You're the one that keeps mentioning gameplay elements that are dialogue cutscenes. NPC interaction, RP choices, multiple endings - in a Bioware game that is all done via the dialogue cutscene. It is the same mechanism going all the way back to BG1. To say that you're not asking or talking about cutscenes makes no sense given the features you outline.
In this very post you list all of those feature in DA2 that were only available via dialogue cutscene and are only in DAI via dialogue cutscene.
As for FO:NV, I think it's a lost cause expecting good quest design from Bioware. They just don't know how to do it. They've never had it. In any game.
I like cutscenes but I don't see why they would be necessary to make dialogue choices or do puzzles or make choices in action (such as saving an innocent victim vs running after the bad guy) other games do this just fine and BioWare had already changed so many things, I don't see why they couldn't have done something like this for sidequests. There is actually one quest with the beginnings of that style in the Hinterlands "measuring the veil" I think. The NPC talks to you about the quest beforehand but also goes with you into the little ruin, makes comments to Solas, and you can convince her to give you the amulet when you finish. It's not much but it definitely made it more engaging.
I don't think it's a lost cause, they'll never know what we like and what we don't unless we say something. I've been satisfied with BW sidequests in KotOR, SWtOR, DA:O, ME2 and Jade Empire and thought they were ok in DA2 and (some)ME1. It wasn't until ME3's eavesdropping quests and DA:I's MMO style quests that I found the side content to be a chore rather than enjoyable.




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