Right so because you saw the guy saying, get me 10 poisons in a cut scene you liked it more? What you missed was that a lot of those also had no dialog, choices or cut scenes. Chanters boards were notes. Mage collective, blackwater, crows, favors for parties all notes and add all those up and you get a large proportion of the DAO side quests. Topsiders honor was a note. Asunder was, a note if that I think if even that. I've read the posts and they are filled with the usual hazy blissful recollections of DAO that don't match reality. The box and trail signs had no dialog. Several things in the Roads like Asunder and Topsiders honor had no dialog. The pages quests, both, in the tower had no dialog. They all also had no choices and I don't think anyone who gave you those quests is all that memorable.
:rubs hands:
DA:O vanilla features 106 side quests. 32 (actually 31) of the 106 are Chantry board, favors, Mage's collective, and the Blackstone Irregulars quests. The quests people think are bare fetch/kill with no dialogue. That's 30% of all side quests (is this a large part?). Let's take a look at them:
Chantry:
7 total
1 shameless fetch quests (though quick and easy), x3 fight the darkspawn that killed civilians(unlocks new, small locations, max 10 minutes each.), x3 connected to the story/major characters (out of which two are previous-choice specific).
Blackstone Irregulars:
6 total
1 shameless fetch quest (quick and easy if you willing to give up poultices), x4 find/deliver quests (out of which 1 equals a fight quest) - all done along the way of completing the main quest (pretty much, you don't need to detract for long), 1 fight quest where you choose the fate of Irregulars, influencing their future leadership
The Mage's Collective:
10 total
x3 shameless fetch quests (though one is connected to Blood Magic, a weighty topic in DA:O, and another one is reactive to your choices and gives you insight about mages-templars connections; all can be completed 'along the way', minimal detracting), x3 find/deliver quests (as with many other such quest, these are done along the way; minimal detracting), x2 kill quests (both give you insight about magic), 1 kill/pickpocket/persuade/let go quest (new location, few minutes maximum), 1 choose the fate of the Collective quest
Favors:
9 total (actually 8)
x3 shameless fetch quests (Love Letters are funny, though easy to overlook; 'completed along the way' minimal to some detracting), x2 find quests (one is dumping bodies. Who doesn't like that? found along the way), x2 kill quests (few minutes maximum), 1 kill quest that solves the whole Favors affair, you either choosing D or K quests; cannot do both, both 10-15 minutes max.
That's 8 fetch quests, out of 31 'board' type of quests which is ~25%. Most of them can be completed right away or with minimal engagement. All of the 'boards' quests can be completed in a matter of few minutes, except for the progressive ones, which require you to travel around and find certain points of interest - these points are on the main quest's path anyway, so you don't need to spend much time finding them. Some of them have dialogues, even multiple ways to complete them, and making a proper choice. Most importantly, they are short, can be completed quickly, and rewards the player with precious gold or items. These are far from what many people recall as bare fetch/kill quests. They are not super-awesome. But they are better than the DA:I counterparts.
In Ostagar, despite the Mabari quest (which you can complete along the way with minimal effort, and it nets you a companion; unless you choose to put the dog down - an option), there is The Hungry Deserter quest - a minor one, yet it offers several approaches (steal, buy, convince, kill) and this is exactly what you want from a side quest.
In Korcari Wilds - all of the quests are initiated without any input from NPC (as there are none), two have you finding a cache with valuables (and some proper early game equipment), one has you delivering a box to the wife of the deceased (unless you choose to take its contents). Not great quests, mind you, but sufficient (and not at all time-consuming) in their role of side activities (with rewards) when you are looking for the Warden treaties.
Lothering? Sure, deliver the amulet - how long does that take you? All of the board quests take you about 10 minutes to complete. Traps/poison/healing flesh out the location and the sense of desperation. They can be completed right away. You also have highway bandits (and a choice what to do: pay, lie, intimidate, kill, let go, demand they pay you instead, and I think you can even tell them to help your cause) and Sten (multiple way to complete the quest [intimidating Revered Mother for the win!], which nets you a companion, can leave him). All of these quest are your short, easy distractions from the main story.
This isn't saying DAO was bad (fear not) but that people need to really recall that there was a lot of filler stuff that was cRPG grunt work just like in DAI and the total of "good" quests was a lot lower as a percentage than you recall but you only really recall the good ones. It is like watching people talk about music today and how it isn't good...because they forgot all the dreck that 1974 had to offer.
No. The percentages are not lower than I recall. If you really compare 'the grunt work' of DA:I to DA:O and claim they are on the similar level, then I doubt you've played these games at all. If you have played them, then Dominic_910 is right - you are missing the point.
Another person who completely misses the point. Of course Oigins had fetch quests but it also had quests with choices, cutscenes and memorable characters. If you read other people's comments you would know the difference between the side quests in inquisition and every other bioware game but it seems you'd rather go with the "but origins had fetch quests too" line that is becoming very predictable.
Peace.





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