Aller au contenu

Photo

The main campaign is too short


  • Veuillez vous connecter pour répondre
81 réponses à ce sujet

#51
Elhanan

Elhanan
  • Members
  • 18 502 messages

well that is about the time span you need to finish ME3. When I play Origins I need 55 hours at the minimum and I prefer for every RPG I play to play for a lot longer. Did you like your nightmare-run ? You did it for a trophy?


That is a good length of time for MQ only. Like yourself, I prefer for my campaigns to be longer, so side-quests are accepted quite often.

#52
luism

luism
  • Members
  • 547 messages
I only killed the hinterlands dragon, didn't do hissing wastes, didn't do forbidden oasis, didn't collect shards, didn't do emprise du lion.

I cleared emerald graves and did the exalted plains Dalish quest for rp reasons and that's it. Didn't do any other exalted plains content like the ramparts either.

#53
Bioware-Critic

Bioware-Critic
  • Members
  • 599 messages

Yeah lol I wanted the trophies on the xbone. I have the game on the xbone mostly to play multiplayer with a few of my cousins in other states.

I actually enjoyed the nightmare run cause my elf inquisitor looked almost exactly like solas so it was funny. There wasn't that many borin times besides wicked eyes and wicked hearts which I had to do in 5 separate saves because that quest is so god awful I'd fall asleep walking around pinging and spamming the middle dialogue.

In origins I always do the completion play through. I played through this game a few times and never have. The side quests like collecting shards and crap are just too tedious and boring.

I find this game to be pretty fun and challenging up until skyhold where it begins to take a nose dive plummet all the way to its anti climax the fight with coryotaprius.

 

Yah! I get you about Origins and that Inquisition nose-dives after Skyhold. But, man, the gamne only starts after that. I really feel like playing Crysis 3 for the first time all over again! I loved Crysis 2 ... but Crysis 3 really feels like the developers did not play the game themselves enough before release. Because Inquisition leaves me thinking that the staff of Bioware did not play the whole game themselves enough before release! These workaholics were sweating blood and tears to get it out the door and did not even have the proper time to play it themselves for some enjoyment ... That's what I think. I mean, it could be naive, but I really get that feeling when I have bought games like Crysis 3 and DA:I ... and then get more and more frustrated while playing them.

 

Anyway, sounds like you had some fun playing your elf there ;) You did not collect any shards and did not pick the damn elfroot - good choice, man! Oh man, if Bioware reads this ... "The best way to play Inquisition is ... to ignore the first runthrough ... and then ... skip all the BS in the second run :wizard: " ... pfhhh, priceless ^_^

 

... rofl !!! :lol:


  • luism aime ceci

#54
luism

luism
  • Members
  • 547 messages
Yeah hell no on elfroot I go straight for crest wood and take that fort then I just buy elf roots. Only time I'd pick elf root is if I was trying to jump and there would be an elf root around and my damn guy would bend over and pick them up instead of jumping.

I also didn't really craft. I made solas a staff and cole a set of daggers that generate guard and that's it everything else including my staff was all dropped equipment made things so much nicer. I'd add runes of course but only the ones I would find no crafted runes.

#55
tmp7704

tmp7704
  • Members
  • 11 156 messages
I think the length for the main story arc is ok, overall -- it's "only" a few missions but they're few hours each, so in the end you have solid amount of content by today's standards, but without stretching it out too much. It's just the last mission that falls short imo, both in length and how it plays out, and as it's the last note it drags the whole experience down.

#56
Bioware-Critic

Bioware-Critic
  • Members
  • 599 messages

Yeah hell no on elfroot I go straight for crest wood and take that fort then I just buy elf roots. Only time I'd pick elf root is if I was trying to jump and there would be an elf root around and my damn guy would bend over and pick them up instead of jumping.

I also didn't really craft. I made solas a staff and cole a set of daggers that generate guard and that's it everything else including my staff was all dropped equipment made things so much nicer. I'd add runes of course but only the ones I would find no crafted runes.

 

I like crafting fine and thereby have had plenty of reason to collect all sorts of stuff - which I did in my first playthrough. But right in this thread the mod deleted a posting of mine for containing "profanity" (I apologized to the mod - he/she was right!) because I ranted about the damn small things Inquisition makes you do and the fact that I cannot delegate that s*** ... ehm ... stuff! So I won't say anymore on that :D

Ugh ... I think Inquisition needs just a lot of polish and then they'll be fine! But I have a hunch that Bioware is not interested in polishing the game the BSN forumites want it to be "polished" :lol: They are going for the MMO market ...

... and "the Holy Grail" called "the casual gamers" ... which ... does not exist in the real world :rolleyes:

Well, good luck with that EA :lol:

 

They are so rich (EA) ... I guess they will be fine looking for that market until the end of time ... *giggles* ... lol :lol:



#57
AlanC9

AlanC9
  • Members
  • 35 700 messages

If the world actually behaved in a way that matched the story, instead of freezing time between main plot events until the player is ready to initiate events that should be initiated by others, you wouldn't be able to go and gather resources, increase your power, disrupts Cory's lesser plans and so on.


Something like ME2 did with Horizon, you mean? The Collectors are there, so you just go? Or like the endgame, where you can delay the last mission, but the clock is ticking?

#58
PhroXenGold

PhroXenGold
  • Members
  • 1 855 messages

Something like ME2 did with Horizon, you mean? The Collectors are there, so you just go? Or like the endgame, where you can delay the last mission, but the clock is ticking.

 

It shouldn't force you to go there. But the events will happen at a set time whether you do so or not. If you chose to wander around the countryside instead of resolving the issues that face you, the bad guys will "win" at that particular part of the story. I'm all for players having choice. But there should be logical consequences to the choices you make.



#59
AlanC9

AlanC9
  • Members
  • 35 700 messages
This is conceptually opposed to the open-world structure, so I guess the point is that the plot itself should have been junked for something else. Or the open-world concept is bad, take your pick

#60
Il Divo

Il Divo
  • Members
  • 9 775 messages

It shouldn't force you to go there. But the events will happen at a set time whether you do so or not. If you chose to wander around the countryside instead of resolving the issues that face you, the bad guys will "win" at that particular part of the story. I'm all for players having choice. But there should be logical consequences to the choices you make.

 

Not that I disagree (I think you bring up a godo point), but this doesn't strike me as something that's ever been implemented. Isn't Fallout 1 pretty much the only game that has a timer of this sort?



#61
Il Divo

Il Divo
  • Members
  • 9 775 messages

If that lowly sniper cannot be passed, then things coming from the rifts may be more problematic than one perceives.

Agreed; one does need to delegate, which is why my Inq does not harvest ore; simply marks the areas found to be accessed later by teams. And it was the plan of a flawed General that placed all the Wardens in that position; the King simply wished to join them, which was his bad.

Depends on the resource.

 

But this is my point: why are we consistently placing the lone Inquisitor, the only person who can close the Rifts, in these highly questionable situations? Other than the Rifts themselves, there's nothing which the player can do which shouldn't be passed on to some other peon, just by virtue of importance. 

 

Millions of soldiers can route out Venatori spies or discover landmarks. Why does so much of the experience revolve around the Inquisitor doing this, in isolation of his forces? 



#62
Elhanan

Elhanan
  • Members
  • 18 502 messages

But this is my point: why are we consistently placing the lone Inquisitor, the only person who can close the Rifts, in these highly questionable situations? Other than the Rifts themselves, there's nothing which the player can do which shouldn't be passed on to some other peon, just by virtue of importance. 
 
Millions of soldiers can route out Venatori spies or discover landmarks. Why does so much of the experience revolve around the Inquisitor doing this, in isolation of his forces?


Mainly, it would likely be a slightly more boring tale if the Warden, Champion, Inquisitor, Dragonborn, Commander, etc simply assigned such tasks. It works well enough in SWTOR, as one still has plenty to do with a solo character, but generally not so much in a solo player game.

#63
PhroXenGold

PhroXenGold
  • Members
  • 1 855 messages

This is conceptually opposed to the open-world structure, so I guess the point is that the plot itself should have been junked for something else. Or the open-world concept is bad, take your pick

 

Although there definitely is a major conflict in open world games between the plot and exploration for the reasons I've been putting forward, I think there are ways to implement both in a game if done well. It's about striking a balance in the central plot between times when you have to resolve something immediately, or face the consequences for not doing so (which don't necessarily have to be "game over", it could just be a major setback in your quest to defeat the big bad), and times when there aren't such pressing matters, and you have time to, and indeed are encouraged to, go out and investigate the world.  DA:I didn't do this. It put the main plot quests on what appear to be timers from a story POV, but then let you completely ignore them for as long as you like without any consequences. And for me at least, that is a massive immersion breaker.

 

I expanded a bit more on these ideas in this post: http://forum.bioware...2#entry18622170



#64
AlanC9

AlanC9
  • Members
  • 35 700 messages

Not that I disagree (I think you bring up a godo point), but this doesn't strike me as something that's ever been implemented. Isn't Fallout 1 pretty much the only game that has a timer of this sort?


Which was totally nerfed in a patch.

#65
Sidney

Sidney
  • Members
  • 5 032 messages

It shouldn't force you to go there. But the events will happen at a set time whether you do so or not. If you chose to wander around the countryside instead of resolving the issues that face you, the bad guys will "win" at that particular part of the story. I'm all for players having choice. But there should be logical consequences to the choices you make.


Yeah but that doesn't happen in TW2 or Skyrim or ME or DAO either. I understand what you are saying and I agree that time is an element I'd like to see in games. I think it would do a lot for replay if there are 80 hours of side crap but you have 40 hours to finish the game for example you would have a nearly whole new game second time through. It also would mean that your character would be making choices about what he felt was more important to do as a side item for example.

Realistically though people don't seem to generally share that view because they want to leisurely wander the roads and pick weeds or drive lousy moon buggies around looking for rocks.
  • AlanC9 et 9TailsFox aiment ceci

#66
Sidney

Sidney
  • Members
  • 5 032 messages

But this is my point: why are we consistently placing the lone Inquisitor, the only person who can close the Rifts, in these highly questionable situations? Other than the Rifts themselves, there's nothing which the player can do which shouldn't be passed on to some other peon, just by virtue of importance. 
 
Millions of soldiers can route out Venatori spies or discover landmarks. Why does so much of the experience revolve around the Inquisitor doing this, in isolation of his forces?


Because there is no game otherwise. Same reason the last two wardens in Ferelden weren't locked away until someone else did the cleanup work in the roads and forest.

#67
PhroXenGold

PhroXenGold
  • Members
  • 1 855 messages

Yeah but that doesn't happen in TW2 or Skyrim or ME or DAO either. I understand what you are saying and I agree that time is an element I'd like to see in games. I think it would do a lot for replay if there are 80 hours of side crap but you have 40 hours to finish the game for example you would have a nearly whole new game second time through. It also would mean that your character would be making choices about what he felt was more important to do as a side item for example.

Realistically though people don't seem to generally share that view because they want to leisurely wander the roads and pick weeds or drive lousy moon buggies around looking for rocks.

 

Yeah, that would be pretty cool, limiting the proportion of the game you have time to do in a single playthrough. I've had some similar ideas buzzing around in my head for a while. Unfortunately, it's unlikely to be implemented as, not just would a lot of people object, but the majority of players don't replay games, even BW ones, so there would be a lot of "wasted" dev time.

 

But I don't neccesarily think things need to go that far to better integrate the open world and the main story. It's not so much about limiting how much exploration people can do, or where they can explore but when they can go exploring. Take my current playthtough. I've just unlocked the second part of "Here Lies the Abyss", having spoken to Hawke's warden friend. I've been told that the wardens are partaking of a ancient blood magic ritual, likely under the influence of Cory. I've been told where this ritual is taking place. And I've been told when it's taking place: immediately. At this point, if I want to save the wardens, exploration makes no sense what so ever. If I go off exploring for a while before heading out to the Western Approach, then, according to the story, it should be too late. The wardens would be bound by blood magic to Cory's pet demons. The only way to save the wardens should be to go there immediately.

 

However, once I've addressed that particular immediate threat, the game should then not straight away give me the next main plot. It should be uncertain where and when Cory is going to make his next move. And that would be the time for me to go exploring, while the Inquisition, including you, are looking for more information on Cory's plans. While from a pure story perspective, the amount of time to explore should be limited, I would have no real problems letting people have as much freedom they like at this time, at least until you unlock the next part of the main quest in which something that requires your input is happening at a set time.

 

It's about allowing the player freedom when it makes sense for them to have freedom, and restricting freedom, or at least having negative conseqeunces to it, when it doesn't.

 

DA:I's flaw in this respect is that it utterly fails to integrate the main plot and the open world. The main plot continues itself regardless of the open world - as soon as you complete one part of the main quest, you're given the next part, without any real need to go out into the world except for the arbitrary "need X power" - and exploring the open world makes no sense while doing the main plot as the events of it are supposedly under time constraints that you can't control.


  • Sidney et Darkly Tranquil aiment ceci

#68
Elhanan

Elhanan
  • Members
  • 18 502 messages
No; the failure appears to be that some Players seem to be unable to integrate the MQ with the rest of Thedas. Personally, do not require to be led by the hand through this RPG, and if I did, that is for walkthroughs. And I certainly do not wish coercion through timers appearing in the design.

The Player is granted the options and content to play this game as an immediate or extended adventure amongst other choices. Personally, enjoy my freedom of choice here; may try the other methodology later. Am glad that Bioware has supplied so much to make both possible.

#69
PhroXenGold

PhroXenGold
  • Members
  • 1 855 messages

No; the failure appears to be that some Players seem to be unable to integrate the MQ with the rest of Thedas. Personally, do not require to be led by the hand through this RPG, and if I did, that is for walkthroughs. And I certainly do not wish coercion through timers appearing in the design.

The Player is granted the options and content to play this game as an immediate or extended adventure amongst other choices. Personally, enjoy my freedom of choice here; may try the other methodology later. Am glad that Bioware has supplied so much to make both possible.

 

What? Handholding? What are you talking about? That has absolutely nothing to do with what I'm asking for. And the failure to integrate does lie with the game. The story tells me an event is happening now. I then chose to spend months wandering around Thedas. Yet that event doesn't happen. The story has lied to me. Or, alternatively, my character can control time. Yeah....

 

And what I'm suggest won't take anything away from your freedom do do what you want. It will just mean that there are consequences to your choices.



#70
Elhanan

Elhanan
  • Members
  • 18 502 messages

What? Handholding? What are you talking about? That has absolutely nothing to do with what I'm asking for. And the failure to integrate does lie with the game. The story tells me an event is happening now. I then chose to spend months wandering around Thedas. Yet that event doesn't happen. The story has lied to me. Or, alternatively, my character can control time. Yeah....
 
And what I'm suggest won't take anything away from your freedom do do what you want. It will just mean that there are consequences to your choices.


Personally, I am able to mesh the stories, reasons, and motivations for my choices. I do not require Bioware to explain the details. Some may wish to add a semblance of urgency; suggest awaiting a mod for that; not Official changes via patch and DLC.

#71
PhroXenGold

PhroXenGold
  • Members
  • 1 855 messages

Personally, I am able to mesh the stories, reasons, and motivations for my choices. I do not require Bioware to explain the details. Some may wish to add a semblance of urgency; suggest awaiting a mod for that; not Official changes via patch and DLC.

 

But regardless of what your character's motivations are, the game still present illogical and inconsistent situations due to trying to force exploration and a central plot together in the same game.

 

And yeah, I'm not expecting changes in DA:I. I'm hoping though, that Bioware can learn from their mistakes and improve on these aspects inDA4.



#72
Sidney

Sidney
  • Members
  • 5 032 messages

DA:I's flaw in this respect is that it utterly fails to integrate the main plot and the open world. The main plot continues itself regardless of the open world - as soon as you complete one part of the main quest, you're given the next part, without any real need to go out into the world except for the arbitrary "need X power" - and exploring the open world makes no sense while doing the main plot as the events of it are supposedly under time constraints that you can't control.

 

Agree, and in my version of the game I usually try and move on something like that with greater speed whereas with the ball or assault on Adamant I can imagine a lot of reasons for delays (takes time to assemble armies for the latter, the ball isn't for several weeks for the former).

 

I think what you point out is really just a fundamental conflict between open world or semi-open world games and any sort of plot. It doesn't grate as much in the TES games because you never really connect to the main plotline so the fact that you are ignoring it never bothers you. Bioware games are much more story focused and so it does slap you in the face a lot more.  I never got over NOT being bothered by it playing ME1 when I was driving my stupid moon buggy around.


  • PhroXenGold aime ceci

#73
luism

luism
  • Members
  • 547 messages
I've played bg2 , morrow one,oblivion, and skyrim many times. Have yet to finish them. I simply lose interest in the characters or go okay something else then return another time. Bg 1 same thing but I have beaten it twice once in the late 90s and another time on my iPad enhanced edition.

I guess it says some thing for this game that I've beaten it multiple times already but I think its cause the side content is so bad lol. The main quest is much better even wicked eyes and wicked hearts is better than being lost in the hissing wastes for me but as some of the staunch defenders say YMMV.

#74
Elhanan

Elhanan
  • Members
  • 18 502 messages

But regardless of what your character's motivations are, the game still present illogical and inconsistent situations due to trying to force exploration and a central plot together in the same game.
 
And yeah, I'm not expecting changes in DA:I. I'm hoping though, that Bioware can learn from their mistakes and improve on these aspects inDA4.


No mistakes observed; simply those experienced by other Players making independent choices. I see plots and storied explanations that do make sense; no need to force much of anything.

Only view a difference of opinion over the use of imagination in a cRPG.

#75
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

The fact that you can just delay the major plot events with no consequences while you go off exploring is a serious flaw with the storytelling.

I think BioWare should stop telling stories that contain urgency. That solves all of this.