in skyrim also exits quests where you have to picking flowers or to find a necklace.so we must'nt talk about that.
but anyways frome the big developer (you) to a hobby story writer for a pen and paper game (me).. please a serious answer to this question:
if i write a story then i describe my characters , heros , enemys , innocents and so on more in detail.. i descripe the nature more in detail ..tolkien do the same.but how did that belongs to a main goal of the story ??
if you say that all quests into the open world of dai are only uninteressting filler quests because they doesn't belongs to the main story of the game.. are you noticed that some of them tell the player much about thedas? about the history of thedas ? and the history of many peoples? tolkien do the same into his books.it helps you to understand why ... what .. waa happend or what happens now and why.
Yes. But in Skyrim the flower picking quests involved oping up larger quests, and also dialogue. The same goes for the necklace ones. It wasn't just "I lost my necklace". Followed by "Thank you for finding my necklace".
Skyrim's problem is the followers. They suck. Plain and simple. They have zero depth and they have very few lines. DA:I does not have this problem at all. The companions in it are all fleshed out and they are great. So picture the side quests in DA:I as the companions in Skyrim. And vice versa.
It can be used to foreshadow events, flesh out characters - and example of this could be one character talking about how much different it is from where he grew up. This in turn can lead to conversations that might reveal motives, hopes and dreams, and even a plot point or two. It can also be used to show change, or things that has happened in the area. Maybe things are dying in the area for some evil reason. Take your pick. Why the main characters do what they do, and why they behave or react in a certain way during a story is pretty important.
No I said they don't have A story to them. In the Crestwood area quests have stories to them. The woman with the Wyvern quest, for example. She tells us in great detail about the Wyvern, and we can have a long conversation with her about it. This is a good quest.
Just someone telling you they lost their necklace, and asks you to get it, is no story. In the wyvern quest the quest itself has "meat" on it. You get information, a conversation, and a good reason to do it. That makes it more interesting right away.
None of the people who gives you fetch quests tells you squat about the history of Thedas. That bit is actually shown really well during the Origin stories in the first game. In DAI you find this information in the Codex, for the most part. The lady who tells you to find her necklace, and says thank you when you do it, doesn't say anything else. What Varric or Cassandra tells you is completely different, of course. But they aren't part of those empty shallow characters you run into in The Hinterlands etc, that only has two lines.





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