Fetch quests have been apart of RPGs since the dawn of time.
They are not going anywhere and they should not go anywhere
That doesn't mean its a good idea to make a game that is 90 percent fetch quests, though.
Fetch quests have been apart of RPGs since the dawn of time.
They are not going anywhere and they should not go anywhere
That doesn't mean its a good idea to make a game that is 90 percent fetch quests, though.
Having some fetch quests in the game is ok but not to the level they are in DAI.
Fetch quest have been a staple for cRPG as a crutch, it's easy to do, simple as that. Now, there are writers that delivers fine fetch quests with a beautiful gift-wrap and a nice bow on top. still a fetch quest but you barely notice it anyway. DAI went the other way and the bare bone fetch quests didn't sit well for those that prefer to be more engaged, either by a choice, by a the discovery of hidden lore, a touching scene, anything that gives substance to the world around them.Fetch quests have been apart of RPGs since the dawn of time.
They are not going anywhere and they should not go anywhere
As stated about a month ago, the next DA will be DA:S, Dragon Age Sonic. "Fetch and Catch".
If there is one thing that we can all agree on, it's that there's nothing that everyone will actually agree on.
Disagree 99% agree the jammies and the hair options suck chocolate salty ballz..
That is enough of an all for me..
Its not that fetch quests are all bad per-say, it's that they chose the horrible MMORPG type fetch mechanics to bolster their whole game, MMO games by definition are grindy, tedious and boring mechanics to play.. at least until end game..
Not the best mechanics to use in a singleplayer experience imo.
Define "fetch quest".
Here's a definition.
"A term, often used by gamers, to describe a quest in an RPG game in which the player must obtain an object or objects to complete the quest. While in the process, they may come into contact with enemies, obstacles, and/or general headache. After the player has obtained the object, the quest is completed, and the character is awarded with a trivial reward."
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.
The widow's ring is a fetch quest. Everything you just said is your imagination. There are fights all over the map, you can't swing a dead cat without hitting a mage or a templar. That lady will not speak to anyone about the Inquisition. Your status doesn't change if you do or not that quest. People's opinions about you and the Inquisition won't change (same goes with fetching ram meat, supplies for refugees, etc. etc.).
A non-fetch quest is when you have dialogue, story, choices and different outcomes. Inquisition's quests consist of the most basic dialogue which is "what do you need/tell me more" (even though the person already said everything there is to say) and "goodbye". You can't even react to what the person is telling you, you can't even deny the quest. Then you just have to run to the other edge of the map, kill whatever you find in your way (probably for the 10th time), reach your destination, do whatever you have to do (pick up ring, kill rams, claim supplies), come back, "hey, I did the thing" and that's it. That's a fetch quest.
Guest_Draken_*
A lot of the people who praise the fetch quests in Inquisition are just creating their own headcanon and then mistakenly attributing it to the game.
So much this.
Kind of divided on this. On the one hand, I think the effort was made to try and imply that everything you were doing was supposed to be furthering the success of the inquisition in some way. Even randomly running errands for people was implied to be a way to build trust among the populace and generally endear people to the inquisition- which in turn would eventually mean more recruits, resources, etc.
I think the problem was that there was often a bit of a disconnect between the in-story justification for doing these things and the in-game rewards. I have no inherent problem with fetch quests as long as they don't overstay their welcome (I'm looking at you, shard hunting) since I simply see them as an element of the roleplaying genre.
However, I was disappointed when I went out of my way to gather materials to fulfill requisition requests and was always simply rewarded with an additional point or two of power. It would've been really cool to actually see some of these items popping up around my base, particularly since we already had models for them in the requisition screen.
Kind of divided on this. On the one hand, I think the effort was made to try and imply that everything you were doing was supposed to be furthering the success of the inquisition in some way. Even randomly running errands for people was implied to be a way to build trust among the populace and generally endear people to the inquisition- which in turn would eventually mean more recruits, resources, etc.
I think the problem was that there was often a bit of a disconnect between the in-story justification for doing these things and the in-game rewards. I have no inherent problem with fetch quests as long as they don't overstay their welcome (I'm looking at you, shard hunting) since I simply see them as an element of the roleplaying genre.
However, I was disappointed when I went out of my way to gather materials to fulfill requisition requests and was always simply rewarded with an additional point or two of power. It would've been really cool to actually see some of these items popping up around my base, particularly since we already had models for them in the requisition screen.
Yeah, how cool would it have been to see your soldiers in progressively better armor and weapons depending on if you did those requisitions quests or not or the destroyed homes in the Hinterlands being rebuilt if you got rid of the mages and templars, and seeing the villagers leading safer lives etc...
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.
There is a differences in DA:O, DA:2 and DA:I, that is power and authority. In DA:O and DA: 2 you are only a soldier, trying to save your homeland, family and city. You have no subordinate or even an army. You only have friends. But in Inquisition, you are a leader of an army. You are the General. Why not just send your soldiers to do that kind of quest? "Hey Cullen! Send 10 of our soldiers to help that woman to revenge his husband" simple as that.
Fetch quests would be great if we could play as a Mabari. That and urinating to mark Inquisition holdings.
Dragon age 4 : Bring it buddy.
the Inquisitor is roaming hinterlands, searching for... blankets. in the meantime Josie is negotiating peace between Ferelden and Orlais, Leli is exploring a thaig with dwarves, and Cullen is investigating some apostates.
yet DA:I has the gull to tell me on every possible occasion the inquisitor is most important thing in the verse... good to know.
Yeah, how cool would it have been to see your soldiers in progressively better armor and weapons depending on if you did those requisitions quests or not or the destroyed homes in the Hinterlands being rebuilt if you got rid of the mages and templars, and seeing the villagers leading safer lives etc...
Here's a definition.
"A term, often used by gamers, to describe a quest in an RPG game in which the player must obtain an object or objects to complete the quest. While in the process, they may come into contact with enemies, obstacles, and/or general headache. After the player has obtained the object, the quest is completed, and the character is awarded with a trivial reward."
The widow's ring is a fetch quest. Everything you just said is your imagination. There are fights all over the map, you can't swing a dead cat without hitting a mage or a templar. That lady will not speak to anyone about the Inquisition. Your status doesn't change if you do or not that quest. People's opinions about you and the Inquisition won't change (same goes with fetching ram meat, supplies for refugees, etc. etc.).
A non-fetch quest is when you have dialogue, story, choices and different outcomes. Inquisition's quests consist of the most basic dialogue which is "what do you need/tell me more" (even though the person already said everything there is to say) and "goodbye". You can't even react to what the person is telling you, you can't even deny the quest. Then you just have to run to the other edge of the map, kill whatever you find in your way (probably for the 10th time), reach your destination, do whatever you have to do (pick up ring, kill rams, claim supplies), come back, "hey, I did the thing" and that's it. That's a fetch quest.
That's the definition I use as well. In that case, DA:I didn't have that many fetch quests. Unless you count the requisitions for every time they repeat. But here's the thing, even though there are some fetch quests in the game, most can be ignored completely. So there should be no complaint about that.
It isn't imagination. It is a logical conclusion based on the events witnessed in the game. It is logical to conclude that the widow and the grieving elf, to cite another example, will at some point tell someone else about how the Inquisitor helped them. This influences the common folk to have a better opinion of the Inquisition. If I recall, both of these quests result in your influence being increased. Which would indicate that the Inquisition's rep is getting stronger because of those people you helped.
Yes, fetching ram meat and such is a fetch quest too, but it fits the story. And I think that is the important thing. Also, this quest can be turned down by leaving the conversation.
The point isn't that you can skip most of the crappy fetch quests, the point is that they completely take the place of longer, more interesting, and more involved quests.
There is a differences in DA:O, DA:2 and DA:I, that is power and authority. In DA:O and DA: 2 you are only a soldier, trying to save your homeland, family and city. You have no subordinate or even an army. You only have friends. But in Inquisition, you are a leader of an army. You are the General. Why not just send your soldiers to do that kind of quest? "Hey Cullen! Send 10 of our soldiers to help that woman to revenge his husband" simple as that.
I agree that certain requisitions should be this way, like the geological studies or the crafting of supplies. I think BioWare could fix this easily by having the resources missions on the chore table allow for higher returns of the various plants, materials, and metals. Going to the black market should also allow for a return of rare crafting items like the elven tomes.
Some chore table missions do include what you wrote. Some missions can only be completed through your advisors.
The point isn't that you can skip most of the crappy fetch quests, the point is that they completely take the place of longer, more interesting, and more involved quests.
Or do they? This can only be confirmed if the devs state that they took time away from making main quests to make fetch quests. Otherwise, it's entirely possible that they made all the main quests they wanted to make and then made fetch quests in addition to those.
The problem is that some zones are to big and had to be filled. Most critique against the fetch quests stem from The Hinterlands, which is an interesting zone, but it was way to big. Where as Origins is a tight narrative rpg where the side-quests are more in line with where you go for the main quest. The point of Inquisition is to spread your influence, it starts with helping out the common folk to mediate peace in the Orlesian Empire. The curve is slow and steady, and goes ever upward. That beeing said, most quests should have been abit more fleshed out and given proper context as to how they help the Inquisition. All in all i don't mind them at all.
Or do they? This can only be confirmed if the devs state that they took time away from making main quests to make fetch quests. Otherwise, it's entirely possible that they made all the main quests they wanted to make and then made fetch quests in addition to those.
They take the place of longer, interactive, and more interesting side quests which are completely absent from DA:I yet were a staple of BioWare games as long as I've known them. (however I do believe that the main plot is short and lacking and that one reason for so many fetch quests coupled with the power requirement is to hide this)
They take the place of longer, interactive, and more interesting side quests which are completely absent from DA:I yet were a staple of BioWare games as long as I've known them. (however I do believe that the main plot is short and lacking and that one reason for so many fetch quests coupled with the power requirement is to hide this)
But for the fetch quests to take the place of main quests you must confirm that BioWare either cut main quests from the game for fetch quests, or took time and resources away from main quest writing in order to write for the fetch quests. It is possible that BioWare wrote all the main quests first, called it good, and then went on to make fetch quests.
Interesting side quests were not absent from Inquisition. I don't know why you would think this. Emprise du Lion, The Emerald Graves, and the Exalted Plains are side quest areas. The Temple of Dumat is a side quest. Destroying the Reds on the coast is a side quest. Investigating the various elven ruins and temples are side quests. The companion quests are side quests. So no, these weren't completely absent.
I haven't completed the game yet, so I don't know how short the main quest is, but I can tell that the main quest is longer if you do the side quests related to it. Now, maybe it is short. If so, then I'll agree that it is. But that has nothing to do with the fetch quests. In fact, if the fetch quests were created to hide this, then you necessarily admit that BioWare intentionally made a short game and then padded it with smaller quests. That doesn't mean the smaller quests took anything away from the main quest. It means BioWare chose to make a short main game.
A lot of the people who praise the fetch quests in Inquisition are just creating their own headcanon and then mistakenly attributing it to the game.
That's the definition I use as well. In that case, DA:I didn't have that many fetch quests.
Erm, what? Almost every single quest in DAI is a fetch quest in some way. They are errand boy quests. I'll give you a few examples of fetch quests in the hinterlands.
The Hinterlands has about 40 sidequests (not counting the camps, rifts and requisitions) and at least 27 of those are fetch/kill/find a note quests, they are filler quests. That's more than half, and it's only in the Hinterlands. And out of those 40 quests there isn't a single one where you get a small cutscene, where you get to truly interact with the NPCs, where you get to react to what they are saying, where you get multiple choices and different ways to complete that quest. Even the main ones where you have to kill the mages and templars, you don't even get a cutscene with an encounter before you kill them, you don't get a bit of story, nothing. It's just, go here and kill them. More simple than that is impossible.
It isn't imagination. It is a logical conclusion based on the events witnessed in the game. It is logical to conclude that the widow and the grieving elf, to cite another example, will at some point tell someone else about how the Inquisitor helped them. This influences the common folk to have a better opinion of the Inquisition. If I recall, both of these quests result in your influence being increased. Which would indicate that the Inquisition's rep is getting stronger because of those people you helped.
Yes, fetching ram meat and such is a fetch quest too, but it fits the story. And I think that is the important thing. Also, this quest can be turned down by leaving the conversation.
No. It's your headcanon. In no way you see these things happening in the game, so it's not canon and it's not "logical". Just because you think that happens doesn't mean it's true and it doesn't mean everyone should think the way you do. People don't play games to imagine what may or may not happen. The power and influence is just a number. In no way you see the Inquisition growing. People respect you and the Inquisition no matter if you do or not the sidequests. Nothing changes. "Influence" is only there to give you an excuse to do some of these fetch quests and to make the game seem longer. If people would just do the main quests, they would finish this game in under 10 hours. But Bioware didn't want us to notice that, so they locked the main missions so we have to do a big portion of these sidequests in order to unlock them.
And if I'm talking to an NPC, I want to interact with them, I don't want to have to back away from a conversation just because I don't have a simple option of declining the quest.