Why even have a fortress if it's never attacked? That's what fortresses are for!Why would have Corypheus attacked the magically protected fortress he'd have to fight though a army to even get to and which would be extremely hard to siege much less assault? I could understand if he launched attacks on inquisition patrols and the other keeps but to attack Skyhold it-self would have been extremely stupid to say the least.
The Future of Dragon Age: Is Inquisition A Worthy Framework To Follow?
#51
Posté 10 février 2015 - 04:03
#52
Posté 10 février 2015 - 04:27
It's a difficult question to answer without knowing what is possible resource-wise for DA4. The difference in story content between Baldur's Gate I and II for example is rather stark. Is such a jump possible? If not, is any jump in the story content of side-quests possible? Can we a get a Still Waters-level side quest in each zone? Maybe even a few of them?
I focus on the side quest issue because as far as I'm concerned the structure of Inquisition otherwise is a fantastic framework. I enjoy being able to unlock and explore zones in virtually any order I want. I enjoy how they handled the companions. I like the baseline for combat with a few changes being required, such as bringing back tactics and adding some build variety.
In reality much of the framework is likely going to change for DA4 unless they retread the "building the Inquisition" story. So much of this game's structure is based around the central idea of building the Inquisition, and it's not really certain that these design choices can be extrapolated to a future DA game.
#53
Posté 10 février 2015 - 04:31
I would hope DA games feel richer for their size, as I felt DAO was. DA2 as well, especially compared to Inq.
Inquisition sure doesn't feel richer then SWTOR, at least to me. It feels like they wanted to use the size of the areas in SWTOR but either ran out of time making them shiny, fucks to give, money, something else or all and tacked on some people that want you to find stuff for no apparent reason. In SWTOR there are 12 planets in the main story line each with 3 to 5 class missions you have to complete interspersed with filler stuff. In Inquisition there's what, 5 missions you have to complete to beat the entire game, with everything else being there just so you can level up to not get your ass handed to you. Just the starting worlds in SWTOR have more story missions for you to do then the entirety of Inquisition has.
- 9TailsFox aime ceci
#54
Posté 10 février 2015 - 04:31
Well I hope they come up with something interesting soon because at this point, I'm bored as hell with the series.
You find out every lore in dragon age maybe false, the true fate of the elves of old, the dread wolf, the blight is older than we think it is, what Flemeth is and the wardens maybe doing more harm then good and none of that interest you?
- Vicious aime ceci
#55
Posté 10 février 2015 - 04:48
I think it's a good framework that needs refinement. Bioware doesn't need to reinvent the wheel a third time. They need to have;
-More main quests. The ones in Inquisition were good and had interesting choices, they just needed to have 2-3 more of them IMO.
-Smaller zones with less fetch quests and more involved side missions. Still Waters is a good example, we needed much more of that, not ''find this letter, go to X spot, get reward'' number 105.
-Refined War Table (or similar mechanic). Less missions, but have them carry more impact.
-More open world elements. More hidden items. Dungeons filled with lore. Maybe with small, self-contained stories that reward exploration. They already have those (the Temple in the Graves was a great example), just moar of it.
-Cities! We had a small portion of Val Royeaux, tiny Crestwood, Redcliffe aaand that was it. Moar of that.
-Refined combat. Slow it down a little, add more skills to promote build diversity, and by jove get rid of the stupid 8 ability limit.
- CronoDragoon, Zarathiel, Palidane et 2 autres aiment ceci
#56
Posté 10 février 2015 - 05:32
You find out every lore in dragon age maybe false, the true fate of the elves of old, the dread wolf, the blight is older than we think it is, what Flemeth is and the wardens maybe doing more harm then good and none of that interest you?
well put.
#57
Posté 10 février 2015 - 08:26
You find out every lore in dragon age maybe false, the true fate of the elves of old, the dread wolf, the blight is older than we think it is, what Flemeth is and the wardens maybe doing more harm then good and none of that interest you?
Given the rest of the game I just couldn't care. Deus Ex : The Fall may have some amazing lore....it is so boring I just don't care
- AWTEW aime ceci
#58
Posté 10 février 2015 - 08:35
The biggest mistake IMO is how badly they neglected the main story in favor of absurd amounts of optional filler content. Morrigan vomiting exposition all over me instead of the game letting me discover things for myself, with my resources, my agents and my own efforts in the field, was basically a game-breaker for me (and not just because I hate the character with a passion). The plot needs to be longer and far more deeply tied to the zones we visit -- the "hooks" are even already in place for some of these optional zones, but they don't have any effect. If they'd culled a third or half of the zones but extended the main story to all the remaining ones, the experience would have been much more intense.
I agree on that our Inquisitor can't make decisions on our own, like why we need Varric to find Hawke if we can use Leliana's spy network to find him/her and their Warden contact. Why can't we kick-out Vivienne and such.
#59
Posté 10 février 2015 - 08:43
Why even have a fortress if it's never attacked? That's what fortresses are for!
It wouldn't surprise me if an attack on Skyhold was the originally planned endgame. Some signs point to it, and the endgame we did get instead is so haphazardly slapped together that it can't be anything but a quick replacement band-aid.
You find out every lore in dragon age maybe false, the true fate of the elves of old, the dread wolf, the blight is older than we think it is, what Flemeth is and the wardens maybe doing more harm then good and none of that interest you?
I'm not the one you're replying to, but yeah, most of it doesn't mean anything to me. All the ZOMGWTFBBQ stuff is way out of our league, a league that we'll most likely never be allowed to play in, and I for one don't care to have super-special NPCs rammed down my throat like that. Not when my character and my story take place on a more "human", immediate, personal level and feel as if they suffered from not being fleshed out enough as it was, without the super-special stuff taking more attention away from them.
Flemeth was okay, since she stayed in the background. Solas was okay while he appeared to be "just" Solas. But the endgame of Inquisition is basically Dragon Age: Morrigan. I hated that beyond words, and if Flemeth sent her even more power before she died, it'll only get worse.
Origins felt more consistent in being a "human" story which stayed on a "human" level despite the background of this hideously unimaginable ancient evil. If they want to tell a ZOMGWTFBBQ story, I want to fully be a part of that story as a credibly involved and competent player, or it isn't my story and I can't really connect to it.
I'd really dislike to see the superspecial things get more and more attention while our characters keep getting recycled from game to game, one after the other, killed off or flung into obscurity, abandoned by all their "friends" without so much as a good riddance as if the bonds we forged never meant anything. That, too, makes it hard to get and stay connected to it all, IMO.
- AnhedonicDonkey et Paragonslustre aiment ceci
#60
Posté 10 février 2015 - 09:27
More main plot missions and character content. (The second part especially. I want the complex, dynamic relationships back that I had with the DA2 companions. Everyone besides Dorian and Cassandra doesn't really seem to give a **** about me unless I'm romancing them.)
Less "exploration" of mostly lifeless sandboxes with pointless mini quests.
Otherwise, yes.
- Korva, Hazegurl, AnhedonicDonkey et 3 autres aiment ceci
#61
Posté 10 février 2015 - 09:29
Well...? You asked for it:
(The big text makes it look like I'm yelling and yelling makes people look more important or like giant arse-biskets. You be the judge!
)
Story and Quests: Story needs work. Tied with gameplay, the story's length feels artificially long due to the wandering around to get 'power points' to unlock new area to unlock more power points to unlock the next segment of the story to get more power points to- One of the only times I will be praising Dragon Age: Origin in this post is this sentence: Origins didn't make you wait to go through the main story, it just said: 'Hey. See these things? You can do them right now. They take awhile, and you'll find a few quests while you're in the area that you can do if you want or something I don't care...so have fun'. Don't get me wrong, I like to do side quests, but when I'm forced to do side quests or collect random garbage just so I can get to half of the meat and bones of what makes a Bioware game interesting? Why.
The Main Story itself was interesting in some parts, lacking in others. It feels like a glorified prequel to the game that will come next...also it felt like a big circle J-fest for the morrigan fans. Don't get me wrong, Flemeth is a notable character, but springing AAAAALL of this stuff near the end isn't my type of way to tell a story.
Very few choices from the prior two games have an effect on Inquisition, but the Dragon Age Keep gives you just about every option under the rainbow to choose from. The options that affect DA:I the most are as follows: Morrigian's child (if any), Who Warden romanced (and by this I mean Morrigan or Lelianna) Who is king, Who is the Warden at Adamant, and to a lesser extent: the fate of The Warden...nothing from DA2 has any major effect, save for if Loghain and Allistair are dead or otherwise occupied...in which case you get Stroud. Who Hawke supported has no real effect save for a dialogue choice or two.
...in short: More content to the main story, less side quests, but those side quests are more interesting and satisfying (and in general less 'MMO-esque' as people like to say), and make the big choices matter.
Combat, Multiplayer, and customization:: DA:I's combat is more entertaining than DA:O's pudding speed combat, which forced me to mod the animation speed just to make it interesting and playable. DAI sacrificed combat diversity (multiple specs ETC) for a solid framework to be built upon...if they had scrapped all those boring-arse MMO-esque side quests that nobody cares about and spent more time on the combat it would be the greatest thing since bread. Just bread I mean seriously how awesome is bread guys? I hope we have more specializations in the future, including new creations and the return of some old ones...I missed DA:O's Berserker. Also, seriously: I may hate playing as a mage, hate mages, and hate blood magic, but how come my mage brothers and sisters can't be slinging that drek about?
SIDE NOTE: I feel that this game is poorly optimized. I can't run it on my Laptop, yet my laptop can run games more demanding than it with little to no difficulty. Either that or I skipped over something. ![]()
I rarely used the tactical camera option thing we had in DA:O (and never used that nonsense in the Mass Effect Series), but I can see the uses that it has. I can also see how lame the feature is in DA:I, especially given how silly/stupid our companion followers can be. I'd suggest removing it entirely to focus on improved action combat, seeing as the series has evolved and, by personal opinion, is better off moving forward and improving rather than devolving into the horrific 'pudding combat' of DA:O.
Multiplayer is a fine edition to Dragon Age as a series, I hope they look into integrating optional Story Co-Op into later games, be it through a silent companion or taking over an actual companion during combat. If it's the former I hope the silent companion is simply the player's character from their game transplanted into the host's game in appearance and skills, and has no affect on the story of the host player. Yes, Divinity made it work, but this is Dragon Age. I hope there is also another side Co-Op multiplayer like we have in ME3 and DA:I...and again, I hope for more character customization in that regard.
...Also I liked the character creator, though the hair choices were...lacking in my opinion, and apparently that of most people in general...also I mean facial and chest hair. ANGRY Cadash isn't hairy enough and this needs to be fixed, Bioware.
This is the face of a dwarf who is tired of being so naked.
(Also: Side Note? The Adam's Apple slider for women cracks me up every time I use it because I either give them nothing at all or I give them a second chin sticking out of their throat.
Romance and Character: I want Bioware to focus less on romance and more on actual character, as I feel that pandering to that part of the fanbase is a waste of resources that could be allocated to more important things (Read: Combat and Multiplayer). DA:O had four 'main' romances in the form of Allistair, Morrigan, Lelianna and Zevran. DA2 had four 'main' romances in the base game, and DLC added a fifth in the form of Sebastian...Inquisition had Jospepine, Cullen, Iron Bull, Dorian, Sera, Blackwall, Solas, Cassandra...and that's not talking notable characters you could attempt to flirt with like Harding, Vivienne... The point is: I feel that having so many 'options' is a waste of time, resources, and character building: there's nothing wrong with being able to flirt with a character, but I'd like there to be more people who simply have no interest in being in a relationship with the Player Character for reasons of their own. Limited options and increased rejections allows for more interesting characters, given you can then spend more time on character development and interaction that isn't limited by the 'romance pay wall'.
Overall though, I'd say that the characters of Dragon Age Inquisition were really well done, and I hope they continue such. Main characters were good, barring some awkward moments and voice acting (looking at you, Iron Bull), and there were many side characters I enjoyed, pitied, laughed at, cried for, loved, and/or loved to hate.
...but seriously, Bioware: NO MABARI!?! FIX THIS.
- DanteYoda aime ceci
#62
Posté 10 février 2015 - 10:03
More main plot missions and character content. (The second part especially. I want the complex, dynamic relationships back that I had with the DA2 companions. Everyone besides Dorian and Cassandra doesn't really seem to give a **** about me unless I'm romancing them.)
Oh yeah.
How could I have forgotten what I've ranted about on other threads repeatedly:
Bioware needs to start allowing for true, mutually supportive friendship bonds between the protagonist and our companions.
This is huge, and it's been an issue literally since BG2 when Bioware began their trademark development of more fleshed-out NPCs and actual conversations between and with them. They have grown increasingly better at writing true, mutual and varied relationships between the companions that add so much to the characterization and growth of these NPCs. Inquisition has some absolute masterpieces in that regard, and I can't commend the writers enough for them. But at the same time, I feel painfully left out of all that because protagonist/companion bonds are still a one-way street in which we give all the interest, support and care and get none of it back. I can count the times all the NPCs combined showed any -- and then only very brief -- interest in my thoughts, feelings and background on the fingers of one hand.
- Hazegurl, AnhedonicDonkey et AWTEW aiment ceci
#63
Posté 10 février 2015 - 11:10
Oh yeah.
How could I have forgotten what I've ranted about on other threads repeatedly:
Bioware needs to start allowing for true, mutually supportive friendship bonds between the protagonist and our companions.
This is huge, and it's been an issue literally since BG2 when Bioware began their trademark development of more fleshed-out NPCs and actual conversations between and with them. They have grown increasingly better at writing true, mutual and varied relationships between the companions that add so much to the characterization and growth of these NPCs. Inquisition has some absolute masterpieces in that regard, and I can't commend the writers enough for them. But at the same time, I feel painfully left out of all that because protagonist/companion bonds are still a one-way street in which we give all the interest, support and care and get none of it back. I can count the times all the NPCs combined showed any -- and then only very brief -- interest in my thoughts, feelings and background on the fingers of one hand.
That's not a good idea.
It's a weakness of having a character that is generally a blank slate. At least in terms in flaws. You can't really give the player character personal conflicts to address. The story can't dedicate the attention necessary to properly address them.
The 'flaws' would come across as shallow, and so would the support the companions give to address them.
Conflicts aren't about giving support. They're about resolutions.
#64
Posté 10 février 2015 - 11:25
Of course they will follow: the big sales number, Game of Year award, now with the Dragon Keep website they don't even have to consider save transfer problem of previous DA games, and of course they'll claim "DA4 is the biggest project ever of BioWare" just like they said for DAI.
Is it any good the the gamers? I don't know.
If you really want to know what will happen, just take a look at the transformation of Battlefield series, this will probably be the future of DA series, too.
#65
Posté 10 février 2015 - 11:56
I've thought of posting this for some time. Here appears to be a good place.
My general impression of DAI is that it is a good start. It feels a little like BG1 back in its day, including many things that make up a good rpg experience but lacking a certain connectedness and refinement, as if the developers knew what to do theoretically but lacked the experience to implement it throughout the game. I'll outline the main three problem areas as I see them:
1. Isolation
Maps, characters and missions feel too isolated from each other. We have first-class ingredients - some of Bioware's best characters, fantastic maps, a richly detailed world and its lore to draw from - but what's done with them doesn't connect organically to - or combine into - the greater story, or at all, in some cases. instead, every character has its own little plot. Some of those plots tie in to the greater world at some key point, but they don't feel as if they're part of the greater story, just addenda. Every map also has its little plot, which works well in isolation, more or less, but doesn't really connect with the rest of the world. One example is the Exalted Plains. The plot plays out exactly the same regardless of whether you've been to the Winter Palace or not, and the token line you can add (can you? I don't even recall exactly) about the end of the civil war feels like what it is - a token, and doesn't change how playing the map feels in the slightest. Emprise du Lion, another example. This map's plot is about the Red Templars, and you'd think whether you played In Hushed Whispers or Champions of the just would have a significant effect on this area. In this case, there isn't even a token line, the map remains completely unchanged down to the last line spoken by anyone, in spite of featuring one of the major factions which should be affected by one of the bigger decisions you make.
As a result of this isolation, the world and the story don't come together. The maps are great, the characters are great, the story missions are great, but the whole package comes across as a collection of pieces rather than one complex work made of all these elements. The only thing that holds it together somewhat is the war table.
The next DA game, if its designed in a similar way, should use its companion haracters more in story missions, rather than giving them their own little stories that stay isolated from the rest of the world. DA2 did this very much better, I'm almost embarrassed to say, but then storytelling was never one of DA2's weaker aspects. Also, someone should look into way for making maps appear less isolated. This ties in to the next point...
2. Locations that feel lifeless
In purely mission-based games, you can get away with static content. After all, people will only visit a location once, or maybe twice, and hub locations exist for not much more than their function. In games with strong open-world elements, one of their appeals is that you can revisit locations, do stuff you've missed earlier, talk to different NPCs and see, maybe, how your choices have affected them. The thing is, for that to work, the location needs dynamic AIs, AIs that move around, appear as if they have their lives to live, talk differently to you depending on various variables, some story-related, some maybe class/race-related. Bioware has spoken of the necessity to make the world responsive to your choices, yet exactly that is an area where DAI feels lacking outside of major decisions and some companion interactions. The only place that approaches a believable level of dynamism is Val Royeaux, but even there characters don't have their own lives - visit the place repeatedly in short order and you have the impression it's populated by advertising pillars.
Ironically, I get the impression that Bioware actually spent more resources on reponsiveness than in earlier DA games, yet I feel they were misallocated. They mainly affect companion characters, which of course is good and desirable, but it's the world which needed to be more responsive at least as much, and especially since many companions didn't feel like they were part of the story.
3. Overabundance of padding content
As I mentioned, DAI has great maps. They're so impressive that it's fun just being there and walking around looking at things, and so the amount of collection and fetch quests doesn't really feel like a chore the first time through, and maybe even a second time. However, it's also not very interesting, and almost none of the collection quests has a significant story element, to say nothing of being connected to the main plot in any way. They feel mostly - yet again - completely isolated.
Now every rpg ever made has such things in different degrees, and I personally don't mind that they exist, as long as I can rationalize doing them. However, in DAI two things turned them into a very noticeable flaw: The absurd amount of them, and the impression that they existed to mask the fact that there was nothing really interesting on some maps, except for the maps and their features themselves.
So this is what the next DA game needs:
(1) More dynamic world content
(2) Better integration of the companions into the main story.
(3) Generally, do more with what you have - i.e. with characters and locations.
As I said, I see DAI as a new start, with the DA team almost going back to the roots and implementing stuff they've been good at in their early days on a higher level. Add the new engine, and the way there was bound to be a little bumpy, and there are a number of small annoyances that recall my experience of BG1 back in 1998, when I was frustrated about things like the low stacking limit of arrows (which was then doubled for BG2) and "unpause on entering inventory" to prevent players from changing their armor during a fight. As it was back then, so it is now: there is a great deal of room for improvement, but the basic design principle has a lot of potential, and the ingredients of DAI already are great. It is something the DA team can build on. They don't need to change anything fundamental the next time, and perhaps they've gained enough experience working on DAI that they can create more content efficiently.
- Korva, LPPrince, Fiery Phoenix et 6 autres aiment ceci
#66
Posté 10 février 2015 - 12:19
*snap*
Though I disagree on some points, this is a very well thought out post. Why don't you make a thread?
#67
Posté 10 février 2015 - 01:02
Though I disagree on some points, this is a very well thought out post. Why don't you make a thread?
All right....re-posted in the feedback forum as its own thread.
#68
Posté 10 février 2015 - 01:28
From a world design perspective, yeah; Inquisition nails it with interesting and diverse terrain.
Thing is, I felt like they built the terrain before building the story, thus the filler quests we have. They built a massive diverse world to address DA2 concerns, and then post humously filled it up with a bunch of sub-par "quests" when they realized the main quest / companion quests were nowhere near enough to carry a game of this size. Speculation, of course, but it'd make sense given the ratio of non-meaningful to meaningful quests in the game.
This was their first time working with the new engine though and the first time they try making a game of this size, so I can give them a pass. Next time, though, I think I'd be a bit more critical.
- SofaJockey aime ceci
#69
Posté 10 février 2015 - 01:28
Keep with the gameplay and work on the story. Make it so we can put real personality into the PC instead of have the very generic versions we had in DA:I.
#70
Posté 10 février 2015 - 01:39
I've thought of posting this for some time. Here appears to be a good place.
(...)
Pretty much fully agree. I especially echo that first point. Game does feel too fragmented to really be immersive. What it needs is less filler content and more depth, not the other way around.
#71
Posté 10 février 2015 - 04:08
Why even have a fortress if it's never attacked? That's what fortresses are for!
Well, it made sense to me. Where Skyhold was, it shouldn't have been attacked. Fortify it in case of attack sure, but if you can avoid it entirely, you're better off. And look where it was located.
#72
Posté 10 février 2015 - 04:16
You find out every lore in dragon age maybe false, the true fate of the elves of old, the dread wolf, the blight is older than we think it is, what Flemeth is and the wardens maybe doing more harm then good and none of that interest you?
Doesn't interest me. Might not be speaking for everyone but some of us just want games set in the DA world with a unique story and similar gameplay. All that stuff above, it should be side plot at most.
#73
Posté 10 février 2015 - 04:33
Story, tone, quests, tactical camera from DAO
Combat that's fluid like DAI and DA2 but synergy that is like DAO
- fchopin aime ceci
#74
Posté 10 février 2015 - 04:51
Some multi stage side quests like the Dark Brotherhood quest in Skyrim for example.
Make some of the quests like camps, rifts and landmarks into achievements, there probably would have been less complaining about them.
Darker art style definitely.
Definitely keep crafting. Let people see what the schematic is going to look like when purchasing, and add crafting accessories.
More of a Saren type villain. Not just evil I'm going to conquer, end the world as we know it type of villain.
Have a more even split between areas with towns and villages and areas that are just wilderness.
Some better cities and villages. Val Royeux should have been outstanding, was really let down by that one.
But all and all I liked the game a lot, but it's just a good game. These things would have put it on my top 10, maybe even top 5 games I've played.
#75
Posté 10 février 2015 - 05:03
More of a Saren type villain. Not just evil I'm going to conquer, end the world as we know it type of villain.
Just asking for a clarification here. What do you mean by Saren type villain?





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