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DA:I makes DA2 look like a God tier game.


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#126
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yeah it is especially when 90% are fetch quests

 

I hate to break it to you, but 90% of all quests, main quests included, are fetch quests. They're just prettied up so you don't notice. That was my point. This doesn't apply to DA:I exclusively. Name an rpg and I can assure you you'll be fetching something or other for different reasons. It's the whats, whys, and hows that 'tricks' you into not noticing. The problem with DA:I is it didn't even try to trick you.


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#127
papercut_ninja

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I hate to break it to you, but 90% of all quests, main quests included, are fetch quests. They're just prettied up so you don't notice. That was my point. This doesn't apply to DA:I exclusively. Name an rpg and I can assure you you'll be fetching something or other for different reasons. It's the whats, whys, and hows that 'tricks' you into not noticing. The problem with DA:I is it didn't even try to trick you.

 

Actually, if you read the entries it does try...I think the shards are the biggest cause of making the game feel fetchy...if you largely ignore them, the regions seem far less fetch oriented...

 

And speaking of fetch...today is wednesday...

gretchen-1024x1024.jpeg



#128
magicalpoop

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As soon as I finished Dragon Age Inquisition I didn't feel inclined to replay Fetchville 2014, but instead I felt like I needed to go play through Origins, Awakening, and DA2 again. And it was surprising how much life the story of Dragon Age 2 actually has. There's no playing it safe and saying "WELL MAYBE YOUR COMPANION ACTUALLY LIVED, HE ONLY MIGHT'VE DIED." If someone died in DA2, they were dead. It might be retconned in the future, but at least Bioware was man enough to say that that person is dead. In Inquisition, they're scared of their own community and played the game incredibly safe. No killing any of your party members based on decisions, Your follower will 'maybe' die in the fade. 

 

Every quest in DA2 was a cutscene. The game had come to life and every quest felt like it had more significance because of this.

 

But in Fetchville 2014, the cutscenes you encounter are rare and  instead you will find yourself doing things that no one really cares about, with lifeless dialogue returning letters to NPCS with no real choices. 

 

Common argument: LOL STUPID NOOB ORIGINS AND 2 HAD FETCH QUESTS AS WELL!

 

Not nearly as bad as Inquisition, and not to mention Inquisition is 70% fetch quests, and running around the landscape. Unlike its previous predecessors.

 

But I guess we needed a Fetchville 2014 in this day and age so that we could scrape all the money from the 'new generation' of RPG players that came from Skyrim.

 

Lol'd.


Every room in DA2 was recycled. The game truly came to life for me as I was able to play it blind having the same ****** room literally burned into my retinas.

But in Fetchville 2014, the rooms you encounter are actually varied dungeons/lands that stretch on, instead of being in a perpetual hell of recycled rooms that no one cared about.

Common argument: "LOL STUPID NOOB ORIGINS AND 2 HAD FETCH QUESTS AS WELL" . Yes you are right, I do not deny that DAI has MMO gameplay to it, but it didn't have recycled room garbage and 0 character customization. 

"New generation" of RPG players - majority wins, they also pay the bills.

I LOL'd hard at your post.



#129
Darkly Tranquil

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I hate to break it to you, but 90% of all quests, main quests included, are fetch quests. They're just prettied up so you don't notice. That was my point. This doesn't apply to DA:I exclusively. Name an rpg and I can assure you you'll be fetching something or other for different reasons. It's the whats, whys, and hows that 'tricks' you into not noticing. The problem with DA:I is it didn't even try to trick you.


I think there are in fact only four types of quest in RPGs: fetch quests (go get something), kill quests (go slay a certain enemy), and exploration quests (fill in a map area), and escort quests (keep an allied NPCs alive from point A to point B). Nearly all RPG quests fall into one of these categories, and 80% (or more) fall into the first two.

Quests in-and-of themselves are nearly always simple "go do X" tasks, it's the story based reasons for doing them that matters, and it is in this area that DAI falls down in a lot of cases; they provide minimal reason for doing (other than power) and minimal feedback after, making them an unedifying experience that in most cases feels like very obvious busy work. While most quests ARE busy work, good ones at least try to give you a reason to want to do them and to feel that the time spent has some meaning in the greater story.

#130
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I think there are in fact only four types of quest in RPGs: fetch quests (go get something), kill quests (go slay a certain enemy), and exploration quests (fill in a map area), and escort quests (keep an allied NPCs alive from point A to point B). Nearly all RPG quests fall into one of these categories, and 80% (or more) fall into the first two.

Quests in-and-of themselves are nearly always simple "go do X" tasks, it's the story based reasons for doing them that matters, and it is in this area that DAI falls down in a lot of cases; they provide minimal reason for doing (other than power) and minimal feedback after, making them an unedifying experience that in most cases feels like very obvious busy work. While most quests ARE busy work, good ones at least try to give you a reason to want to do them and to feel that the time spent has some meaning in the greater story.

 

I agree. I was simply pointing out that 'fetch quests' isn't what turns people off to DA:I. It's the lack of depth, story, lore, decision making, characterization that isn't associated with the critical path rather than the fetching itself. 

 

I'm trying to get to the root of the problem as it were.


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#131
wicked cool

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Another problem is the rewards for completing fetch quests abs having to contantly hit the sonar button wven when your standing next to object
When did did fetch quests in skyrim i unlocked new weapons, spells, spouses abilities etc. most of the time in dai its +1 power.
I like game a lot bit it needs sone fine tuning
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#132
papercut_ninja

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Another problem is the rewards for completing fetch quests abs having to contantly hit the sonar button wven when your standing next to object
When did did fetch quests in skyrim i unlocked new weapons, spells, spouses abilities etc. most of the time in dai its +1 power.
I like game a lot bit it needs sone fine tuning

 

Problem with power is that it is a very abstract currency, that you have in abundance and can´t really do anything with...I would prefer if you could use power to do more things, like unlock schematics, find rare materials, pimp up the Inquisitor or Skyhold, or even send agents to complete some of those fetch quests you cannot be bothered with yourself. The power cost could be related to the relative danger of the region and complexity of finding the item, making it feel like you need to invest more agents and resources if you want to send people in to the Western Approaches than to the Hinterlands.


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#133
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Another problem is the rewards for completing fetch quests abs having to contantly hit the sonar button wven when your standing next to object
When did did fetch quests in skyrim i unlocked new weapons, spells, spouses abilities etc. most of the time in dai its +1 power.
I like game a lot bit it needs sone fine tuning

 

That's a good point. Say a smith in Val Royeux needs 30 pieces of Silverite or something. When you bring it to him he'll craft you a weapon or offer you a permanent discount from his shop (your choice) and keep the rest for himself. The Silverite you provided him would permanently upgrade his stock and the weapon he crafts is unique so it makes the choice kind of tough without meta-gaming. I can see that as being a good example of a quest reward.



#134
Amirit

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I've been thinking something similar and I've come to the conclusion that the problem is that many of the side quests feel disconnected both from the main plot and from each other, they are just there. Too many of them are just single quests that don't form any meaningful part of a coherent narrative; the side quests that do work well fit together into little stories that tell you something about the area. I feel that for the side quests to work and to feel like they are part of something larger, they need to to form breadcrumb quest chains that move you around the zone and encourage you to explore it. This is something that WoW does really well; they bring you into a zone, and then over the course of a multitude of quests, they prod you around the zone, unlocking the story and the map of the area as you go. Each quest leads you to the next one, and keeps pushing you through the narrative and giving you reasons to care about why you are there. Inquisition's side quests are just sort sitting there waiting for you to find them and not leading you to anything else most of the time. They would be a lot better and more interesting if they formed a more coherent storyline through quests chained together around the zone (and even between zones).

 

Now that you mentioned it I can not stop thinking of SWTOR - where you have your main class story and planet story-line PLUS side quests that did not belong to either. Should they make each zone the same way it could probably be better. Though, I learned to like that really "extra" zones that are completely out of the way and very optional. 

There is no golden rule here - should they involve every zone in the main story for sure someone would complain that there are too many zones and the story "spread thin". 



#135
Tevinter Soldier

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eh fetch quests in large open areas with amazing visuals. character arc's make sense.

 

or fetch quests in the cave. character arc's consist of: we've crashed in you city and refuse to leave. i see you've been kind enough to give us an enclave despite this pretty much being an invasion. for your charity we will now take over and start butchering everyone. Not all mages are blood mages they should be treated fairly........ btw i helped kill your mum i will now turn into a ravanger even though i had no way of knowing how to do that PS: i'm gunna eat you now. i love you i'll never leave you, but this book is worth a lot of monies love ya bye. you helped me defeat the mages now i'm going to attack you cuz lolz. mages are people to we deserve equality and to prove this i'm gunna murder the **** out of everyone who isn't an actual threat like churchy folks but i'm gunna allow the actual people doing the murdering raping and forced lobotomizes live so they can murder all the mages that didn't take part in what i did. 


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#136
Elfyoth

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Yes, for all the lack of any real response or impact from your sidequests in DA:I, I felt that they were introduced and concluded in a more organic way than the boards, bags and boxes of DAO...but the comparison in the thread was to DA2, which actually didn't have any boards either...

 

Oooopsy? So here the answer is much easier, there were fetch quests and normal sidequests, but all need to remember DA2 was only ONE CITY, I liked DA2's sidequests A LOT but that dosent mean I prefer better sidequests and be able to play in one friggin city, than fetch quests and be able to be around tons of exodic areas, and in DAI again, pepole don't need to do them, unlike in DA2 where you HAVE to do specific side quests and when you HAVE TO DO almost any sidequest to get enough coin to go to the deep roads (act 1) but that dosent matter. Lets see. 

 

There are 3 choices: 

 

Choice 1: Playing in one city unable to get out of it and have good sidequests that you have to do half of them or smthing  and all NPCs talk in cutscenes 

 

Choice 2: Play in big exodic areas, but have much more fetch quests that YOU DONT HAVE TO DO, instead you can walk around and destroy fade rifts to get power. 

 

Choice 3: https://www.youtube....h?v=b-uOSVIH9Ts couldnt resist :D 



#137
Melca36

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So people actually prefer finding the remains of chantry sister, and going over to return it to a NPC that has no relevance to the game?

 

Those quests were ridiculous and those were NOT cut scenes.



#138
DanAxe

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Everytime someone comes up with this argument about the fetchquests, small story, bad story, even worse than DA2, blah blah blah, i get this feeling that such person either never payed true attention (or simply never cared) to the Dragon Age Lore, or they just didnt understand Inquisition....

 

Baffled....


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#139
katokires

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Every room in DA2 was recycled. The game truly came to life for me as I was able to play it blind having the same ****** room literally burned into my retinas.

But in Fetchville 2014, the rooms you encounter are actually varied dungeons/lands that stretch on, instead of being in a perpetual hell of recycled rooms that no one cared about.

Common argument: "LOL STUPID NOOB ORIGINS AND 2 HAD FETCH QUESTS AS WELL" . Yes you are right, I do not deny that DAI has MMO gameplay to it, but it didn't have recycled room garbage and 0 character customization. 

"New generation" of RPG players - majority wins, they also pay the bills.

I LOL'd hard at your post.

This is what saved DA2 and ruins DAI.

If a game sucks and is not as amazing as Origins and previous RPGs were the less trouble the better. So for shallow quests diminutive rooms that always look the same make the shallow content A LOT LESS TIRING. I'd rather enter the same small room a thousand times (as I did in multiple playthroughs of DA2) then exploring Hissing Wastes and Hinterlands again. When something is boring knowing exectly what you have to do and being able to get rid of it s fast as you can is WAAAAAAY better than being forced take time to do so.
If I hate my job, I want it to be robotic and simple, because I can enter "automatic" mode, forget I exist while I do this and then go home live my life. There is nothing worse in being "immersed" into a **** job, and that is what Inquisition does, not only it offers poor quests but they also require some investment into playing to complete them, this is torture, at best. DA2 model of "been there, done that" feels like a relief, I actually explored all maps before going forward to the next act since it took me less than one hour, checked caves, everything, to see if I missed antything the first 3.000 times I went through them during the act.

I really don't know how could possibly something bad taking more of your time and requiring more of your attention is a good thing.

Either they go back making interesting games of please give me back DA2 easy-small-repeptitive content so that I suffer less.



#140
katokires

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Everytime someone comes up with this argument about the fetchquests, small story, bad story, even worse than DA2, blah blah blah, i get this feeling that such person either never payed true attention (or simply never cared) to the Dragon Age Lore, or they just didnt understand Inquisition....

 

Baffled....

You are right. But... that's exactly the point. Inquisition is made considering someone is interested in it, which is the MAJOR flaw in this game. Origins made me care. DA2 made me care. Inquisition considers I already care and failed miserably for even playing it, they don't even come close to making me care about anything happening in Thedas. In fact, they screwd it so much they actually made me care less than I cared. I don't even feel like learning about who is Yavanna or the trans woman from Tevinter, I just wish I had never met this world and this lore. But for you, and anyone that came to love Thedas, yeah, they made the game for you. And paradox-ly for the people who can just smash buttons. They seemed to forget the in-between, the people who liked Dragon Age but don't worship Thedas, people who like it but are not devout.



#141
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So people actually prefer finding the remains of chantry sister, and going over to return it to a NPC that has no relevance to the game?

 

Those quests were ridiculous and those were NOT cut scenes.

 

No one is saying that. If they are I feel sorry for them. It would require reading for you to understand what most people are saying. Try looking 5-6 posts above yours.

 

 

Everytime someone comes up with this argument about the fetchquests, small story, bad story, even worse than DA2, blah blah blah, i get this feeling that such person either never payed true attention (or simply never cared) to the Dragon Age Lore, or they just didnt understand Inquisition....

 

Baffled....

 

Codices and letters can only do so much. It's great for world building and seeding the world with foreshadowing. It's mainly there to flesh out the world and for lore buffs to speculate and trade ideas with each other. It's not enough to carry the bulk of the storytelling duties of a AAA game in this day and age, especially from a developer that prides itself on it's storytelling.


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#142
dekarserverbot

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I can take the OP seriously... specially since DA2 never changes no matter what you do. At least  DAI changes slightly



#143
Isaidlunch

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DAI made me realize how much I missed SWTOR.  It's a much more enjoyable game then DAI even without the MMO aspect:

 

  • Some of the class stories blow DAI's story away (Imperial Agent for one). The choices you make throughout the story can even affect what endings are offered to you. Madness!
  • Side quests are interesting with multiple choices and are fully cinematic, instead of being thrown together by an intern within 5 minutes.
  • Combat isn't an utter mess.
  • Gathering nodes are spaced out properly. You don't have to even touch a gathering node since companion missions, which can be initiated at any time, will give you more than enough.
  • Exploration is it's own reward and usually happens naturally through side quests, no landmarks/astrarium/shards to try to entice you off the beaten path.
  • You can own multiple strongholds and decorate them extensively, much more extensive then "would you like to add a few more flower pots or a buddha statue?"

 

It's a shame the companions are so one-dimensional but that's about the only thing DAI has over it.



#144
MrSnoozer

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We only have ourselves to Blame. This pre order culture does more harm than good. When games companies recoup the cost of making the game way before its released it doesn't offer much incentive to continue creating stuff. Also in defense of the creators putting deadlines doesn't help either. Something happens to eat away at time managent and you have a deadline you have to patch things up after release or extra DLC to add stuff for more money

 

We need to go back to 'It will come out when ready'



#145
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So people actually prefer finding the remains of chantry sister, and going over to return it to a NPC that has no relevance to the game?

 

Those quests were ridiculous and those were NOT cut scenes.

and I never did them at least we had other side quests that had cutscenes and were interesting in DA2

And in DA:I you basically have to do those boring-ass fetch quests to gather "Power" (seriously who developed that system? is this a MMO? fire that guy)



#146
Googleness

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if you judge DA:I on its own it's superb game and I have combined 300 hours +- on it so I got my money's worth.

comparing to previous dragon age games it left a sour taste... I was expecting something else.



#147
Vivamoore

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I keep seeing the same common arguments.

 

I completely get it. Both games have sidequests. I understand. 

 

The huge difference is that sidequests felt like they mattered in DA2. They were more immersive.

 

There's a sidequest in DA2 where you have to deal with a boy called Feynriel. There are multiple options you can take and different outcomes. This is an example of a nice meaty quest. There are lots of quests like this where you actually make real decisions. I'm not going to pull them up for you, you can look them up yourself or replay DA2.

 

Quests in Dragon Age Inquisition consist of "Herd the Golden Halla" "Help the ram get back to his home!" "Read my letter and deliver it to an NPC and make 0 decisions!" "loot my dead body and return something to my lover who says thanks see ya!" You don't make any decisions. This is 80% of the game.

 

"Just skip it if you don't like it!"

 

You want me to skip the majority of the game? 



#148
MrSnoozer

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I keep seeing the same common arguments.

 

I completely get it. Both games have sidequests. I understand. 

 

The huge difference is that sidequests felt like they mattered in DA2. They were more immersive.

 

There's a sidequest in DA2 where you have to deal with a boy called Feynriel. There are multiple options you can take and different outcomes. This is an example of a nice meaty quest. There are lots of quests like this where you actually make real decisions. I'm not going to pull them up for you, you can look them up yourself or replay DA2.

 

Quests in Dragon Age Inquisition consist of "Herd the Golden Halla" "Help the ram get back to his home!" "Read my letter and deliver it to an NPC and make 0 decisions!" "loot my dead body and return something to my lover who says thanks see ya!" You don't make any decisions. This is 80% of the game.

 

"Just skip it if you don't like it!"

 

You want me to skip the majority of the game? 

Not to mention sometimes you don't even have to return to the quest giver.

 

'please kill 10 bandits Inquisitor'

 

10min later the inquisitor is on the other side of the map having killed the 10th bandit.

 

'I sense a disturbance in the Force, the inquisitor must have completed my quest!'

 

Proceed to never talk to the NPC again



#149
fhs33721

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Everytime someone comes up with this argument about the fetchquests, small story, bad story, even worse than DA2, blah blah blah, i get this feeling that such person either never payed true attention (or simply never cared) to the Dragon Age Lore, or they just didnt understand Inquisition....

 

Baffled....

Problem is, that while the codex entries in some cases do a absolutely great job at foreshadowing and create an entirely earie atmoshphere, the actual conclusion to quest is absolutely anticlimatic in allmost all instances.

Prime example: The haunted Manison in the emerald graves. The atmospheres is scary, you slowly unravel the mistery of the house through increasingly disturbing and sad diary entries and then when you reach the final part of the quest...

A random unnamed Arcane horror spawns and without further ado attacks without saying a word. Then you kill it and boom, quest completed, here have some power.

 

This quest was great aside from the finale. It would have deserved some cutscene where you can actually interact with the (from codex entries I suppose Desire-)demon and it might even have qualified for a unique model maybe. After all the codex entries in the area imply that the demon loved plyaing mind games with other travelers in the area, but no the inquisitor can't have any of that, it will just attack straight away because f*ck her/him.

 

Same with the temple in the forbidden oasis. Great buildup. It actully made me feel a sense of dread and then you open the temple and....

a underwhelming bunch of undead and the worst threat is a random unnamed Pride demon that again doesn't say one word at all.


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#150
Maniccc

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Name 5 movies/books where the main characters best friend turns out to be a god.

OMG  You are SO RIGHT.  WOW This is the bestest story every written!  Never before has such a concept been conceived in the annals of human history!