Ad 1) Does not make it an RPG, character creation =/ RPG
No but it is part of the characteristics of an RPG which is what I was listing - you also have stated that you want your cRPGs to be as close to Pen & Paper as possible so the ability to create a character and dictate what they do must be key for you, since that is very important in Pen & Paper RPGs
Ad 2/3) So far the only impact I've seen is either pick mages or templars. I did not finish the game, but from what I read there is no real meaning what you do in the side content, who you back, what you gather, how strong regions you make, etc, for the last part of the game. On a side note, i liked how the Hinterlands were changing when I cleared templars and mages, but nothing really beside that point, maybe also using the dam in one of the regions and closing a rift there that changed environment gave some satisfaction.
There is meaning the in game to what you do, just potentially not outside the game.
In DA:I, I'm able to build bridges over swamps or repair older bridges to gain access to other areas and shape the land.
I can exile or support the Grey Wardens, disband or support the Templars, enslave or ally with the Mages.
I can choose the leader for Orlais, reconcile lovers and decide the fate of my enemies.
All of these are choices, all of these have some sort of consequences be it large or small.
Not every decision you make has to have some grand impact on the plot, the important thing is that you get to make a choice. If you want all your choices to 100% impact that plot then go read a choose your own adventure novel.
Ad 4) I have companions that I could not care less about. Most of them lack the character and what you say is sometimes different from what I would pick as a given option. I also heavily dislike the color coded dialog wheel... but I guess there is some merit to that, I just find all the characters dull, aside of Cassandra and Varric I could have a mabari dog in the place of all the others and it would be light years ahead of them.
So? - not caring about the companions doesn't mean they aren't there, doesn't mean they are not another tick in DA:I RPG box.
I really like the companions in DA:I, I didn't like most of the companions in Skyrim, but that doesn't mean that I'm going to claim that Skyrim is not an RPG.
Ad 5/6/7) So does almost every single game these days, does it make watchdogs an RPG? I hate the concept of class bound weapons... why cant I use dual wield as a warrior? or a sword as a mage? I understand the limition of magic staffs, due to their magical nature, but other than that I have no idea why to implement such thing
As a side note, the game severly lacks in the loot department. the items are generic and just bland even the boss battles with dragons drop nothing notable. Comparing that to for example well crafted loot drops and uniques from BG series makes this game looking really bad. I had more fun collecting various pieces of dwarven armor in the DA:O than I have checking the loot of this game whenever something drops. Again too much MMO in an SP game.
Again - I was stating they were characteristics of an RPG. Just because other game types now use them doesn't mean they weren't originally RPG characteristics - you know like in your beloved Pen and Paper games.
Class bound weapons have been in RPGs since DnD & they have been removed, added and removed again. Many Pen & Paper RPGs still to use them.
Just because you don't like something, doesn't mean it is not a feature of an RPG.
Ad 8) which is based on a really bad MMO design of crafting. I find it really bad, I'd rather have limited crafting like in BG 2 over this MMO piece of s... Even just marking nodes on the map like quarry or logger camps for all other types of resources and then gating the available crafts based on the amounts of nodes marked would be much better than just running around and wasting time grabbing every collectible in the map...
I repeat myself just because you don't like something, doesn't mean it is not a feature of an RPG.
Ad 9) FarCry does to, or so does Tomb Raider and Assassins Creed. Explroation =/ RPG, it's what you can do in those places that differentiates it from other games with exploration feature.
Again this is a feature of an RPG which in conjunction with the rest makes up an RPG. Some other games may also do it, but without other features it is not an RPG.
Think of it like this; your eyes are a feature of your face, but if you just had two eyes then you wouldn't have a face, you'd have two eyes peering out of your neck.
In a similar fashion, exploration, crafting, character creation etc are features of an RPG but a game having one or two of those features alone doesn't make that game an RPG.
I agree with the last point, while the game has the features, which COULD make it a good RPG, it is lacking on almost each of them.
You have failed to state what RPG elements you think are lacking, simply that you don't like the way DA:I does them.
I don't like FF13, I don't like the way it has implemented it's RPG mechanics, but I would never claim it is not an RPG.
You can't say a game is not an RPG just because you don't like it. DA:I has all the elements of an RPG, many of those elements are featured in the original pen & paper RPGs. You can say you don't like the RPG mechanics in DA:I or that you don't like it , but *all together now* just because you don't like a game doesn't mean it is not an RPG.





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