Because people really enjoy it when you triumph when everything seems hopeless.
Best moments in DA:O? Ostagar when you lose. Battle of Denerim which is a hail mary to kill the archdemon or Ferelden falls.
Best moments in DA:I? The introduction, The Templar/Mage stories, the battle at Haven, the Nightmare god, all of which the odds are stacked against you, in Haven's case and the Nightmare's, completely unwinnable.
People love the drama it creates. But in DA:O's case it ended with a final battle you miraculously won when you killed the Archdemon, meanwhile in DA:I's case the hopeless battle occurs less than halfway through and you spend the rest of the game kicking ass and taking names. You beat Corypheus to the well even though he knew about it beforehand, you undermine his inner circle while yours is untouchable, he's too scared to assault your fortress, He's the one forced to do a hail mary last ditch attempt to win at the end, etc.
Mind you i love DA:I but after playing it a few times I can admit that there isn't much threat presented. Minor flaw in an amazing game, i look forward to what they think of next.
I couldn't agree more. IMOHO think the discussion of the "Tone" or "Darkness" are completely missing the boat.
The problem is PACING and THREAT,
Let's look at the STORY beat points:
Prologue
In the prologue both the threat and pacing are high. You are basically a prisoner going along with a plan that might save your life from a strange body-altering event. People generally think of you as a murder-suspect.
- You are on your own surrounded by strangers
- You are facing unknown odds against an unknown villain who is a basically a disembodied voice
- This takes up roughly 1 hour playtime
Threat: HIGH
Pacing: HIGH
Act I
In the first Act, you wake up in Haven, and the people around you already see you as the second coming (with one sceptic, who is basically dismissed and ridiculed). The outside world isn't sure about you. You start to slowly build a rag-tag gang into a viable force for change in the world.
- You have a growing rag-tag group of rebels around you
- Your villain is still basically a mystery. You have no idea of the threat you are facing. How much power do you need to win?
- When the villain does reveal himself, you are able to beat back his assault, but the overall battle is basically a stalemate, he loses his forces, you lose your stronghold. In a 1-on-1 battle perspective, you get your ass handed to you,
- I did every quest and side quest and it took me 20 hours
Threat: High
Pacing: Medium
Act II
In the second act you IMMEDIATELY find your allies, then IMMEDIATELY, with no effort, find an almost inpenetrable stronghold that it is made clear is under NO THREAT of being assaulted. You almost immediately start dismantling the enemies forces, to the point where the main villain who completely wiped the floor with you in Act 1, basically goes into hiding from your awesomeness.
- You have basically lost none of the forces you built in Act 1, and you keep adding to your arsenal
- You learn who the villain is, how to beat him, take no significant losses and face no threat of attack
- With all side-quests this was roughly 70 hours for me
Threat: Low
Pacing: SLOW
Act III
I see this as starting after Val Royeaux and Adamant. The temple of Mythal and the final confrontation. The pace picks up significantly at this point, but again it is clear that you have the upper hand and the villain is basically on the run up until the abrupt final battle.
- You still have the upper hand. Your forces are at their full force, the enemy is decimated.
- About 5ish hours
Threat: Low
Pacing: Medium-High
Here is the problem: Act 2
The Prologue and Act 1 do a good job of building up the world, and the story structure to content ratio is good. The hinterlands makes perfect sense early in the game because outside of Haven you are basically a nobody and you are still building your nae,
Act 2 in a 3 act structure SHOULD be when you are at your absolute lowest point, where the odds a re stacked against you, and it looks like all hope is lost, but in DA:I all of your problems are essentially resolved right at the start of Act 2 and you never suffer ANY losses.
How they could have fixed the pacing?
Leave the prologue and Act 1 UNCHANGED.
Act 2
First... you don't find the Inquisition followers right away. You actually need a longer sequence of being hunted.
- Maybe instead of finding the Inquisition right away you just get found and nursed to health by some random family. Maybe the father was one of your soldiers, and he is missing or dead. At first the wife and kids don't recognize you, but when they do they blame you for the death of the husband and you need to deal with the consequences of your holy war on a very personal level.
- You are completely disempowered, alone and questioning your actions.
- You need to WORK to get back to your main forces. A few investigation type fetch quests, where you gather clues and track down your guys. This should be a few hours worth atleast. The climax is when you find your forces out in the wilderness, they are under attack (perhaps by red templars or some other force related to Corypheus). You join the battle, turn the tide and fight off the force but re-injure yourself.
- Once you've found your forces, you have the "Kumbaya moment" EXACTLY as scripted, except you DO NOT get Sky Haven right away after. Solas tells you ABOUT Sky Haven, but the journey will be difficult. You essentially now have a moving refugee camp as a home base and you need to go through several hoops in order to keep fighting off Corypheus forces, while investigating clues to find sky hold. Some of the regions like the Exalted Plains, emerald graves, etc... could have been visited primarilly to get clues ABOUT sky hold, but also to weaken Corypheus and gather resources FOR your refugee camp. Gather resources or your people DIE.
- Everytime you leave and come back you find out the people in the camp are being murdered, supplies are being sabotages, and information about your movements are being LEAKED to the enemy (hence why you are constantly harassed by attacks and assassination attempts every time you visit a reguon) Someone important DIES. Either Cullen OR Josie, depending on who you have the HIGHEST approval rating or are Romancing. Josie and I were in a Romance... Cory should have had her killed. Make the threat REAL and PERSONAL (and by extension if I eventually learn it was all Solas fault... give me a personal reason to hate HIM).
- Evidence points to your entourage. Sera, Blackwall, Iron Bull, Dorian are all suspects. Cole isn't really a suspect in your mind, but the people all see him as some kind of Demon, and they start a witch hunt blaming him. Sera seems like the obvious suspect. Iron Bull and Dorian's backgrounds come to light, and they are suspects. You learn of Blackwalls dark past HERE, and suddenly he looks like a VERY likely suspect. There are tons of opportunities for party members to leave depending on your actions and words in the face of all this.
- you eventually learn who the assassin is. I can think of a few good candidates, but a good one for my would Iron Bulls second in command. As a Vint and a Charger many of the clues would end up implicating Dorian or Iron Bull. Plus seeing Bull have to put his lieutenant down would be heart-breaking.
- You get the last clue from the infiltrator for Skyhold, but now it's a race to get there before Corypheus. You finally get there ahead of the enemies vanguard, and now you have to quickly put together a defense, with nothing but a skeleton crew to fight off a advanced force.
- You win the battle against the vanguard that Cory sent out to take skyhold, but basically only you and your companions are left from the battle. You have slowed down Cory via victories in areas like The Graves, etc... so he will need time to muster an invasion force to re-take Skyhold, but you have completely exhausted your personel and resources.
Time: 30-40 hours
Threat: HIGH
Pacing: Medium
Act III
- An invasion is coming, you now have 2 goals. Gather resources and men to quickly get Skyhold up and running again, continue to pick away at Cory's forces and operations in various regions.
- Eventually, when you have enough power (I would have had it at 50ish, instead of 30), you have enough influence to get an invitation to the Empress party, and you can deal with the assassination plot you learn of in Act 2 (before Josie potentially dies).
- Morrigan joins the Inquisition
- Once Morrigan joins, THAT triggers the Adamant mission opening up as you learn from Hawke (who Verric finally reveals he knew where he was all the time) that Corypheus is controlling Wardens and building an army of demons to take Skyhold.
- It's a race against time now... deal with the threat BEFORE Cory builds a force that can take skyhold... URGENCY!
- Pull the trigger, and have the HoF, the Orlesian Warden, Loghain, Alistair AND Stroud (whoever is an Active Warden, in the play state) meet up with Hawke in the Western approach. Have the Warden say very little, or nothing until in the Fade, where they ALL volunteer to stay behind. HoF: "This is your fight now Inquisitor... don't worry, we've got this!" Last you see of them for the main game. You only see Stroud and Loghain actually fall in battle before jumping through the rift. The hoF and Hawke... still potentially in play for any DLC
- If Morrigan or Leliana were in a romance with the HoF... you have to deal with that back at SkyHaven... and Verric needs to deal with the potential loss of Hawke... DRAMA!
- Morrigan does her deal about the Arbbor Wilds, temple of Mythal, Flemmeth shows up, sub-plot with Kieran
- The assault on temple of Mythal goes as originally scripted
- After the temple of Mythal, the drinker of the Well needs to learn via... Magic Knowledge I guess, that while all this was going on, somehow Corypheus raised another army and is on his way to take sky hold.
- Final battle is preceded by HUGE siege on Skyhold, where SKyholds defenses are at half strength because not all your forces are back from the Arbbor Wilds yet.
- Party, Epilogue, Post credit WTF moment with Solas as originally scripted.
- Another 30-40 hours
Threat: HIGH
Pacing: Medium
You basically add a couple little plot points, a cinematic or two (the assassination of Josie or Cullen), one extra location (the Inquisition refugee camp), and some dialog with the companions about their potential allegiance and rearrange all the existing content, and you can basically use the game as is, but the level of urgency and tension would be SO much higher.
My $0.02