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Most Zones pointless story wise?


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#26
(Disgusted noise.)

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I'm also a bit miffed with the whole exploration thing. It's fun and all, but there is a serious excess of it and I would have preferred that there would have been fewer zones and/or they had been smaller so that we could have gotten another round of companion quests and a bit more main plot.

 

Although, my biggest gripe with the zones is that the "main side quests" (oxymoron, I know) for most of the zones were completely forgettable. If all of them had been like Fallow Mire or Crestwood, then I wouldn't have minded so much. I think their biggest mistake with the Skyrim influence (which in my opinion was a mistake in the first place, I play Bioware games for characters and the characters, while still amazing as always, took a serious hit in terms of content and importance) is that they failed to make most of the side quests exciting and enjoyable. Skyrim may have zero characterization and a plot line as strong as used dental floss, but the side quests were intriguing and fun enough that it motivated you to keep playing. DAI only managed to accomplish that a few times.

 

Anyway, I love the game, but I hope that for the next one (and future ME games) they keep the "exploration" leashed a bit more in order to retain what makes Bioware what it is: characters and story.


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#27
StrangeStrategy

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Hmmm.... If I had to choose a zone that had the least relevance to the plot, I'd pick Crestwood. As far as I know (and I certainly don't know everything about the zone) the zone's plot mostly concerns a Fade Rift that happened to spawn in an inconvenient location. There are only a few Red Templars, and the Warden friend just so happened to hide out in Crestwood... Not for any real reason, as far as I know. Just because, why not hide in Crestwood?

 

This doesn't mean I dislike the zone, I actually think its one of the better zones, but it does have a rather "pointless" story. Not that I mind; Its nice to have a zone that's more removed from the plot, one we can simply explore and learn about the effects of the blight on Ferelden.  



#28
Gambit458

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Compared to Skyrim, I would say DA:I was superior in terms of characters and storytelling overall. Skyrim almost entirely lacked any characters with actual personalities and/or senses of humor. I didn't care about a single person or thing other than Brynjolf and Karliah - at most. Everyone else in Skyrim was mind-numbingly boring. In DA:I, I found every single companion to be interesting, along with many of the NPCs that I interacted with. Even the ambient dialogue in DA:I was more interesting than most of the villager dialogue in Skyrim.

 

Certainly, DA:I could have used more main story content and more unique side quests, preferably with a larger impact on events. It's something to improve upon, and I do look forward to future story DLC which will, I hope, add to the game. In any case, I'm on my second full playthrough of the game, which is more times than I've played Skyrim (and at this point, I suspect that the total time I will invest in DA:I will eventually pass the 200 hours I put into Skyrim).

Only Brynjolf and Karliah? No love for Cicero???? Blasphemy :P

 

Anyways, I didn't mind the zones but yeah they did feel kind of disconnected from the story. In Origins there was a point to every place you went whereas in Inquisition it's like they just have meaningless side quests



#29
DarkKnightHolmes

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I wish the main missions were linked with the open world. I like Crestwood because you got to meet two Wardens there and met Hawkes Warden friends there too. More missions should have been set in the open world areas.



#30
frylock23

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I still think they have built a good base with one good story in it. They have plenty of room to add several large DLCs without having to add much in the way of support material for them with all the zones. I hope they wind up with a monster of a game that ends up with close to 200 hours before they're finally done with it.


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#31
FragCzar

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They have nothing to do with the main storyline and need not even be unlocked in a play through. The only thing you are missing out on is codex entries, experience, fetch quests and the occasional decent bit of loot.

This.



#32
Guest_john_sheparrd_*

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I agree OP they went the Skyrim route on this and I hated it the story suffered because of it 

it felt rushed and was just too short 

 

instead we got like what 4 useless big zones with 100+ fetch quests great right?


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#33
Costin_Razvan

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All this talk of a world.

Yeah some world in terms of exploring desolate landscapes riddles with enemies and demons. Not to say there weren't zones worth having but the Hissing Wastes, Western Approach, Forbidden Oasis and Storm Coast could all be removed and by doing so maybe Bioware could have increased the quality of the other zones.

 

Quality vs quantity.


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#34
Wompoo

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I found the overall world size and many areas were noting more then padding... which added nothing to the story and if anything damaged the intensity of the main story (not everything in a Beth game should be copied and this one of them), to the point it became repetitive and bland. It would of been better if they hadn't of created areas for size sake (at least that is all it feels like to me) and then try to justify them with a "Rift" system for power and mats. MMO in a single player game is not necessarily a good thing, especially when the story feels like it takes a back seat. If exploration/conquest actually rewarded you with amazing looking gear or weapons ... or even complex multi tear dungeons (such as the fantastic Watcher's Keep from BG2) that built on the lore in a meaningful way it would of been great, unfortunately it fails in its attempts. It is however a beautiful game world that masked so many many failings in the game.



#35
Thane4Ever

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Not to get too far off of the OP's subject - Skyrim had no character development, it's true. However, I keep thinking about the random side quests - like where you are sent to check out something seemingly simple and you realize it's a group of cannibals, and then you can decide to join them or fight them.  And there are countless other weird/fun/scary quests like that you can easily miss, you just gotta wander around the open world and you feel rewarded for doing so.  That is something that Bioware clearly isn't good at (yet?) and I wish they would focus on their story and characters more from here on out, their ultimate strength.  Inquisition is written excellently but there's less story this time around for sure.  I want more!



#36
HappyApathy553

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I honestly feel bad for Bioware for obviously putting a lot of work into creating some of these areas only for players to likely ignore them after their first playthrough. The only thing that may bring people back to some of the less important areas is future DLC content been based there, but that would mean Bioware would have to give up on adding any new locations and having to work with what they already have placed there. 

 

Bioware packed too much into DAI I think personally, cutting away a lot of it and focusing more on improving a smaller set of story driven/related quests would have worked a lot better, even removing certain areas altogether. In DAO and even DA2 I felt encouraged to complete every side quest and mission, even in subsequent playthroughs I would still do them all. In DAI it just turns into this increasingly daunting list of things I really don't want to do, it reaches a point where you have to say "screw it all" and just get the main story over with. If I tried to everything there is to do in a single playthrough I honestly would start to hate the game rather then enjoy it.

 

I actually hope we see a 'smaller' world for DA4, with less quests and areas but with greater quality and relevance been placed on what can be done so that players feel encouraged to actually finish everything rather then getting burned out on an endless list of insignificant side missions.


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#37
LordSeeker

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If Bioware truly wants to create a true open world game then they have to remove these zones and make entire world a seamless open world like Elder Scrolls or GTA.

 

Creating big empty zones doesn't make game open world..There are invisible walls all over plus tons of other BS restrictions which stops DAI from becoming a true open world game like Skyrim.



#38
LordSeeker

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I agree OP they went the Skyrim route on this and I hated it the story suffered because of it 

it felt rushed and was just too short 

 

instead we got like what 4 useless big zones with 100+ fetch quests great right?

 

Witcher 3 will show everyone that it's very much possible to create a massive open world with great story...Wait and watch...

 

Red Dead Redemption was a seamless open world with a fantastic story...It all depends on developer...Bioware are not good at creating open world games...Their idea of open world is creating big ass zones and fill them with pointless fetch quest...They should stick to their old ME formula and move away from open world design... :P

 

Let Rockstar and Bethesda handle open world games..Bioware should  focus more on story and characters not world.

 

 

They should also remove this War table BS from next DA..I hate going back to War Table again nd again to enter new zones and start new missions :| Don't know who came up with this retarded design :|