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Suggestions for Trimming Back on Fetch Quests


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#1
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Going with an open-world system means that, invariably, some of the quests are going to be toned down in terms of complexity ... but is there a way for Bioware to reach a happy medium and fiil out their zones without having to resort to herding the stray Druffalo or collecting ten supply caches?

 

Thoughts, suggestions? Try to keep it clean and civil.

 

One of my favorite zones in the game was the Still Ruins in the Western Approach. I thought it did an effective job of conveying its backstory without inundating the player with tons of random notes and letters. It focused on showing rather than telling.

 

Still-Ruins-Rift.png


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#2
AlanC9

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Hmm.. we're playing with the same amount of dev time, right? Just using it differently?

#3
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That's what I was assuming ... unless Bioware decides to rush a sequel again like they did with DA 2. Hopefully they've learned their lesson.

 

This is all predicated on DA 4 having a 3-4 year development cycle like Inquisition, and continuing with the open-world template (which I think is a safe assumption at this point).



#4
JaneLunaC

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But what if I like the fetch quests?

I'd rather have lots of fetch/filler content,

than a bunch of empty areas with only a few meaningful quests.

Of course if they could fill those areas with all meaningful quests, that would be nice, but probably unrealistic due to time constraints



#5
Winged Silver

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I would think a good first step would be to make some of the more major side quests (thinking Fairbanks, the Mayor of Crestwood, etc.) a little more....well, more. Like a few cutscenes that actually give the players a reason to remember why they're in that area, and why it matters to the Inquisition (I couldn't for the life of me figure out why I was in Emprise du Lion, especially since I did it after Wicked Hearts).

 

If they need to cut back on side quests in order to commit more resources towards adding in cutscenes, no great loss.

 

I don't think the volume of side quests in of itself was the biggest problem; I think the biggest problem was that after awhile they started to blend together, and any significance implied by them got lost fast

 

 

(Especially side missions that referenced past characters from the books/games. Like I didn't realize Imshael was all that important, until I overheard a few players on the forums mentioning his connection to Gaxkang and Xaldfja;ldkfja;lskdjf from DA2. That could've been much improved with a little cutscene).


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#6
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But what if I like the fetch quests?

I'd rather have lots of fetch/filler content,

than a bunch of empty areas with only a few meaningful quests.

Of course if they could fill those areas with all meaningful quests, that would be nice, but probably unrealistic due to time constraints

 

The goal would be to fill those areas with meaningful quests, yes. Either that, or they could scale back on their open world zones. To be honest, I wasn't really impressed with how big they were. Mike Laidlaw said that the Hinterlands could fit all of Origins into it ... sure didn't feel that way.

 

Anyways, I'm not talking about just scrapping 90% of the quests in favor of one or two meaningful ones. I'm talking about Bioware fundamentally rethinking what a quest should be. Most of what we encountered out in the wilderness of Inquisition was standard MMO stuff: herd this stray animal here, deliver this potion there, read this note from a random corpse and then gather 20 elfroot because I said so.

 

You can't honestly tell me that you enjoy quests that are entirely bereft of meaning and purpose?

 

And again, just to keep things civil, I did enjoy Inquisition and am not lambasting it. Just trying to brainstorm ways that it could be improved - in my book, this was certainly the weak point of the game.


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#7
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I would think a good first step would be to make some of the more major side quests (thinking Fairbanks, the Mayor of Crestwood, etc.) a little more....well, more. Like a few cutscenes that actually give the players a reason to remember why they're in that area, and why it matters to the Inquisition (I couldn't for the life of me figure out why I was in Emprise du Lion, especially since I did it after Wicked Hearts).

 

If they need to cut back on side quests in order to commit more resources towards adding in cutscenes, no great loss.

 

I don't think the volume of side quests in of itself was the biggest problem; I think the biggest problem was that after awhile they started to blend together, and any significance implied by them got lost fast

 

 

(Especially side missions that referenced past characters from the books/games. Like I didn't realize Imshael was all that important, until I overheard a few players on the forums mentioning his connection to Gaxkang and Xaldfja;ldkfja;lskdjf from DA2. That could've been much improved with a little cutscene).

 

A lot of the war table missions were also far more interesting than what we encountered in side quests. Track down a serial killer who is imitating characters in Varric's works, negotiate an alliance with the nobility of Nevara, deal with the Inquisitor's relatives in House Trevelyan. I'd take that over "find the golden Halla and escort it back to the Dalish camp" anyday.


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#8
Winged Silver

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A lot of the war table missions were also far more interesting than what we encountered in side quests. Track down a serial killer who is imitating characters in Varric's works, negotiate an alliance with the nobility of Nevara, deal with the Inquisitor's relatives in House Trevelyan. I'd take that over "find the golden Halla and escort it back to the Dalish camp" anyday.

 

Definitely! There were things on the war table that made me think "Yo...Leliana....wanna trade? :P "


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#9
JaneLunaC

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The goal would be to fill those areas with meaningful quests, yes. Either that, or they could scale back on their open world zones. To be honest, I wasn't really impressed with how big they were. Mike Laidlaw said that the Hinterlands could fit all of Origins into it ... sure didn't feel that way.

 

Anyways, I'm not talking about just scrapping 90% of the quests in favor of one or two meaningful ones. I'm talking about Bioware fundamentally rethinking what a quest should be. Most of what we encountered out in the wilderness of Inquisition was standard MMO stuff: herd this stray animal here, deliver this potion there, read this note from a random corpse and then gather 20 elfroot because I said so.

 

You can't honestly tell me that you enjoy quests that are entirely bereft of meaning and purpose?

 

And again, just to keep things civil, I did enjoy Inquisition and am not lambasting it. Just trying to brainstorm ways that it could be improved - in my book, this was certainly the weak point of the game.

 

Um, I actually like all the quests, yes, even the ones without meaning,

I actually find them fun and if for some reason I'm sick of it, I just go do something else

I'd hate it if there wasn't a lot of content, because all they had were the few meaningful ones and nothing else

 

And I like the wide open spaces in this game, in fact, if it were bigger, I'd love it more

 

I don't mind people brainstorming ideas for better quests,

but please don't get bioware to remove other things,

more quests rather then less is better in my opinion, because it gives more stuff to do, it's not like you even have to do all of them anyways

 

Quite honestly, I would love it if more quests had a more immersive story to them, maybe where your companions kick in and say little comments about them, but I like lots of stuff to do too...I don't know

If only the devs didn't have time limits and budgets, heheh



#10
didjamom

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i rather enjoy fetch quests gives you something to do as a time filler



#11
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Um, I actually like all the quests, yes, even the ones without meaning,

I actually find them fun and if for some reason I'm sick of it, I just go do something else

I'd hate it if there wasn't a lot of content, because all they had were the few meaningful ones and nothing else

 

And I like the wide open spaces in this game, in fact, if it were bigger, I'd love it more

 

I don't mind people brainstorming ideas for better quests,

but please don't get bioware to remove other things,

more quests rather then less is better in my opinion, because it gives more stuff to do, it's not like you even have to do all of them anyways

 

Quite honestly, I would love it if more quests had a more immersive story to them, maybe where your companions kick in and say little comments about them, but I like lots of stuff to do too...I don't know

If only the devs didn't have time limits and budgets, heheh

 

The reason I am railing against fetch quests is because it takes resources away from other aspects of the game. Who knows, if we didn't have dozens of "bring me ram meat" missions and "escort this halla across the map," we might have had a quest to bridge the gap between "What Pride Had Wrought" and "Doom Upon All The World," a chance to fill out the character of Corypheus and actually provide a satisfactory ending.

 

If I wanted something to kill time I would play a mobile game on my iPhone.



#12
Alfa Kilo

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I feel like a lot of the bad reactions to the quest stem from the fact that we do not have "cutscene" covnersations which makes it feel so damn impersonal. Half the time I did not even see the face of the character I was helping/working for or I saw it from too far away to be at least a bit memorable (which is a shame because someone went through the work to design them... or maybe the NPC designs were so shoddy they cut the cutscene conversations).


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#13
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I feel like a lot of the bad reactions to the quest stem from the fact that we do not have "cutscene" covnersations which makes it feel so damn impersonal. Half the time I did not even see the face of the character I was helping/working for or I saw it from too far away to be at least a bit memorable (which is a shame because someone went through the work to design them... or maybe the NPC designs were so shoddy they cut the cutscene conversations).

 

I agree with this statement. Origins had some fetch quests as well, but at least the cutscene conversations made the npcs feel more real. When I'm being told to collect bear claws by someone whose face I can barely make out, I have little reason to empathize with their situation.



#14
Sidney

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I agree with this statement. Origins had some fetch quests as well, but at least the cutscene conversations made the npcs feel more real. When I'm being told to collect bear claws by someone whose face I can barely make out, I have little reason to empathize with their situation.

 

 

Most fetches didn't have dialog nor most sides, let alone sides. Take the Deep Roads

 

Places of Power - No dialog, delivery quest

Topsider - Fetch, no dialog

Asunder - fetch, dialog (after)

Gangue Shade - no dialog

Legion Armor - Fetch, no dialog

Drafter's Cache - Fetch no dialog

Registry - Fetch no dialog

Ruck - Dialog

 

I think people forget the long list of sides that lacked dialog. Compare with the hinterlands, the most notorious area

Farmland Security - dialog

Trouble with Wolves - dialog

Master of Horses/Horses for the Inquisition - dialog

Hunger Pains - Dialog

Love Waits - dialog

Business Arrangements - Dialog to finish

Where the Druffalo - Dialog to finish

Agrarian Apostate - Dialog

In the Elements - Dialog

My Lover's Phylactry - Dialog to finish

Strange Bedfellows Dialog

In the Saddle - dialog

A Spirit in the Lake - Dialog

Flowers for Senna - Dialog

Ballad of Lord Woolsey - Dialog

 

 

That is 15 out of 40 someodd quests and that is counting all the rift quests, map quests and astrariums separately,



#15
Jeffry

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It is really simple. Reduce the number of locations. More time and resources then could be spent on filling the rest of them with meaningful content or tying them better to the main story. For example DAI would be better off without Forbidden Oasis (and all the damn shards), Fallow Mire (move the Avarr goat guy elsewhere) and Exalted Plains. The game would not lose anything substantial, there would be less filler, the rest of the game would receive more care, hell even the main story could be made longer and more engaging.

 

Quality should be more important than quantity.


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#16
earymir

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Hinterlands is one of the better areas for sure - probably part of the reason people stay there and return there often compared to others.  

 

I think the issue is that there are a lot of basically context-less and reward-less fetch quests (by that I mean you end up with a little bit of influence or some power, and a crappy underleveled item) that fill up otherwise rather empty zones.  I mean most of them feel lonely and kind of sad once you've done a few things in each.  I think it'd have been a lot more effective if each one had a major questline with only a few side quests.  And each one was like half the size.  I mean I like exploration games, but Dragon Age has never really been about that, and I don't find that exploration is nearly as rewarding as it is in other games.  Part of the issue is that you're the Inquisitor, one of the most powerful people in southern Thedas by the middle of the game, and you're just hanging around various levels collecting stuff or reading diaries.  

 

People make the obvious reference to Skyrim (which the developers have as well quite a long time ago) - in that case though, you're only peripherally interesting, and the whole purpose of the game is basically exploration on your own in the wildnerness.  It's designed from the ground up to be that way.  Inquisition has some incongruence between level design and story/character/combat design.  They just compete with each other for attention.  


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#17
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Hinterlands is one of the better areas for sure - probably part of the reason people stay there and return there often compared to others.  

 

I think the issue is that there are a lot of basically context-less and reward-less fetch quests (by that I mean you end up with a little bit of influence or some power, and a crappy underleveled item) that fill up otherwise rather empty zones.  I mean most of them feel lonely and kind of sad once you've done a few things in each.  I think it'd have been a lot more effective if each one had a major questline with only a few side quests.  And each one was like half the size.  I mean I like exploration games, but Dragon Age has never really been about that, and I don't find that exploration is nearly as rewarding as it is in other games.  Part of the issue is that you're the Inquisitor, one of the most powerful people in southern Thedas by the middle of the game, and you're just hanging around various levels collecting stuff or reading diaries.  

 

People make the obvious reference to Skyrim (which the developers have as well quite a long time ago) - in that case though, you're only peripherally interesting, and the whole purpose of the game is basically exploration on your own in the wildnerness.  It's designed from the ground up to be that way.  Inquisition has some incongruence between level design and story/character/combat design.  They just compete with each other for attention.  

 

Those are some good points. I'm glad I wasn't the only one that felt lonely roaming about the widlerness. Zones like the Hissing Wastes felt super empty, especially when my banter never seemed to trigger (maybe once or twice an hour?)

 

A major quest would go a long way towards fleshing out each zone and giving it meaning. The Hissing Wastes tried something to that effect with "The Tomb of Fairel," but the actual "treasure" at the end was rather forgettable.

 

I think another problem with exploration in Inquisition is that, in each area, you know what you are going to encounter before you even set foot there.

 

Step one: set up camp

Step two: talk to requisitions officer

Step three: complete about a dozen or so quests that usually involve A) capturing a keep B ) clearing out the enemy and establishing additional camps C) fetch missions delivered via notes, letters, and npcs D) closing rifts and placing landmarks

 

I still had a fun time, but there was rarely that sense of "what is beyond that horizon?"



#18
Kendar Fleetfoot

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It would be good if instead of the silly quartermaster in Skyhold that you had a quartermaster that you could order crafting materials from. This wouldbetter utilise your Inquisition Perks and cut back on the actual monotonous harvesting.



#19
Guitar-Hero

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it's about context, having the inquistor track down letters or supply caches is stupid. Having filler quests is inevitable but the recent trend of stuffing games with them is a bad one.

 

Be creative intead of finding letters for grieving soldiers, maybe tie it to having a purpose, such as a political one, if you collected all the letters before the winter ball then maybe one of the soldiers were related to a noble and it grants you court approval afte talking with said noble, or maybe they were inquistion soldiers and that's why you did it.



#20
Kendar Fleetfoot

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The recruitment quests in DAI were also pretty lame. Look at them compared to ME2 or 3 and the depth and size of those missions compared to say recruiting Blackwall !!!!


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#21
Bughunter999

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I like fetch quests, and they are, for the most part, entirely optional.



#22
wiredrawn

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The developers could have made something like as one thing fills up another fills up another etc. It seems though they did do this, but at the end removed the origin, hard to explain but each quest could have been contributing to a sub quest which could have been contributing to the main quest. But w/e fetch quests can be fun if they are unique and not so blunt as my wife died, go place flowers or damnit ritts where are ya



#23
Loup Blanc

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All I will say is this: watch CD Projekt RED show you how it is done on May 19. It is all about the ''disguising'' of the fetch quest, so that it does not feel like a fetch quest, or feels MORE than just a fetch quest.



#24
Nefla

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i rather enjoy fetch quests gives you something to do as a time filler

So does regrouting your shower.


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#25
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So does regrouting your shower.

 

Lol, nice. You my good sir deserve a like.


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