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Dear people who think side quests in Inquisition are even remotely comparable to Origins


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#201
pinkjellybeans

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I am not native English, so I might have misunderstood, but I thought this topic is about if DA:O side quests are better then DA:I side quests or not.
My vote is not. I think DA:I is better while both games are good.

On the other hand threads evolve and other topics might come in or might be addressed. I think that is ok too.

As for the original topic, it still comes down on what you enjoy in a game. Your 'good' quest and my 'good quest' might have nothing in common or might overlap. This is pretty much the issue. When you say DA:O had better quest and when I say DA:I had better quests there is a chance we are both right, it is simply the definition that differs.

I listed a few quests that I didn't like in DA:I, there are some I probably didn't even run into, for I didn't much care for them. There are some I simply didn't do (put flower on my wife's grave.. sorry no, I am busy.. or revive grandfather.. are you insane? Why would I do that? etc),

However it seems to some of us, that there is a huge bias toward DA:O quests, which is not warranted from our perspective. And the proof brought up is all subjective (engaging, connecting, great, story driven). So I'd like to see actual comparision and actual details written, which is less based on preference.

Yes, the statement 'because I liked it' is a valid argument. One of many, but a totally valid one. I don't think preferences and likes should be ignored whatsoever. I too liked many things in DA:O. I am trying to come up with arguments why my feeling that it is glorified beyond its merits is wrong. And so far I didn't really see any. Which doesn't take away anyone's right to like it more.

 

That's the thing, we're all giving our opinions. And they are all valid because.. well.. they are OPINIONS. Either you agree or you don't. And it's ok to say why you don't agree. But there's some people here who think their opinion is a fact so everyone else who says otherwise is wrong. That's just annoying and slightly rude and that's why I'm leaving this thread.



#202
Skeevley

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Copying and pasting from a previous post of mine:

 

 

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).

 

Does anyone know if there is a list of "real" (for lack of a better word) side-quests? Now that you remind me of them, I did run into a couple of quests which actually had a plot and felt more like a part of the story. I think they were just buried beneath so many mundane quests that I forgot about them. It would be great to have a list of quest that are just "fetch quests" to avoid, or are otherwise non-story based/grinding quests, and a list of quests actually worth doing (from an entertainment point of view). If there isn't one then maybe there should be...



#203
Nefla

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You interact with the villagers themselves, are informed of their circumstances when you receive the mission, learn more from Harding (in a cutscene, no less) at the beginning, and the judgment at the end once again gives you interaction and roleplay options (how you respond to those characters, and what kind of character you wish your inquisitor to be).

 

All this may not be enough for you... and that, as your subjective opinion, is fine.

 

To say that those dialogue branches and roleplay opportunities DO NOT EXIST in the game is simply not true. To say that the standard of DA:O sidequests is higher than that with respect to content depth and roleplay is simply selective memory (setting aside the fact that you can, subjectively, prefer one or the other).

Please tell me where the dialogue "branches" in DA:I sidequests? "what do you mean?" vs "goodbye" isn't much of a dialogue branch...Also please tell me some examples of DA:I sidequests that can be resolved in more than one way. Judgments are all fine and dandy but at least half of them are a byproduct of the main questline and they're all entirely contained within skyhold which again gives you no sidequests of value out in the world. A few pages back I gave a list of DA:O (and some DA2) quests I liked and the things I liked about them, this isn't "selective memory," these are specific types of things I wish were in DA:I. When I'm out in the world adventuring, I want to feel like a part of that world, to see and experience things happening around me rather than being told "the venatori are manipulating the freemen" by a note or a bland NPC who stands in one place and does nothing aside from give you the initial quest and then give you your reward for doing it. I want to be introduced to people I can care about and empathize with and be given motivation to do whatever tasks the game sets in front of me.

 

These arguments over opinions, semantics, and details or technicalities are getting us all nowhere. Some of us like combat, some of us like sightseeing, some like character interaction, some like branching quests, etc...and we're never going to agree. From now on I'm going to link to or describe sidequests that I liked and that I'd like to see a similar style of in future DLC and games. I urge others to do the same, including people who like the DA:I sidequests as they are: please list the ones you like and what you like about them.

 

Here are some that I like (in addition to ones I already listed earlier in the thread):

 

Fallout: New Vegas: "beyond the beef"

https://www.youtube....h?v=5oZuJE41V9k

Great atmosphere, good length, many people to talk to in depth, many different ways to resolve the quest including giving one of your companions to cannibals, making fake human meat, freeing the hostage and shooting your way out, and others.

(I think the world, atmosphere, and majority of the quests in FO:NV are fabulous)

 

The Witcher 2: "Secrets of Loc Muinne"

https://www.youtube....h?v=OrD_xzxSEKs

Again great atmosphere and length, a good number of people to talk to and a good amount of dialogue as well as a variety of things to do: combat, puzzles, a unique and awesome verbal duel with a golem

 

Skyrim's faction quests (Dark Brotherhood, Thieves Guild, Companions, and Mages guild) super long, engaging, with lots of NPC interaction.

 

Jade Empire: "matchmaker"

https://www.youtube....h?v=BWvKe3xNsKA

Cute, funny, lighthearted non combat quest with a few ways to resolve. (not everything has to be serious business but it should be fun)

 

I'll add more later but it's sleep time now.


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#204
Lianaar

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Please tell me where the dialogue "branches" in DA:I sidequests? "what do you mean?" vs "goodbye" isn't much of a dialogue branch...Also please tell me some examples of DA:I sidequests that can be resolved in more than one way. Judgments are all fine and dandy but at least half of them are a byproduct of the main questline and they're all entirely contained within skyhold which again gives you no sidequests of value out in the world.

 

So you  basically say, that side quests are not side quests because they tie to the main quest, thus they don't matter?
Correct me if I am wrong in my reading, but if not, that argument is rather questionable.

While I personally don't make a difference between side and main quest, because for my character there is no tag over them and their importance is decided through the filter of the role I play, not through the tag, complaining about the side quests being sucky while you take out the important quests from the list of side quests is strange. (provided I understood your statement well).

 

As for the Skyrim argument. Honestly, just yuck. I tried to play that game 3 times. Finished it 0 times. I was bored to death by it. The npcs were so shallow, the motivation to actually do something 0, the story was flat and not driven at all. The game gave you no reason whatsoever to actually act, the npc personalities were not coherent and conscise, their reaction to you was lacking. Being able to converse with them degraded to greeting. Though really my biggest gripe is, that they were not conscise. Naturally it is my opinion, but when it is brought up why DA:I is bad, I do have to point out, that there are people who dislike Skyrim and find it boring, so our request is: don't make DA:I more like Skyrim.  This doesn't make it any less cool that other people enjoy it. Nor will it make the game better for me, despite me trying so hard to find something likable in it.



#205
AlanC9

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Does trying to classify quests as "main quests" or "side quests " actually accomplish anything useful here?

 

Also, shouldn't we be talking about gameplay hours rather than the raw number of quests?


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#206
Sidney

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Does trying to classify quests as "main quests" or "side quests " actually accomplish anything useful here?

 

Also, shouldn't we be talking about gameplay hours rather than the raw number of quests?

 

I don't think there can be much doubt about hours of game play. It might get dicier in terms of % of game play. DAO truthfully reading and thinking about this has very few good side quests but that is because it has more good main quests - there is nothing in DAI to come close to the whole Arl Eamon arc from Redcliffe to Connor to the Urn for example. Equally there is nothing in DAO outside the main quests as interesting as Still Waters,Still Ruins, Chateau D'Onterre.


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#207
outlaw1109

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I agree with some, but not all of this.  And, sadly, different sides of the fence.

Dai has it's flaws with the side quests, but so did dao.  

I liked what someone else said about ignoring the quests you don't like:  DAO had people circumnavigating parts of the main storyline (ie: the fade), so why is it such a big deal to simply avoid the "fetch" quests in DAI?

I will say that dao had different experiences for side quests.  Those two Dalish you could either hook up or break up.  BUT, at the same time I can remember having to go through a dialogue cutscene just bring that guy his wife's scarf.  Sure, you can RP it and tell him the "truth" or "lie" but his reaction is pretty much the same:  she is dead, he cries about it, and leaves.  

I did like the singing oak tree.  I think I played it every single time I played DAO.  But...it itself, was a fetch quest too.  Granted it was a branched (hehe, no pun intended) quest, it was overall pointless to the game.  It was fluff too.

I liked Origins for what it was, but after DA2 came out and I realized that we're not ever going to get DAO:2, I have come to simply play and enjoy the games for the main story line/character involvement.

I've done the hinterlands several times over now and each time I still get rams meat and coats.  An example of a "side quest" in DAI that I like:  the mage v. templars in the hinterlands.  If you kill off their encampments, they stop spawning.  Similarly, if you kill enough of a type of animal, their numbers will thin out.  In DAO...that never happened.  Kill off a family of bears, go back and there's a new family of bears.  Or spiders.  Or bandits.  Whatever.  I like seeing my choices actually have an impact on the IMMEDIATE world around me.  Not something I "get" to see/hear/read about in another game or that I have to RP in my head for it to make sense.

I agree with what Skeevley said about a guide for side quests.  Though I'm pretty sure they are divided in the journal itself (there's a "collections" part of the journal).

Overall, however, I didn't find that it derailed from the main game at all.  If I had to get ram meat for each area, I would have probably been frustrated with the quest, but it is only one.  I don't mind finding lost trinkets on dead people and returning them for gold/xp.  I also don't mind NOT returning them and selling them.  (I like that I can.)

So, yes, the side quests in DAI don't have the "luster" they did in DAO, but in the end, it's the same TYPE of side quests.




 

 


#208
Wolven_Soul

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Very well stated, I agree with everything you said here.  The saddest part of it is...there were a lot of great oppertunities in Inquisition for great side content.  I think the Exalted Plains could have had a fantastic side quest involving the civil war and the Dalish clan there.

 

I also think that the part in the Hinterlands where you find the note from the mage templar to the mage brother, where the templar was saying, show up and lets have at it if your man enough.  When you get there, all you find is a dead body.  It would have been so good to get there and the brothers are about to have at it.

 

Could have gone several different ways with it.  You could do nothing and let them fight it out.  You could side with one or the other, or you could intervene and try to reason with them and avoid a fight.  That's the sort of thing that Origins would have done.  Hell, that's even the same thing that DA2 would have done and that game was terrible.


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#209
Wolven_Soul

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I enjoy DA:I side quests more then I enjoyed DA:O side quests, for I can connect them more to the story line. Some side quests actually feel like main quests, to me. The ones that don't, I ignore and skip.

 

My opinion is accordingly, that side quests are way better in this game, then the old one. This is why I compmlete way more of them in this game, then I used to in my old play troughs. So I guess it comes down to preference.

Have to disagree with you.  I can accept that you like the side quests better in Inquisition, that does come down to preferance, but I am sorry...they are not better.  Just because you can connect them with the main story, does not make them better.  The quest where you find Ruck in the Deep Roads has nothing to do with the main story in Origins, but it is far better than any of the side quests that you find in Inquisition.


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#210
Wolven_Soul

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Copying and pasting from a previous post of mine:

 

 

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).

Good examples of decent quests that are at least more fun to do.  But I have to disagree about the depth to them.  Now, I have not done all of the ones that you mentioned here, but I did most of them, and none of them actually had any depth to them.  They were basically just...you show up...you go through the area...you kill everything....and your done.  No conversations, no optional ways to end the quests.  Just sweet through, kill, and loot, and maybe read a few notes about what went on in that area.  At least that one area in Exalted Plains after you open the dragon area up had that neat little puzzle.  But even that does not really beat a good, solid quest involving multiple outcomes and interesting conversations.



#211
outlaw1109

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The quest where you find Ruck in the Deep Roads has nothing to do with the main story in Origins, but it is far better than any of the side quests that you find in Inquisition.


Wait...what?  Have you bothered to play inquisition?  I guess this is a matter of opinion, and one that won't change, but there are PLENTY of side quests in Inquisition that are better than what Ruck brought to the table.  Off the top of my head:  Sword Coast, I think, there's a group of bandits that you can either absolutely destroy or craft a medallion, negotiate with/kill their leader and have them become part of the Inquisition.

Whereas Ruck is some sickly fellow you find in the deep roads and you can either tell his mom the truth or lie to her.  Either she cries or she SAYS she's going to the deep roads to find him (iirc).

But IMO, dragon slaying is a better waste of my time than dealing with Ruck.

People were complaining when Origins first came out that their choices didn't have any impact on the game.  Now the choices impact game play and people complain.  Lose/lose situation here.


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#212
Jackal19851111

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Although I disagree with OP, I agree on one thing, there is a lack of RP options in DAI compared to DAO - and this isn't limited to side quests



#213
Wolven_Soul

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I don't light bone fires - I make the path safe for people I wish to save, for I am doing all this Inquisition organisation FOR the people. My goal is to make life livable for them. Killing Cory is one thing, but it is only one thing. Not the sole thing that moves my inquisitor. -- on that note- how do you challenge how I feel? :) That is kind of humorous. You can not challenge how I personally feel, for only I know how I connect or don't connect to something. Sorry, but your challenge on my own feelings is just silly. 

 

All the red lyrium side quests were extremely important for my inquisitor. And there were many of them. The quests relating to learning more about the rifts (or they were not quests, not sure, I have been following people and finding their note on rifts and eventually their corpse). Just to list some.

 

No, I skip content because that particular character of mine is not interested. It is against her personality. When I play a different character, I'll skip different events and chose other quests. It comes down on what the character I play wants and thinks. It has nothing to do with me in this sense, it is about the character.

 

You can not understand, because you have a different preference, so yes, it comes down to preference. You prefer something else then me :) So? It is not an issue really. You asked a question and I answered. I expressed an opinion, so did you.

I might have disagreed with you earlier, but I like the way you said this.  :)



#214
Wolven_Soul

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Wait...what?  Have you bothered to play inquisition?  I guess this is a matter of opinion, and one that won't change, but there are PLENTY of side quests in Inquisition that are better than what Ruck brought to the table.  Off the top of my head:  Sword Coast, I think, there's a group of bandits that you can either absolutely destroy or craft a medallion, negotiate with/kill their leader and have them become part of the Inquisition.

Whereas Ruck is some sickly fellow you find in the deep roads and you can either tell his mom the truth or lie to her.  Either she cries or she SAYS she's going to the deep roads to find him (iirc).

But IMO, dragon slaying is a better waste of my time than dealing with Ruck.

People were complaining when Origins first came out that their choices didn't have any impact on the game.  Now the choices impact game play and people complain.  Lose/lose situation here.

 

Yes I have, and I did the part on the Storm Coast that you mentioned, and I have to thoroughly disagree with you there.  That really was not all that interesting.  Wipe out a bunch of bandits or get them to join you.  Not a lot of depth there.  Whereas with Ruck, there was a good deal of emotion there.  That quest made me feel something, as did a lot of Origins sidequests.  The Blades of Hessarian I didn't think about again until you mentioned them here.  Pretty much the same thing with all of the Inquisition side content outside of the companion quests.

 

But you mention dragon slaying, and well, that is another area where I feel they dropped the ball on in Inquisition.  I mean, there really isn't all that much different about them than the dragon fights in Origins.  Sure they will get up and fly around shooting fireballs or lightning down at you from time to time, but other than that...not so different.  They could have made the dragon fights really cool in this game.  I would have liked to see fights involving multiple areas, or using the environment in some way.  And I could have sworn they showed something like that in a trailer at some point but...ahh well...maybe next game.


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#215
Wolven_Soul

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I just completely disagree with you. Again, the "living" world part comes from Skyhold and Haven, and to a certain extent Val Royeaux. There are a number of scripted scenes, and especially ambient conversations where people actually act like people: they talk about **** while standing around and killing time.

 

Would more cutscenes really make the zones feel more alive? I just don't see it. Do you think that DA2 had a living world, just because it had a lot of cutscenes even though Kirkwall itself was so static and empty in terrms of the actual zone in gameplay?

 

There was lots of stuff in the DA:I maps - they just weren't people who you could talk with. Which, again, sucks. I also like interactive dialogue more than basically story-via-codex-archeology. This is what makes Skyrim so stale and boring - well, that and replacing all the people with person shaped worker ants.

 

DA2 had some great conversations. But the quest design was pure ass. It was just a long corridor with a badly designed quest. Don't get me wrong - I liked DA2 a lot. I just don't think it had meaningful quests. At least in DA:I you don't get innundated with trash mobs as much, even as you lose the cutscenes.

I didn't really feel that either Skyhold or Haven were living worlds.  People standing around and occasionally having conversations when you run by?  Sorry, not a living world.  

 

You can talk crap about Skyrim and their worker ants all you want, but it created a much better living world than Inquisition.  Yeah, people stand around and talk in real life, but when they are done talking, they go off and do other things afterwords.  Like they do in Skyrim, be it banging on an anvil, cutting wood, or just roaming around.  Hell, people even go to the local tavern to have a drink after they are done with a day's work, and eventually they all go to their homes.  At least they made a frigging attempt there.  Better than anyone else has ever done, at least in any thing that I have played.  Could it be better?  Sure it could, and Bethesda probably will do it better in the next Elder Scrolls.  

 

But I seriously doubt Bioware ever will.



#216
Wolven_Soul

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Why bother, words are stupid, just like the sidequests in DAO.

You gotta love when people have nothing intelligent to say to back up what they are saying and just throw something snarky in there because they think they are funny.



#217
Wolven_Soul

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But an amnesiac NPC kind of undercuts the emotional weight. Alistair loves me forever if I give him enough swag even if I just pissed all over his moral code, and he doesn't even bother to ever bring it up. That's where the RP aspect of DA:O runs into problems. It works as a self-contained choice, but the lack of consequence is a bit of a downer.

Now that I will actually agree with.  You shouldn't be able to just fix everything with a gift.  I am glad they moved away from that.  It would be better if the character's dialogue towards us change depending on what choices we make.  They should be more hostile towards us if we do things they think are terrible.  But then, Inquisition is pretty much the same.  I haven't ever had any character change the way that they talk to me.  I have hammered away at Vivian over and over that mages should be free, and it's still darling this and my dear that, polite as can be.  The only differance is that they might open up with, my firend, or, it's good to see you.



#218
Wolven_Soul

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I'm currently replaying DA:O for the third time. And yes, there are fetch quests in this game as well. Collect 9 or 18 corpse gall, get 10 deep mushrooms to the Chantry, deliver a wolf pelt to a an elf in the Dalish forest, deliver a scarf to a dalish elf, deliver motices of termination to threee or four mages, deliver a notice of we're on to you to npcs all over Denerim, and the whole questline favors for interested parties are indeed what I would decribe as fetch quests...

 

edit:

Aren't the point of fetch quest and sidequests that they are in the game in order to hel you get stronger by allowing you to get experience points for completing these...

Yes, there are always gonna be fetch quests in games.  I don't mind that, but you have to give me good side content to go along with the filler.  Inquisition doesn't really do this for me.



#219
Maverick827

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Wait...what?  Have you bothered to play inquisition?  I guess this is a matter of opinion, and one that won't change, but there are PLENTY of side quests in Inquisition that are better than what Ruck brought to the table.  Off the top of my head:  Sword Coast, I think, there's a group of bandits that you can either absolutely destroy or craft a medallion, negotiate with/kill their leader and have them become part of the Inquisition.

Whereas Ruck is some sickly fellow you find in the deep roads and you can either tell his mom the truth or lie to her.  Either she cries or she SAYS she's going to the deep roads to find him (iirc).

But IMO, dragon slaying is a better waste of my time than dealing with Ruck.

People were complaining when Origins first came out that their choices didn't have any impact on the game.  Now the choices impact game play and people complain.  Lose/lose situation here.

 

 

You listed literally the only side quest in the game that you get to complete in an alternative manner.



#220
Wolven_Soul

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Wait, what?! Someone is trying to suggest that Orzammar had more role playing and or Character development than the Winter Palace?! This is just taking the rose-colored glasses of nostalgia to an absurd extreme.

What's amusing is that your own quote is self refuting. The descriptions in your first paragraph about the Wjnter palace are far more distinctive than your description of the cliche political strife in Orzamar.

And complaining about having to read codex entries?! So much for the notion that DA:I represents the "dumbing down" of the franchise to appeal to the ADHD generation.

What role playing was there really in the Winter Palace?  The only real role playing was in the dance scene, where you have to keep picking the middle option rather than say what you think your character would actually say, so that you do not ****** off the court and get chucked out, and the end where you make your choice.  That part was good, as we get to decide the future of Orlais, but really that is the only choice we make in the Winter Palace.  Oh, and the conversation with Morigan where you don't actually get to make any choices.  Making choices is a huge part of role playing.  There was a bunch of other conversations that in the long run didn't really mean much of anything.  I suppose there are a few other things like convincing the guards to go off to talk to Cullen, but they were fairly weak in terms of role playing content.  

 

In Orzammer we got to pick Harrowmont or Bhelen, we got to help Dagna go to the circle or convince her to stay with her father, we got to help that mother with her child with several different options, or convince her to leave her kid in the deep roads, we helped elevate a commoner to a noble, we decide to help a lyrium smuggler, or not, or kill him.  And I am pretty sure there was more.  So yes, there was a crap load more role playing in Orzammar than there was in the Winter Palace.

 

That's not to say I didn't like the Winter Palace, I did, but in terms of role playing content, it was fairly weak.


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#221
Wolven_Soul

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And you really have to dig around to learn the truth about each. To see both sides of Bhelen, you need to muck around the palace reading codex entries (shows how he back stabbed Trian and his relationship with his castless lover) and talk to a random merchant (who illustrates that he's willing to grow Orzammar economically).
 

Actually, no you don't, because you can actually see both of those situations that you mention first hand if you do the Dwarven noble and commoner Origin stories.



#222
Wolven_Soul

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I am not a supporter or anything. I just accept them as they are as I believe such sidequests were always a part of all DA games. If you don't find a reason to connect with them, don't do it. I didn't recruit Sten in DAO because I saw no reason to. Killing the Wyvern will give you good loot and all those sidequest fights lets you experiment with combat styles. Most RPGS (all the popular ones like ES, Witcher) have such sidequests and I won't brood over another RPG having them.

Everything else aside I have to comment on one thing in this post.  Inquisition really doesn't have any good loot aside from some of the weapons.   I have never in my life seen an RPG that has such garbage loot as this game does.



#223
Wolven_Soul

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I am curious to know how many non-fetchy sidequests Witcher 2 had. I do think DAI has as much variety as DAO. Just because it is a much bigger game than Origins, people tend to notice boring ones more and forget the equally good ones. DAO never had anything as awesome as the dragons(they can be considered sidequests) found in Inquisition, companion quests are superior, Astrarium puzzles were a nice break and Origins didn't have anything quite like Crestwood. We all want more quality in everything but to say there are only one type of sidequests would be a bit dishonest imo. 

I disagree about the dragons.  I think the dragon fights are pretty much the same as they were in Origins.  The dragons are just more pretty in Inquisition.  I mean really, the only difference is that in Inquisition, sometimes they get up and fly around to shoot fireballs or lightning down at you.  They could have done something great with the dragons in this game, like make the fights take place in multiple locations, or use the environment.  Lol, I think I made this same point in this same thread earlier.  

 

I do like the Astrarium puzzles a lot actually.  They were quite different, though the loot in the caves you open up should have been a hell of a lot better.  

 

I will agree that Inquisition's companion quests are superior.  Except for Morrigan's as it ties back into the end of the game in a major way.



#224
keyip

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I am curious to know how many non-fetchy sidequests Witcher 2 had. 

 

The Witcher 2 simplified things in different ways, their sidequests didn't deteriorate that much from Witcher 1. That being said they also had zero stats, actiony combat, simplified skills, simplified alchemy and other stuff. Tis the way of the AAA RPGs, if you don't like it you'll have to go to Indie I'm afraid.



#225
Wolven_Soul

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no no no that's not the way it's done any more.

 

Now you have to dislike the game and then spend weeks moaning about it on forums for that game wasting your own and everyone else's time.

*sighs*  Statements such as this are just plain stupid.  Everyone here likes the Dragon Age series, most, including myself, will agree that Inquisition has good in it.  But there is also a lot of bad.  And you don't get the bad changed by just sitting back and taking it.  You get it changed by being vocal about the things you don't like.  At least that is how it should work.  I am sure EA and Bioware are ignoring most of what goes on in the forums.

 

Also, I hate coming in at the end of a conversation and seeing nothing but a wall of my own posts, lol.