suit them, but story (and lore) heavy games with complex plots are not best suited to them.
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#8
Vader20

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Yeah for some reason I feel the same. I don't know if it is a problem with the landscape as such, or simply because the content in it is just not that interesting.

I can understand why the landscape is made the way it is: realistically. But with limitations(read bad) of the jumping system, it just results in such a poor gaming experience IMO. You spend so long trying to figure out how to get from one place to just over there. Often I have had to google it how to get to a sub-area, and it turns out I was missing that tiny little dirt ramp or tiny little crevice despite having run around it and looking at it for ages.

 

What should have been done was more user friendly landscape, better jumping system/controls, better map indications of roads, slopes etc(some of the maps are horribly bad, giving practically no information at all except relative location of quests).

 

 

And it would help that I do not have to fight countless respawns(of the same fricking mobs spawning as soon as I turn my head) when I am struggling to find my way.

I guess you haven't played Morrowind.... You had zero indication most of the time. They've told you to go east, look for some kind of a fort and head north until you find a fork in the road etc. I can't even imagine how we managed to play it at all. But that's why people loved it so much.

 

As for DAI. I don't have problems with the landscapes because that's how open world games are. People wanted a huge world after and now they complain that it's too big. It's Bioware's first open world game, so let's give them the chance to improve in the future. Some people already want them no to make an open world again which would be a huge step back in my opinion.


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#9
rhn_18

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I guess you haven't played Morrowind.... You had zero indication most of the time. They've told you to go east, look for some kind of a fort and head north until you find a fork in the road etc. I can't even imagine how we managed to play it at all. But that's why people loved it so much.

 

As for DAI. I don't have problems with the landscapes because that's how open world games are. People wanted a huge world after and now they complain that it's too big.

Oh I have played Morrowind. A LOT.

 

but:

1. Morrowinds jump system/controls were very simple and solid. I did not struggle such going places as I do in DA:I. Morrowind also had all kinds of jump boosts, slowfall and not forgetting "Levitation".

2. The world of Morrowind was designed much much more user friendly with clearly marked roads, ramps etc. It also had quite good map informations(or maybe that was a mod thing, been a long time).

3. As Darkly already pointed out, TES games are dramatically different to what anyone should expect from a DA game. In TES games you are left on your own to explore and exploration is REALLY put in focus. It is great and it is rewarding and the landscape/terrain and the whole game is designed around it. You can just walk from one place to another without any issues. In DA:I not so much. Areas are in reality devided up by cliffs, chasms, water and some times invisible walls. If you don't spot that single tiny ramp leading from one sub area to another, you can be stuck for a long time looking for it/trying to jump your way to it/going around(and did I mention the fricking respawn??)...

 

And I just dont know who these "people" are who wanted an open world. I have for years just been yearning for another game with great story, and I wouldn't give a damn if it was in the old DA:O engine(which was and still is awesome).


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#10
Vader20

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Oh I have played Morrowind. A LOT.

 

but:

1. Morrowinds jump system/controls were very simple and solid. I did not struggle such going places as I do in DA:I. Morrowind also had all kinds of jump boosts, slowfall and not forgetting "Levitation".

2. The world of Morrowind was designed much much more user friendly with clearly marked roads, ramps etc. It also had quite good map informations(or maybe that was a mod thing, been a long time).

3. As Darkly already pointed out, TES games are dramatically different to what anyone should expect from a DA game. In TES games you are left on your own to explore and exploration is REALLY put in focus. It is great and it is rewarding and the landscape/terrain and the whole game is designed around it. You can just walk from one place to another without any issues. In DA:I not so much. Areas are in reality devided up by cliffs, chasms, water and some times invisible walls. If you don't spot that single tiny ramp leading from one sub area to another, you can be stuck for a long time looking for it/trying to jump your way to it/going around(and did I mention the fricking respawn??)...

 

And I just dont know who these "people" are who wanted an open world. I have for years just been yearning for another game with great story, and I wouldn't give a damn if it was in the old DA:O engine(which was and still is awesome).

It is their first attempt at an open world game. Considering this, I think they've done a great job.... Yeah, sure, they could have done better, but overall it's GOOD IMO. My only complaint is that I don't get rewarded for exploring because the loot is mostly useless garbage. The mobs have better looking armor than me. <_< The french in Orlais have nice looking armor, and I'm willing to bet my head that there is no way in hell that you can wear any of those.

 

Personally, I want an open world game with a great story and characters. Skyrim was a beautiful but a very BORING landscape, and it had a very dull main story and a very crappy civil war story.


  • BiscuitieKai aime ceci

#11
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I never asked for an open world. Personally I enjoyed DA2 and its reused environments (2nd favorite in the series, next to Inqusition). But I don't mind it in Inqusition. It feels empty at times, and I would have much prefered more villages and towns than endless wilderness. But as it is I'm still having fun and that's all that matters to me.

#12
Null0

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I wouldn't say that not liking open world in this game automatically makes you a hater. I feel exactly the same about open world and side quests in DAI but of course I liked some aspects of the game.

Having said that, I guess that if I approach the game for a 2nd walkthrough, I'm gonna avoid side quests as much as I can.. they're fillers, exploration is not enjoyable and it seems that what pays off in case of DAI is to focus on main story line more. ... even though it's not that great as well.

#13
MaxQuartiroli

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I find myself skipping the exploration part because some areas is like navigating a maze.

 

Like Emprise du Lyon or Forbidden Oasis? I know that feeling.. I am nearly done with my 1st playtrough and somehow I fear that those two will discourage me to begin a 2nd one. I mean, I feel like playing a new character, try another class, make different choices. On the other hand when I think that I'll have to deal again with those messes of tunnels, ladders, stairs.... oh my !! :(

 

And I am aware that they're totally optional, but I don't wanna my characters to skip entire parts of their adventure.


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#14
wright1978

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Yeah definitely feel the open world experiment didn't really work. Far too much fetch grind & not enough story amidst the prettiness. Hope the next game finds a happy medium.


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#15
ColGali

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Yeah definitely feel the open world experiment didn't really work. Far too much fetch grind & not enough story amidst the prettiness. Hope the next game finds a happy medium.

 

Yes, that's exactly how I feel. A lot of resources were wasted designing these huge areas which could have been assigned to write better side quests and npc's.


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#16
dlux

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Fans wanted  a big world after Kirkwall.... Bio delivered.

Bioware EA Edmonton went from recycling areas to making huge ones full of copy-pasted and repetetive filler content.

 

Absolutely brilliant.


  • Loup Blanc et rpgamer aiment ceci

#17
Kendaric Varkellen

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The problem isn't the semi-open world itself. The problem is rather the way in which it is done, i.e. filled with simple fetch quests and lacking in a narrative for the areas (with a few notable exceptions), as well as the mostly static feel of the areas. This, however, can be largely attributed to BioWare's inexperience with open worlds and will hopefully improve in future games and/or expansions/DLC.


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#18
Joe-Poe

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Yeah for some reason I feel the same. I don't know if it is a problem with the landscape as such, or simply because the content in it is just not that interesting.

I can understand why the landscape is made the way it is: realistically. But with limitations(read bad) of the jumping system, it just results in such a poor gaming experience IMO. You spend so long trying to figure out how to get from one place to just over there. Often I have had to google it how to get to a sub-area, and it turns out I was missing that tiny little dirt ramp or tiny little crevice despite having run around it and looking at it for ages.

 

What should have been done was more user friendly landscape, better jumping system/controls, better map indications of roads, slopes etc(some of the maps are horribly bad, giving practically no information at all except relative location of quests).

 

 

And it would help that I do not have to fight countless respawns(of the same fricking mobs spawning as soon as I turn my head) when I am struggling to find my way.

I agree, and an actual mini map with a fog of war instead of a useless FPS radar would help much as well.


  • Wolfbrotther aime ceci

#19
Sartoz

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Bioware EA Edmonton went from recycling areas to making huge ones full of boring filler content.

 

Absolutely brilliant.

After Kirkwall and re-used areas? Everyone wanted an open world.... We got what we wanted except it isn't our perception of what an Open world should be.

 

Bio is going through a post game launch process which is to read players comments and review were they went vs our wants and "feelings" about what was delivered. Bio got stung with ME3 and Da2 Kirkwall's confinement. This time they went totally the opposite. Let's face it, their original plans contained a lot more content, which was cut. It still remains a huge game. Except, this hugeness can translate into "I'm lost and where am I? and how am I going to get there?" feeling.


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#20
SpiritMuse

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Did you leave the Hinterlands yet?

#21
Wolfbrotther

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Like Emprise du Lyon or Forbidden Oasis? I know that feeling.. I am nearly done with my 1st playtrough and somehow I fear that those two will discourage me to begin a 2nd one. I mean, I feel like playing a new character, try another class, make different choices. On the other hand when I think that I'll have to deal again with those messes of tunnels, chairs, stairs.... oh my !! :(

 

And I am aware that they're totally optional, but I don't wanna my characters to skip entire parts of their adventure.

 

My thoughts exactly. I prepared 2 characters in the Keep, but I'm seriously thinking about abandoning the second one, especially because the choices don't really affect so much the end of the game (as I have heard) just a couple of different conversations, so i think it doesn't really matter...

 

 

I agree, and an actual mini map with a fog of war instead of a useless FPS radar would help much as well.

 

Oh that's so true... How many times I have looked at that thing and I had to open the map to see where I was because it is mostly useless...


  • Loup Blanc aime ceci

#22
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DAI is not open world.

 

The area level ranges do not scale and the majority of important loot locations are set in stone. These two things kill replay value when taken together. A true open world concept allows the player to explore without penalizing their xp gains because there is no hard suggestion in the order. The loot system might be the most unsatisfying feature in the game as almost every drop item is 2 to 3 levels below the area that those items are always found in.


  • Loup Blanc aime ceci

#23
phantomrachie

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I'm enjoying the open world, it is helping me pace myself through the story.

 

Do a story quest, explore, do a companion quest, explore etc.

 

Will I explore so much on subsequent playthroughs? Maybe not. There are certain areas that I can see myself just doing the main quests and the moving on, but I'm glad all the content is there for my first playthrough.

 

For the first time I understand how huge Thedas is and how varied it's environments are.

 

The one thing that is annoying me about the open words is the lack of villages or towns, there are some areas were there are none and no one to sell my loot too, which means I have to keep running back to Skyhold or al Royeaux to sell equipment. 


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#24
Spectre Impersonator

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Not to mention the excessive amount re-spawning of enemies that I'm suppose to fight. Is this a RPG game or just another slash and dash game where all you do is kill things, and less dialogue of NPC's?

This is a big problem. There are barely any cutscenes in this vast open world. We never get a good look at any of these characters or their expressions. DA2 did a better job of sticking passable side quests around, which says a lot. And every quest the NPCs do give you in Inquisition equates to the same thing: "Run to this area, press the Search function, pick up the highlighted thing, run back."


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#25
Sidney

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A lot of the open world has gotten better on my second playthrough because I am not being a completionist. Skipping the shards has allowed me to skip the whole Oasis map which was a whip and a half anyway.

The reality is that you can more than level up for the story quests by avoiding the really crap collection and requisition quests. There are good interesting quests but they are buried under the weight of a lot of busy work.