That's pretty much what I'm saying, yeah. I like it when things are tied into the story.
Totally different developer but what I wanted out of The Elder Dragon Scrolls were dungeons like in Zelda. You have to fight your way through the dungeons and then come out with plot progression on the other hand. There are other dungeons too but they're optional.
That's my other issue with the quests then. There's hardly any dungeon crawling. Just WoW "bring me the head of this creature" type stuff. Which isn't a bad quest at all it was simply used too much here.
The excess filler hurts the game overall.
I don't think it is so much tied into as it is "along the way". There is nothing about Topsiders Honor tied to the main quest, or the house documents, or Ruck or Asunder tied to the main quest other than geography.
I think part of the issue here is I get the feeling the developers wanted to see each region's main quest -- and there is a bigger quest for each region -- being tied into the whole idea that you are building the inquisition and that is a major part of the game. I don't feel that sense of my inquisition growing in powers a result of what I do so that falls a bit flat to me. Bioware has reached for this "strategic layer" in both DAI and ME3 (galactic readiness) in in both cases it feels very hollow because all it is is an abstract number that truthfully doesn't seem to have all that much relevance to what I am doing.
I don't mind the lack of dungeon crawling. A map is a map. The Fallow Mire could just be a dungeon for as far as that goes for example. I don't need a roof over my head to feel it is a dungeon. The problem is that Bioware has made a game that takes 120 hours in my two playthroughs -- and I am far, far from a completionist. They had to fill up those maps and so while the are good things on each map too much of the maps are filled with respawning trash mobs and junk quests plus the silly collection stuff.





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