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Suggestion For BioWare: ***No More Fetch Quests***


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#1
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I think there is something we can all agree on, in spite of the vast array of things we mostly disagree on: We do not want fetch quests. It's bold of me to speak for everyone, because there will always be someone who, on the outskirts of the majority, will feel differently and will not hesitate to pipe up with, "But I am the exception! I love this thing that most people hate!" Ok, yes. I know you are out there. Hello. ::tips hat:: 

 

But let's be real. Fetch quests, to put it bluntly, are boring. They do not teach you as much about the game as the developers would like them to. 

 

Why all the hate on fetch quests? Well, let's analyze that. For some, it can be said that it's not so much a hatred of fetch quests in general, but rather hating something that is typically mundane and typically yields little reward. In short, most fetch quests aren't worth the trouble. 

 

Fetch quests have become "filler tasks" that request the player to mindlessly travel from point A to point B, obtain something, and then retrace one's steps to deliver it. This can happen repeatedly in one sitting. 

 

Another thing that bugged me about the fetch quests - 'scuse me, "Requisitions" - was that as soon as I reported in a requisition, a brand new one would pop up. There was no feeling of completion and, as I mentioned earlier, I never felt like I was rewarded with very much. In addition to that, I didn't understand the necessity for requisitions that would give your soldiers better weapons, for example. I don't recall this ever having an impact on if whether or not you're prepared for a fight.

 

Some devs may argue that the reason for a fetch quest is to compel the player to explore an area. For some reason, that doesn't sit well with me. Forcing the player to explore an area because there's stuff to collect... it feels less carefree, and it makes me loathe that area more because now I'm associating it with chore upon chore upon chore. 

 

Edit: I also wanted to add, does anyone else feel a little... mislead? The devs and promo folks went on and on and on about how many hours can be sunk into DA:I prior to release. We were all so very giddy to hear that it was a 50+ hour game. I don't want to call it "false advertising" but I can't find a better phrase for it. Regardless, all those devs who said, "I've sunk 80 hours into DA:I! So fun!" gave me the wrong idea. I had no idea that they meant, "The bulk of the many hours I've sunk into DA:I was spent doing fetch quests and grinding." I was stupid to think that there were THAT MANY side stories to experience along with the main plot. So, so stupid....

 

Well... that's really about it. If you have anything to add, feel free.


Modifié par Big Red, 12 mars 2015 - 09:26 .

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#2
Rawgrim

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People complained about those in DA2 as well. Bioware took it to heart and added 20 times the amount of fetch quests in DA:I. I'd keep my voice down if I were you, otherwise we will be getting 100 percent fetch quests in the next game.


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#3
Draining Dragon

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inb4 "If you don't like it, skip it" and "Origins wasn't any better"

Also, inb4 "you're just a hater" and accusations of rose-tinted glasses. And people claiming that the fetch quests aren't actually fetch quests.

That said, I absolutely agree.
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#4
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inb4 "If you don't like it, skip it" and "Origins wasn't any better"

Also, inb4 "you're just a hater" and accusations of rose-tinted glasses. And people claiming that the fetch quests aren't actually fetch quests.

That said, I absolutely agree.

 

Haha, for real.

 

I think the saddest thing about opting to skip the fetch quests is that on my first play through, I had no idea if skipping the fetch quests would negatively impact my game in the long run. So on my first play through, I had to force myself to do as many as I could stomach because I was playing blindly. :/


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#5
Koneko Koji

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I wouldn't mind going backwards and forwards IF the results made a difference - go fetch horses? see my troops with a cavalry division.

go fetch herbs for the healers in Haven? actually see the healers at work.

go make giant lures? Put those babies up and let me fight the giants in one location; or even better - lure the damn things away from their spot in the graves so I can get to the dragon without needing to fight past them!

 

Out of all three games, Inquisition feels the most disconnected and with the most linear storyline - no matter your choices, there is only one set of consequences. T_T


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#6
Zeratulr

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I generally agree but with one important note: I hate fetch quests but I love the vast open maps, beautiful landscapes and an opportunity to go in any direction I want even if this direction is filled with markers of uninteresting quests. I understand the need for improvements in that regard (hopefully in the DLC's and not in the next game) but I also acknowledge that Inquisition's level design itself is a huge improvement compared to both DA:O and DA2 and unfortunately some sacrifices had to be made to deliver this design.

So less fetch, and more meaningful quests with interesting dialogues and events. But not not at the expenses of open level design.

 

 

inb4 "If you don't like it, skip it" and "Origins wasn't any better"

Also, inb4 "you're just a hater" and accusations of rose-tinted glasses. And people claiming that the fetch quests aren't actually fetch quests.

Everything is possible in a world where Archdemon from Origins is apparantly a well-written character. :D


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#7
Draining Dragon

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I generally agree but with one important note: I hate fetch quests but I love the vast open maps, beautiful landscapes and an opportunity to go in any direction I want even if this direction is filled with markers of uninteresting quests. I understand the need for improvements in that regard (hopefully in the DLC's and not in the next game) but I also acknowledge that Inquisition's level design itself is a huge improvement compared to both DA:O and DA2 and unfortunately some sacrifices had to be made to deliver this design.
So less fetch, and more meaningful quests with interesting dialogues and events. But not not at the expenses of open level design.
 
 

Everything is possible in a world where Archdemon from Origins is apparantly a well-written character. :D


I never called the Archdemon a well-written character, I just said it was better than Coryfishstick.

Reading is a wonderful thing.
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#8
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I generally agree but with one important note: I hate fetch quests but I love the vast open maps, beautiful landscapes and an opportunity to go in any direction I want even if this direction is filled with markers of uninteresting quests. I understand the need for improvements in that regard (hopefully in the DLC's and not in the next game) but I also acknowledge that Inquisition's level design itself is a huge improvement compared to both DA:O and DA2 and unfortunately some sacrifices had to be made to deliver this design.

So less fetch, and more meaningful quests with interesting dialogues and events. But not not at the expenses of open level design.

 

 

So much this.


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#9
CenturyCrow

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In essence, the fetch quest is the foundation of RPGs in one way or another. It's whether it has purpose or value to the gamer and how well it's connected (or disguised) to playing the game that makes the difference. Experience points and leveling is often based on killing; the more you kill the faster you level up. But it's generally not perceived as a 'fetch' since it's usually well woven into the game. Exploring is another variation of gaining experience. 

 

Collecting shards could have been so much better had it been connected to the stor. Maybe you learn more about the process of making mages tranquil or some history of the ancient elven temple. But it just uses tranquil skulls to show shards in places you probably already visited. (How one of them got to the top of a rickety wooden tower still escapes me.)

 

Collecting the 'keys' from killing specific Red Templars allows access to a door. While it's a combined kill and fetch, I don't have a problem with it being a disguised fetch quest. It's when these become tedious or repetitious (like the repeat Requistion Officer survey requests) that it annoys.

 

While I don't have a solution, I'd suggest alternate ways of accomplishing fetches and collecting materials, so it doesn't seem like an endless grind for the user. Or a way to get rid of what you don't want and trade it for something you want or need. And the RNG pretty much mucks the whole process up.



#10
Lumix19

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I never called the Archdemon a well-written character, I just said it was better than Coryfishstick.
Reading is a wonderful thing.


Better then Corypheus? Really?

#11
Angry_Elcor

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I think there is something we can all agree on

 

If there is one thing that we can all agree on, it's that there's nothing that everyone will actually agree on.


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#12
Linkenski

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I have to agree. I didn't like any of them in ME1 nor ME2, nor in ME3... I didn't care for them in DA:O, I disliked them in DA2 and I hated them in DA:I.

 

They have to go. I don't care if I end up with a 20-hour game... that's 10-20 hours less tedium.

 

 

BUT, as paradoxial as it may be, I don't want Bioware to forever remove collectibles or little minigames... it's just the ones where you have to go to a certain place, find some artifact and then go back to the questgiver and deliver it without any kind of story to it (and no, "I lost the banner of the first regiment" is not a "story"!) those I want gone as they add nothing to the game and actually I find that they detract from enjoyment entirely.


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#13
Lumix19

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I have to agree. I didn't like any of them in ME1 nor ME2, nor in ME3... I didn't care for them in DA:O, I disliked them in DA2 and I hated them in DA:I.
 
They have to go. I don't care if I end up with a 20-hour game... that's 10-20 hours less tedium.
 
 
BUT, as paradoxial as it may be, I don't want Bioware to forever remove collectibles or little minigames... it's just the ones where you have to go to a certain place, find some artifact and then go back to the questgiver and deliver it without any kind of story to it (and no, "I lost the banner of the first regiment" is not a "story"!) those I want gone as they add nothing to the game and actually I find that they detract from enjoyment entirely.


Ok. I'm going to be that person and say, you don't actually have to do them you know.

#14
Lethaya

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I wouldn't mind going backwards and forwards IF the results made a difference - go fetch horses? see my troops with a cavalry division.

go fetch herbs for the healers in Haven? actually see the healers at work.

go make giant lures? Put those babies up and let me fight the giants in one location; or even better - lure the damn things away from their spot in the graves so I can get to the dragon without needing to fight past them!

 

Out of all three games, Inquisition feels the most disconnected and with the most linear storyline - no matter your choices, there is only one set of consequences. T_T

 

I agree with this entirely, but already ran out of likes in the Solas thread. Whoops! XD

 

But yes, feeling like what we did actually had consequences would be nice. Would make the quests seem a lot less... worthless? XD I think reworking the power system a bit to make power actually worth something might have helped, too. I mean, at this point, you don't really need to do the fetchquests. They change nothing and add nothing.

 

I mean, I do them anyway, but. ;D



#15
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If there is one thing that we can all agree on, it's that there's nothing that everyone will actually agree on.

 

 

I read that in Will Ferrell's voice. 



#16
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I have to agree. I didn't like any of them in ME1 nor ME2, nor in ME3... I didn't care for them in DA:O, I disliked them in DA2 and I hated them in DA:I.

 

They have to go. I don't care if I end up with a 20-hour game... that's 10-20 hours less tedium.

 

 

BUT, as paradoxial as it may be, I don't want Bioware to forever remove collectibles or little minigames... it's just the ones where you have to go to a certain place, find some artifact and then go back to the questgiver and deliver it without any kind of story to it (and no, "I lost the banner of the first regiment" is not a "story"!) those I want gone as they add nothing to the game and actually I find that they detract from enjoyment entirely.

 

Oh god. In the ME games, I DO just skip those entirely. Even on my first, blind playthroughs, I just kinda closed my eyes and hoped for the best. They were SO TEDIOUS that I kind of wanted to throw up just reading the list.



#17
Endurium

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Fetch quests would be great if we could play as a Mabari. That and urinating to mark Inquisition holdings.


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#18
brisingr90

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in Origin and DA:2, side quest HAS more meaning and teach players more about the world. There are character development going on when you are doing side quests in origin or DA: 2. For example, The Bone Pit's quest in DA:2. By doing that quest, you will own 50% of the Mining site. There is purpose.

 

But Inquisition side quest is laughable. Why in the name of Andraste, there is quest for guiding a Buffalo? herding an Halla? and the most stupid quest is, collecting shards. If you playing this game, with only doing its main quest, you can completed it in less than 10hours. But if you including all side quests, you need almost 100 hours like me. That is simply stupid.


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#19
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in Origin and DA:2, side quest HAS more meaning and teach players more about the world. There are character development going on when you are doing side quests in origin or DA: 2. For example, The Bone Pit's quest in DA:2. By doing that quest, you will own 50% of the Mining site. There is purpose.

 

But Inquisition side quest is laughable. Why in the name of Andraste, there is quest for guiding a Buffalo? herding an Halla? and the most stupid quest is, collecting shards. If you playing this game, with only doing its main quest, you can completed it in less than 10hours. But if you including all side quests, you need almost 100 hours like me. That is simply stupid.

 

Actually the shards are the only things that are slightly worth it for gradually unlocking all that loot behind that watering hole. But it doesn't add to the story whatsoever - it's just loot.


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#20
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 I also wanted to add, does anyone else feel a little... mislead? The devs and promo folks went on and on and on about how many hours can be sunk into DA:I prior to release. We were all so very giddy to hear that it was a 50+ hour game. I don't want to call it "false advertising" but I can't find a better phrase for it. Regardless, all those devs who said, "I've sunk 80 hours into DA:I! So fun!" gave me the wrong idea. I had no idea that they meant, "The bulk of the many hours I've sunk into DA:I was spent doing fetch quests and grinding." I was stupid to think that there were THAT MANY side stories to experience along with the main plot. So, so stupid....



#21
Dai Grepher

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Define "fetch quest". To me, a fetch quest is just, "Person or thing needs this, go get it and bring it back." Basically, move your character to this point on the map and press the button to pick up item. And that's it. However, if the quest involves something greater, or something unexpected, then it becomes more than just a fetch quest.

 

Also, I'm not against fetch quests so long as they are few and far between and at least make some sense. For example, the widow who asks you to recover her murdered husband's ring in The Hinterlands. This doesn't seem important to the story, but it is. This is a time when you are first being introduced to the mage/templar war, and this is an example of the pain it's inflicting on commoners. This also directs you into a mage/templar battle, if I recall. Giving the ring back can also lead to that one woman speaking well of the Inquisition to others, thus getting your message out there among the people. Winning hearts and minds.

 

Now, take the quest in the elven ruins in the Emerald Graves. Could be considered a fetch quest. But you get to kill Vints and Reds. You get to explore. You get to learn more of the lore. You get to learn a new story. You claim the prize and then get to decide what to do with it. That's a great quest, regardless of how fetchy it is or not.

 

Now, the problems I have with the requisitions are that it's only one thing at a time (per area), that the same requisitions repeat (sometimes back to back), and the things you craft for the most part have no role to play. Getting XP and influence is fine, and even in a storyline context you are establishing the Inquisition as a valuable ally to multiple contacts, but it all just feels meaningless. Now, there are some requisitions that DO lead to better things. If I'm not mistaken, completing the requisition in the Emerald Graves about elven lore and tomes leads to the quest to explore the ruins. Or if I'm wrong, then that's how requisitions should be. They should also benefit Skyhold in some way. Like, making the dwarven puzzle box should actually make one appear in your room at Skyhold that you can interact with and solve via a mini-game mode of some kind.

 

But I'd like to point out that if you have a problem with the requisitions, it isn't the fetching part you have a problem with, it's the rewards part of it. I see nothing wrong with having a moderate number of fetch quests, especially when many of them coincide with other main quests you're doing.


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#22
Eelectrica

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I feel there's a right way to do fetch quests and a wrong way. Inquisition has written the text book on the wrong way to go about it.

Origins does it the right way for the most part because we mostly have a lot of dialogue choices to go along with it.

 

One example the people who hated Origins like to bring up is the fetch quest for Ironbark for the Dalish crafter:

A-  it was right on the way - it was impossible to miss the fallen tree and

B- When we bring the bark back we had several choices on what to do with it, choices that allowed us to role play our character


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#23
McPartyson

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I like all the quests. I rather they be in the game then be removed.

 

Can they be improved? Ofcourse! Deeper stories could be added to every side quest in the game improving the experience exponentially!

 

Bioware can only put out so much greatness into these things until it's time to push it out the door. Such is life.


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#24
Lee T

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I like all the quests. I rather they be in the game then be removed.
 
Can they be improved? Ofcourse! Deeper stories could be added to every side quest in the game improving the experience exponentially!
 
Bioware can only put out so much greatness though until it's time to push it out the door. Such is life.


That's why many people considdering a resource management issue. Unfortunately no one except Bioware knows how much landscape and filler fetch quests would have to be sacrificed to provide for a more richer yet smaller environment.
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#25
Coyote X Starrk

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Fetch quests have been apart of RPGs since the dawn of time. 

 

They are not going anywhere and they should not go anywhere


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