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DAI side quests arent all bad


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#51
MonkeyLungs

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I played DA:O right before DA:I released. Literally finished my playthrough (PT) 2 days before getting DA:I. I've also played the game a LOT of times. I love it. However ... DA:O has LOADS of fetch quests, just not as much as DA:I.

 

I feel like for the most part even the little fetch quests in DA:I are tied in quite nicely to each area you are in.

 

I think it's cool to have the variety of quests. I also really like how the game can be approached from a completionist standpoint or a B-Line to the climax.

 

I read somewhere, maybe the guide, that the goal was to make a game that could be played from start to finish of the critical path in 20 - 200 hours depending upon how much extra stuff a player wanted to do in between. I really like this approach because it gives me more freedom to play how I want.

 

My first PT was 112 hours and I feel like  really rushed. I'm at 80 hours now and a little more than halfway through my second PT. I'm expecting 120-130 hours out of this playthrough ... maybe more we'll see.

 

My next PT though? I'm going to see how fast I can complete the critical path and even give my character a reason for being so single minded. I think it will be fun.

 

EDIT: This isn't a super new thing for Bioware though, it's just that the amount of side content is much greater than any of their other titles. I can play ME1 in anywhere from 12 - 50+ hours just FYI ...


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#52
berrieh

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I played DA:O right before DA:I released. Literally finished my playthrough (PT) 2 days before getting DA:I. I've also played the game a LOT of times. I love it. However ... DA:O has LOADS of fetch quests, just not as much as DA:I.

 

I feel like for the most part even the little fetch quests in DA:I are tied in quite nicely to each area you are in.

 

I think it's cool to have the variety of quests. I also really like how the game can be approached from a completionist standpoint or a B-Line to the climax.

 

I read somewhere, maybe the guide, that the goal was to make a game that could be played from start to finish of the critical path in 20 - 200 hours depending upon how much extra stuff a player wanted to do in between. I really like this approach because it gives me more freedom to play how I want.

 

My first PT was 112 hours and I feel like  really rushed. I'm at 80 hours now and a little more than halfway through my second PT. I'm expecting 120-130 hours out of this playthrough ... maybe more we'll see.

 

My next PT though? I'm going to see how fast I can complete the critical path and even give my character a reason for being so single minded. I think it will be fun.

 

EDIT: This isn't a super new thing for Bioware though, it's just that the amount of side content is much greater than any of their other titles. I can play ME1 in anywhere from 12 - 50+ hours just FYI ...

 

It is the Prima Guide Intro where the 20-200 hours thing is said, yes, in Mike Laidlaw's letter. Those were his marching orders, and I think the game does a great job of this and giving you multiple ways to playthrough (not just less or more time, depending on side quests or no, like the past games, but you can spend the same amount of time in 2 playthroughs but visit totally different areas, etc). Love the freedom. 

 

And you gave me a great idea - Speed Run sounds fun. 



#53
Jackal19851111

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I know that, but the completionist in me makes me play it all... I have reached the final mission (the real final one after temple of mythal) with 308 power left and still Emprise du Lion, Hissin Wastes and Forbidden Oasis to finish... I don't know how to deal with it... either I don't play it anymore or I will force myself to go through all this again... can't leave things behind, never did T_T
As people say here... OCD =(

 

Haha with my Qunari main, I still remember finishing hinterlands completely, no diamonds or locked doors on the map, found all regions, shards, etc, killed the dragon even. I then decided: "Finished the hinterlands, no more hinterlands, yay!!!"

 

Then Cassandra gave me a quest to hunt down someone in the hinterlands...

 

:angry:



#54
Murloc Knight

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Not that poster, but I agree with him/her, and I prefer a bit of both, personally. By my count, DA:I has as many meaningful quests as DA:O or DA2. More, actually, as the companion quests are much better and longer in many cases. But then it also has many that passively tell the story of an area or of NPCs. That's more story, not less. More story? Yes, I'm on board. Happy to read it or have it delivered in something other than a cinematic if it means I get more. It's not like they took NPC dialogue away (they did remove cinematic camera in many cases, except for with core NPCs, but cinematic camera adds little to regular conversations - there is no reason Dagna needed a cinema camera in DA:O, for instance, and it doesn't add much for me - though apparently this does for others, who like to see the NPC faces or whatever better). They just gave me other stuff too! 

 

I don't think there are any less quality sidequests in this game than others. And the collection quests are actually fun, whereas they weren't for me in DA:O (I actually really enjoy finding bottles of Thedas and find them amusing and interesting, and the astrariums are fun little puzzles; I'm bummed so many mosaic pieces are bugged though) or DA2. I still get to make little choices here and there, I still get to talk to some NPCs (quite a few have branching dialogues; many can be recruited as agents, etc). There's just other stuff too. So much to read! And I do love the reading. 

Good for you that you liked just reading the notes to understand the story, but I think they are nowhere near the quality of quest in dragon age 2 or DAO. Try to remember these quests: http://dragonage.wik...econdary_quests and think again if DAI's sidequest didn't have less quality, if you still do, I envy you.



#55
berrieh

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Good for you that you liked just reading the notes to understand the story, but I think they are nowhere near the quality of quest in dragon age 2 or DAO. Try to remember these quests: http://dragonage.wik...econdary_quests and think again if DAI's sidequest didn't have less quality, if you still do, I envy you.

 

Did you actually read what I said? I said that not all the quests were that level. I said it had as much story content at that level, including optional quests, especially if we count the companion quests, which are much expanded. There are also other good side quests and interesting NPCs in the world. There is a lot more OTHER stuff, too, and I like both the story/dialogue-heavy stuff and the story that is experienced by viewing the world, reading the notes, etc. 

 

I also don't need a Wiki. I replayed both DA:O and DA2 right before DAI released (late Oct, early Nov). I remember. DA2 definitely did better on this front than DAO (some of the optional quests are the best in the game - not true of any optional content in DAO), though it also did worse with the little crap you just picked up and magically knew who to bring it to, if we're looking at the worst quests in game - not that those really bothered me because there was plenty of good story. 

 

If we're talking about density of truly interesting story to other stuff, then DA2 has the most, DAO next, DAI last, but if we're talking about amount, DAI has the most. Density and amount are not the same. Inquisition has more "padding" yes, but the padding is well done, still fun to many players (like me) and doesn't take away from the other stuff because it's still there, in full force. They just gave you other options too. More freedom. I like freedom. More story. I like story. Win-win for me. 

 

It wasn't "just reading the notes." It was reading the notes in some extra content but also talking to others. The only thing there is really less of is cinematics with non-companion NPCs. That cinematic camera isn't really used in the side stuff, except some of the companion quest stuff. But there are still as many NPCs with actual dialogue, as many missions that are story-driven (not necessarily tied to the main story except in the grand way everything is tied to the Inquisition itself but neither are the best DA2 side quests and Hawke often has even less motivation to do so, and it's the same with the sidequests for the HoF in DAO). 



#56
Murloc Knight

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Did you actually read what I said? I said that not all the quests were that level. I said it had as much story content at that level, including optional quests, especially if we count the companion quests, which are much expanded. There are also other good side quests and interesting NPCs in the world. There is a lot more OTHER stuff, too, and I like both the story/dialogue-heavy stuff and the story that is experienced by viewing the world, reading the notes, etc. 

 

I also don't need a Wiki. I replayed both DA:O and DA2 right before DAI released (late Oct, early Nov). I remember. DA2 definitely did better on this front than DAO (some of the optional quests are the best in the game - not true of any optional content in DAO), though it also did worse with the little crap you just picked up and magically knew who to bring it to, if we're looking at the worst quests in game - not that those really bothered me because there was plenty of good story. 

 

If we're talking about density of truly interesting story to other stuff, then DA2 has the most, DAO next, DAI last, but if we're talking about amount, DAI has the most. Density and amount are not the same. Inquisition has more "padding" yes, but the padding is well done, still fun to many players (like me) and doesn't take away from the other stuff because it's still there, in full force. They just gave you other options too. More freedom. I like freedom. More story. I like story. Win-win for me. 

 

It wasn't "just reading the notes." It was reading the notes in some extra content but also talking to others. The only thing there is really less of is cinematics with non-companion NPCs. That cinematic camera isn't really used in the side stuff, except some of the companion quest stuff. But there are still as many NPCs with actual dialogue, as many missions that are story-driven (not necessarily tied to the main story except in the grand way everything is tied to the Inquisition itself but neither are the best DA2 side quests and Hawke often has even less motivation to do so, and it's the same with the sidequests for the HoF in DAO). 

 I was just asking you about the secondary quest like the Fairbanks quest or exalted plain quest VS dragon age 2 secondary quest such as Mage dreamer quest. You said it didn't have less quality so I asked you to think agian.



#57
Tsunami Chef

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I didn't mind them, but then again I only did the ones I was interested in since I had an abundance of power on all my playthroughs without even trying to get enough for the main story missions. I didn't find them any more or less repetitive than DA:O or DA2 side quests, but I seem to be in the minority. I distinctly remember a ton of side quests...Crestwood mayor. mage inquisition soldier lunch, Calpernia history quests, Frozen in time Temple, summoning the abyssal dragon quests, etc (still haven't even entered 2 zones) Then again, I may be easily entertained. I think maybe I haven't played Origins and DA2 in too long and I have forgotten all their side quests that emotionally gripped me. (I'm assuming we're not counting quests involving companions/famiy/advisors...or else I really don't see what peoples point is.)



#58
Grieving Natashina

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Optional fetch quests have been around long before MMOs.  First game that I played that I had an optional fetch quest was FFIV (or FF2 as it was known at the time here in the US.)  I can't be the only player that remembers the pink puff tail, right?

 

Oh and I agree with the OP.


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#59
berrieh

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 I was just asking you about the secondary quest like the Fairbanks quest or exalted plain quest VS dragon age 2 secondary quest such as Mage dreamer quest. You said it didn't have less quality so I asked you to think agian.

 

You didn't say that specifically, so I didn't know what you were asking. I have actually never finished Fairbanks quest-chain (been saving it; not disliking it) so I cannot say on his. I feel like the Crestwood Village quest-chain had as much depth as the Mage Dreamer quest (I'm counting judging the Mayor as part of that quest-chain), for instance. I saw Wardens save a villager, convinced her not to join the Wardens (because fishy things were up), talked to a villager about his friend, looked in on her, talked to the Mayor, visited the Fort to get into the Old Village, de-flooded the Village, met a Spirit who had come through, heard lots of companion dialogue about all these things, saw the fate of those drowned in the floods, read several related notes that suggest the flood was the only thing that saved Crestwood from the Blight (even before hearing the Mayor testify this later), found the note about the Mayor's guilt in his house, explored the flooded caves, saw the bodies, again heard my companions commenting, closed the Rift, saw some nugs, returned to find the Mayor predicably missing, then had to find him and got to judge him and hear his story. The world seemed very real to me. I appreciated it. I liked the Dreamer quest, but I don't think it was any better than all that - and it was definitely more limiting because I couldn't do steps of it, stop and do other things and come back to it. It had more cutscenes, but I don't think it had more story, and I definitely feel less involved during cutscenes than not cutscenes. 

 

Now, the personal nature of DA2 and the 3-act structure did make for some interesting evolution of side quests (some side quests evolve through multiple acts - it's cool), I agree on that. But they weren't going to tell a story like DA2 again, after all the criticisms, so that was never going to happen again. I like DA:I more than DA2 for the freedom and exploration aspects and design and so forth, but I think DA2 had the strongest story-push of all 3 games (the most dense story) but that was a benefit of its limits. Limits people didn't like. (In a way, I'm fine with either kind of story, but after the freedom of DA:I, I'm spoiled and don't want to be totally linear-ed again.) Additionally, being able to actually play and explore through the story, with some freedoms, rather than see it in scenes mostly, is helpful to me in terms of immersion. Anything I can play rather than see in a scene (and I like the cut scenes in game - I think they're cool sometimes; I'm not anti-cut scene - but the use of other methods of storytelling help) is usually interesting to me. Cut scenes work for companion interactions and main story, of course, but I don't mind their exclusion in the case of the side stuff. 

 

Let's note for side content - I'm counting companion quests as secondary quests (because they ARE optional). But I also appreciate much of the in-world side content, personally. 



#60
Madrict

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There are a few boring ones, but there are also some good ones. I find its a mix for the side quests. The main story is good though. Pity it is quite short :(


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#61
Ashagar

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Optional fetch quests have been around long before MMOs.  First game that I played that I had an optional fetch quest was FFIV (or FF2 as it was known at the time here in the US.)  I can't be the only player that remembers the pink puff tail, right?

 

Oh and I agree with the OP.

 

Indeed and being filled with fetch and side quests many of which don't advance the plot at all isn't new either for that matter, they were a staple of the old 3DO might and magic series as well as other old school computer RPGs long before MMOs were big or even existed.  



#62
Casuist

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There are a few boring ones, but there are also some good ones. I find its a mix for the side quests. The main story is good though. Pity it is quite short :(

 

 

The main story is of similar length and narrative depth to DA:O... just with less walking in between quest points (instead, we have walking to points in the maps in between the main quests).



#63
Precursor Meta

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I though the quest were alright. Some good, some bad, but that's how it is for pretty much all RPG games.

#64
RepHope

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There weren't enough really good ones. The time freeze mission in Western Approach with Venatori is the only one I really remember. Waaaay too many fetch quests and awful quests like the Golden Halla.

#65
KonguZya

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Don't see MMO quests past hinterlands?   Every zone the same, close rifts, find locations, find camps, gather shards, find stupid letter on the ground of last dying wish to go to location of stupid letter to complete quest (no NPC interaction at all).

I think that's exactly it. For me, anyway. In Mass Effect (particularly the first), there were fetch quests, but to get them and end them, you talked to NPCs and engaged in conversations--in an actual cutscene, not this awkward semi-conversation thing they've put in Inquisition.



#66
Casuist

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Still Waters (Crestwood)

Carta Lyrium Smugglers in the Hinterlands (culminating in Valammar)

Chateau d'Onterre (haunted mansion in Emerald Graves)

The Knight's Tomb (Emerald Graves)

Temple of Dirthamen

Take Back the Lion / Capturing Suledin Keep (Emprise du Lion)

Citadelle du Corbeau (Exalted Plains)

Lost Souls (Fallow Mire)

Cleaning House (Storm Coast - Blades of Hessarian)

Still Ruins (Western Approach)

A Corrupt General and the ancillary quests surrounding it (Emerald Graves)

 

There are a lot of good, deep side quests in DA:I which bear no resemblance whatsoever to "fetch" quests. That's not to suggest there are not filler quests on the side... but those are primarily designed to fill in the map and reward exploration (and to be completely optional aspects of that exploration). Given the size of the maps, I'm not sure how some filler quests could have been avoided without making the game absurdly large (filling in the quests with more substantial content) or making the maps fairly empty (no reward but the scenery and random combat).


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#67
tamallama

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Because the side quests have absolutely no depth to them. Most have no story beyond 'Go and get X of these', and even those which ostensibly have characters and involve an actual ongoing mission (the Hissing Wastes for example) still feel like a glorified fetch quest. Clearing out the Undead Ramparts in the Exalted Plains has something to do with a guy named Gordian who's mentioned in a few notes, but its just one big grind through undead, with a small battle against Freemen and Gordian at the end.

 

But he has nothing to say for himself really. No dialogue where you learn what he's up to or who he is. He just shouts 'Die!' or something along those lines and the only way you notice he's not a regular mook is because he has more health. Its the same with the Freemen leaders in the Emerald Graves. The notes told me who these guys were, but I had no emotional connection to anything. They were just some hoods who had more health than their lackeys, and nobody at Fairbanks camp seemed much interested in any of it either. Fairbanks basically just says 'Ta for that' and that;s that.

 

The Freemen thread and their exploitation by the Red Templars, corrupting what was is actually a pretty worthy cause at its core, is potentially interesting. The tragedy of how they are betrayed by Samson and the returning Caroll as the ringleaders behind the plot has great promise. But there's just so much distance between it and you, no attempt to really engage you or make good on these story hooks. Its just MMO grinding with a few 'and that's who those guys were' notes.

This is exactly how I feel. Most RPGs are made up of fetch quests or "give X to Y to get Z to give to A" etc, but they're dressed up in an engaging narrative to distract you from the simple thing it really is and make them not feel repetitive. DAIs quests are mostly made up of notes, so you get a vague idea of what's going on but don't really get involved in it.



#68
SwobyJ

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I didn't have much of a problem with what I was doing.

 

I did have a problem with how I would do something, and feel like it just --- stopped.

 

Oh, cult in the Hinterlands! Wow! Close rift. Oh. Stop. Damn, I thought this could be a base where I could do some other things.

 

Oh, got the barbarians in the Fallow Mire on my side! Wow! Oh. Stop. Damn, I thought there'd be more to them.

 

All the way up to how the main story works (though I haven't reached the end myself yet). Oh, built up my Inquisition to face Corpheus! Wow! Oh. Stop. Damn, guess it was really just my party vs him and his dragon. No final dungeony-battle area which could morph based on previous decisions and extent of the Inquisition. :S

 

DAO had it right enough, at least for a 2009 game, in that your small accomplishments still felt like accomplishments and your big accomplishments were reflected later on. A copy of it wouldn't work for now, but what DAI has just isn't enough.

 

DAI Thedas is a 'wonderful world'. It is. I enjoy it. I continue to explore it. I like the zone stories when all the notes and convos and scenes and battles are put together into a regional narrative. Awesome! But not much is done with the results.

 

And THAT feels like a goddamn MMO, in the worst way. Where you can complete everything in a zone and only have some gold and gear and crafting mats from it. Nothing really story-wise. That's where things become more of a sim, and less of a RPG. Boo.

 

Still enjoying my time, but I seriously hope that Bioware is aware of their weaknesses just as much as their strengths here.


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#69
fizzypop

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There are so many players with varying tastes I think it is a good thing that there is such variety in the side quests. The consequence is that most players will find side quests they like and a few will like none and a few will like all. What is disheartening but sadly predictable is that some players who find side-quests not to their liking will fail to appreciate that the values of other people who do happen to like those side-quests and do not judge them menial and uninteresting have values that are just as valid as anyone else'.

Or I can appreciate and understand that people like those side quests and ****** that bioware included very little for someone like me. You know it goes both ways. Not everyone's play style is well represented. So that pisses me off. There should have been more meaningful quests for those of us who wanted more story and integration of that story in game. I mean really there aren't many main quests which to me is nearly game breaking.



#70
fizzypop

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Still Waters (Crestwood)

Carta Lyrium Smugglers in the Hinterlands (culminating in Valammar)

Chateau d'Onterre (haunted mansion in Emerald Graves)

The Knight's Tomb (Emerald Graves)

Temple of Dirthamen

Take Back the Lion / Capturing Suledin Keep (Emprise du Lion)

Citadelle du Corbeau (Exalted Plains)

Lost Souls (Fallow Mire)

Cleaning House (Storm Coast - Blades of Hessarian)

Still Ruins (Western Approach)

A Corrupt General and the ancillary quests surrounding it (Emerald Graves)

 

There are a lot of good, deep side quests in DA:I which bear no resemblance whatsoever to "fetch" quests. That's not to suggest there are not filler quests on the side... but those are primarily designed to fill in the map and reward exploration (and to be completely optional aspects of that exploration). Given the size of the maps, I'm not sure how some filler quests could have been avoided without making the game absurdly large (filling in the quests with more substantial content) or making the maps fairly empty (no reward but the scenery and random combat).

Like nearly all of those are removed from the main story though. so yeah they should have included more side quests that mean something to the main story otherwise it is pointless. For ME series (1,2,and 3) 90ish% of the quests relate to the main story. So how about that? I want that level of gameplay. I want to spend hours playing and enjoying the story. Side content is for 3rd, 4th, etc etc play throughs. They didn't spend anywhere near the time they should have on the main story.



#71
jakeleveg

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One comparison I am having trouble with relates to the complaints regarding “fetch or go kill X” MMO-style quests.  It has been raised in other posts, not necessarily this topic, but they are out there. Many players are comparing DAI to DAO, stating DAO had much betters side-quests that were somehow tied to the main plot point. 

 

It’s been a couple year since I played DAO, and I played through it ~7 times, but I remember it differently.  While I love DAO (and DAI), many of the quests were not terribly engaging in DAO.  I am going off memory, but for example I recall  the mages collective quests were fetch X deep mushroom, give notices of termination, click on 4 places of power, fetch ten lyrium potions, fetch X Bannister (sp?) scrolls, and click on 4 blood mage doors in Denerim.  Then there is the Chantry Board, kill X bandits, kill the bears, fetch this necklace, fetch this other necklace in the Alienage, fetch X corpse skin, and go kill X darkspawn to save refugees.  You have the Blackstone Irregulars, with quests such as fetch X health poultices, deliver these notices of death, deliveries to hooded figures, speak to recruits (for these past three you basically just click on them).  There are favors for certain interested parties at the tavern in Denerim, with barn burners such as fetch 3 body bags, fetch X toxins, kill X snitches, fetch 10 garnets.

 

You have the crime wave quests, which are basically go fetch these items, and if I remember, it was basically using pick pocket or open a locked chest, which I relate to fetch quests.  There is the trial of the crows, which is a string of go kill X quests.

 

The point is, all of these are fetch X items or kill X quests or go click on this person or object.  None of them have any bearing on the main quest line at all.  This style has always been in Dragon Age.  It seems nostalgia, as related to side-quests, is making people remember DAO differently.  One comparison I am having trouble with relates to the complaints regarding “fetch or go kill X” MMO-style quests.  It has been raised in other posts, not necessarily this topic, but they are out there. Many players are comparing DAI to DAO, stating DAO had much betters side-quests that were somehow tied to the main plot point. 

 

It’s been a couple year since I played DAO, and I played through it ~7 times, but I remember it differently.  While I love DAO (and DAI), many of the quests were not terribly engaging in DAO.  I am going off memory, but for example I recall  the mages collective quests were fetch X deep mushroom, give notices of termination, click on 4 places of power, fetch ten lyrium potions, fetch X Bannister (sp?) scrolls, and click on 4 blood mage doors in Denerim.  Then there is the Chantry Board, kill X bandits, kill the bears, fetch this necklace, fetch this other necklace in the Alienage, fetch X corpse skin, and go kill X darkspawn to save refugees.  You have the Blackstone Irregulars, with quests such as fetch X health poultices, deliver these notices of death, deliveries to hooded figures, speak to recruits (for these past three you basically just click on them).  There are favors for certain interested parties at the tavern in Denerim, with barn burners such as fetch 3 body bags, fetch X toxins, kill X snitches, fetch 10 garnets.

 

You have the crime wave quests, which are basically go fetch these items, and if I remember, it was basically using pick pocket or open a locked chest, which I relate to fetch quests.  There is the trial of the crows, which is a string of go kill X quests.

 

The point is, all of these are fetch X items or kill X quests or go click on this person or object.  None of them have any bearing on the main quest line at all.  This style has always been in Dragon Age.  It seems nostalgia, as related to side-quests, is making people remember DAO differently.  



#72
OriginalTibs

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Well yeah, that's pretty much what I'm, saying.  But there is no denying they for the most part were simple and lacked interactivity.  I suppose it could be argued they were there more to encourage exploration and fill space/time.  If you or others are into that, that's fine, different people will always find different things interesting in different ways.  I personally and obviously at least a few others, would prefer something with a little more depth and interaction, even if that meant fewer quests.  

It may be that others imagined that those quests you evaluate as simple fetch and carry without depth were missions whereby the inquisitor gains influence and power. Some people believe there is power in popular support. The U.S. Military dedicates personnel towards winning the 'hearts and minds' of the people. Not everyone is a prince, but everyone you can sway, everyone who afterward speaks well of you is a gain in your political power and prestige. Sara has a point when she talks about the little people: they do matter. Doing a favor for somebody will be remembered, and the Inquisitor will be thought well of among the populace. Take care of the people and they are far less likely to rise up and rebel. Take care of the people and your enemy will have a rough time winning them over to his side.

 

You may well think everyday people stupid and beneath you, but my Inquisitor enjoys his good reputation. I even imagine it wise.



#73
Melca36

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Ah, I see. Guess it's a matter of taste in the end.

 

I still don't see the MMO connection post hinterlands however, taking away requisitions/collection quests that is.

Also, alot of DAO/DA2's quests were kill x, collect y quests.

 

I think alot of it goes down to people just being lazy and wanting everything handed to them



#74
MisterJB

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Because most quests aren't dialogue based where you can interact with other characters and have multiple choices in how to solve them. It's mostly either someone telling you their problem and you solving them in a singular way or just finding a wall of text that tells you "go kill/collect" stuff. It's boring and uninvolving. Good sidequests shouldn't be linear like that.

 

It's not a matter of taste, it is a matter of quantity over quality. They wanted "MOAR STUFF FOR SKYRIM AUDIENCE" and in the process they gutted the choices and ability to craft  your own character which are the two most important things of an RPG experience. Now the only interaction you get is an NPC feeds you their problem and you saying "goodbye" and the only choice you get is to either go to the quest marker or not. You know, like in every MMO ever.

 

I know Bioware is capable of doing the quests right because they proved it by making Dragon Age Origins, this just feels like such a such a step backwards. "MORE STUFF" isn't always an improvement. Big empty areas with pointless busywork is not an evolution, I'm sick of every developer thinking that making their games bigger and more shallow somehow makes them better.

 

I'd take one interesting multiple choice quest over 20 stupid pointless "go kill 5 bandits" any day.

This.

 



#75
Casuist

Casuist
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Like nearly all of those are removed from the main story though. so yeah they should have included more side quests that mean something to the main story otherwise it is pointless. For ME series (1,2,and 3) 90ish% of the quests relate to the main story. So how about that? I want that level of gameplay. I want to spend hours playing and enjoying the story. Side content is for 3rd, 4th, etc etc play throughs. They didn't spend anywhere near the time they should have on the main story.

 

Of the quests I listed, only the haunted mansion is completely detached from the main plot (as opposed to dealing either with the growth of the inquisition or with Corypheus' forces). As I've pointed out before, the 8ish core quests in DA:I have similar length and narrative depth to the 9 in DA:O (DA:2 is a different creature altogether)...

 

Really, ME2? The game with about 4 core story quests?

 

If you pay DA:I in an extremely directed fashion, the scope of the narrative is extremely similar to Origins. If you choose to explore the maps on the side, you can dramatically modify that experience.