I came across this article and I think it sums up my thoughts of DAI perfectly. It's a long article and examines not just DAI but RPGs in general. In case, you don't want to read the whole thing, here are the highlights:
Writing at Kill Screen, Chris Breault calls the whole experience busy work—a long series of chores that misses the magic that Origins held:
“Many chores in this game have been mislabeled as quests,” he writes. “Close four rifts. Establish seven camps. Free seven villagers. Find 22 shards. Collect 48 copies of a book someone lifted from the library. Pick up a billion grains of sand someone left on the beach.
“It’s clear that Bioware couldn’t scale its storytelling up to the world its artists made. In Origins, even a transitional area like the Brecilian Forest could hide a paranoid hermit and the talking tree that he hated. In Inquisition, you’ll scour the wilds in vain for a scene like that, finding only “kill the guy” or “collect the thing” tasks that nobody had time to work up into a story. There are no surprises, no complicating action, no conflicting agendas, no one to use your knife on. You greet people in these areas only to get a work order, and you return to deposit the result for a word of thanks. Having a conversation with them is like talking to a mailbox.”
The character, the surprise, and the passion of Origins are all missing, Breault argues. They’ve been replaced with busy work, shoehorned quests, and a lame villain. The bloodiness is gone, too, and everything is sanitized.
I wouldn’t call Inquisition a bad game by any stretch. As I’ve said in my reviews of the game, it’s actually quite good. You can avoid a lot of the crafting stuff if you don’t want to do it, and a lot of the side quests, too. You won’t level as fast, but that makes the main mission more challenging—and the game’s easiness is one of the major complaints, so two birds killed with one stone.
Meanwhile, a lot of gamers actually do like all this stuff—the crafting, the fetch-quests (which are quite a lot better here than in many games) and so forth. So much of this is a matter of taste. I find myself skirting the middle—easily distracted from main missions by a bit of map exploration, grabbing requisition items when I see them but not going out of my way, tackling “chores” but not in abundance, while tracking the main story.
And it’s fun. The fact that I can play my own way to some degree. I’m entertained. Yeah, it would be nice if it were a bit more gritty, a bit less epic, the main character a bit more interesting—but then again, Origins is often viewed through rosy-tinted glasses.
There’s no pleasing everyone. Both DeBoer and Breault offer up excellent critiques of the game, and I’m very much in agreement with each, especially when it comes to fetch quests and crafting, or to the lack of heart and soul in so much of the activities in Inquisition. But I also find myself a bit more forgiving of a game like this. The developers are making a game with components they believe the fans want. Everything from The Witcher 2 to Far Cry 4 to…well just about anything with “RPG elements” has boring crafting stuff. Somebody must enjoy it.
In terms of RPGs, maybe their very foundation needs to be reconsidered. But again, this is all personal preference. And if you reconsider RPG far enough you just land in the “Strategy” or “Action” genres anyways. Like when I run a pen-and-paper game I go seriously rules-light, very narrative-driven, very open-ended and nimble. For me, and for some players, this is totally what an RPG ought to be. For others, the bookkeeping and tomes filled with rules are the point. All those things a minimalist like me enjoys are the meat and potatoes of someone else’s game.
So is crafting a problem in modern games? Is the busy work a fundamental flaw in Inquisition? Does the game stray too far from “paying a role” to just “doing stuff to gain XP and loot?” Maybe. I guess it depends on what you enjoy.





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