Before I start, let me point out that English isn't my first langue, so bear with me. Also, this thread will also most likely contain spoilers, so consider yourself warned.
After the release of Dragon Age II we had a "constructive criticism" thread. The thread got rather long but as I recall it, it was a very productive one. I've seen other "constructive criticism" threads coming up after DAI but sadly they seem to drown under a lot of "complain threads." Now, I'll be the first to admit that feedback is important. But it also matters how you give it. If it's done properly, the recipient (in this case BioWare) will hopefully take it positively and something productive might come out of it. In this sense I would like to make a constructive feedback thread in which we collect feedback - "constructive" is the operative word here. So, let me start by laying out some...
...ground rules.
I strongly believe that nothing good can come out of a feedback session if the person who gives feedback is harsh and offensive, no matter how frustrated someone is. Please stay polite. Moreover, I am convinced that you should always give some positive feedback, too. So, here's the deal: For everything negative that you write you have to write something positive as well. If you disliked three things about DAI, try to come up with three things that you actually liked. What worked well for you, what didn't and why?
Here are my two cents:
Level design
I absolutely loved it. It felt like such a major improvement for me, compared with the linear levels of the previous game. The levels of DA II felt very repetitive but DAI gave me a feeling of variety and the different areas really felt, well, different. I liked to explore them. The dungeons worked really well for me, too. They were not too long and not too short.
That's why I don't quite understand the desire for so many "collect item X" quests. If I wanted to explore the area, I could just do that. Why did there have to be 114 shards, mosaic pieces, wine bottles, herbs, metals and Maker-knows-what. Exploring the area would have worked with less collectibles. As much as I loved my Inquisitor's environment, collecting items became boring quickly.
Weather
We had different weather! This was awesome. I loved it and the weather changes worked really well for me. They helped to influence my mood. Could you imagine that the Fallow Mire would still be such an unpleasant place if it was warm and sunny? What about a dynamic day and night change in the next game? Just a thought.
Skyhold
I adore this castle. I swear, the first few times my Inquisitor got lost in there, that's how big it is. The rooms are so beautiful. I therefore believe that it's a pity not to use some of them more often, e.g. the library in the basement or the private quarters. For me there was just one scene at the very end of the game that took place in the latter. That's such a wasted opportunity.
Dialogue Wheel
Something that personally bothered me in DA II were the icons on the dialogue wheel. As if the game really had to rub my face in it: Here, you can choose a sarcastic answer now, player! And while I still prefer the dialogue tree over the dialogue wheel, the neutral arrows that appear most of the time now worked so much better for me. Also, there were not so many re-loads as in DA 2. The text on the wheel matched better with what my Inquisitor had to say. Overall, I think the DAI dialogue wheel has improved.

World states, decisions & companions
I only had one playthrough so far. But the implementation of my previous decisions felt right. I could ask Cullen or Leliana about the Hero of Ferelden, I could ask Varric about Hawke. King Alistair was back and so was Morrigan (yeah!). There were other, smaller things that influenced my world state, too, and all of this created a great feeling of immersion.
However, decisions that I made in this game didn't always seem to have such a great impact, e.g. how does it matter if I side with Celene or Gaspard? In the end, I always have my ally. I told Cullen not to take lyrium anymore and besides having some nightmares he was fine and the topic was never brought up again. That must have been the quickest withdrawal ever. Why couldn't I see that my war table missions changed something in the world? Yes, I got more power points because of them but, er, that was it? If my decicions in DAI had caused different outcomes in-game, the feeling of immersion would have been even better.
One kick ass item
Remember Kangaxx from Baldur's Gate 2? This was a side quest in which you had to restore the body of a lich. The different body parts were hidden in different town districts. Once you had them all together, you were in for hard and very long fight against the lich. But if you defeated him, he dropped one of the most powerful items in the whole game. I missed something like that in DAI. The crafting was great fun but I really wish there had been some kind of kick ass reward that you really have to fight for or that you have to make an effort in order to get it. Maybe there is one and I didn't find it?
What are your thoughts?





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