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


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#51
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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.

 

It doesn't matter. It's either a case of, "Sorry we decided to cut fleshed out content and replace it with superfluous fetch quests..." -or- "Sorry we made the preemptive decision to waste resources on fetch quests from the start." In either scenario, the fetch quests took up valuable space. 

 

Either way it was a bad decision and it lowered the quality of the gameplay. 


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#52
Rawgrim

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Fetch quests are something you add when you run out of ideas for side-quests. Just to add some extra content here and there. I guess someone ran out of ideas very early.


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#53
Angry_Elcor

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Disagree 99% agree the jammies and the hair options suck chocolate salty ballz..

 

That is enough of an all for me..

 

Even if that were true (it's not) I find it funny that you actually interpret 99% as 100%. It says a lot, honestly.

 

But just to point it out, from the number of people taking the time to answer "I don't think this is a big deal," alone, 99% is a hilariously false overestimation. It doesn't even account for the people who actually care so little that they don't bother to respond. And, of course, there are the people who took the time to answer in this very thread that they consider fetch quests a part of the genre. But hey, they don't count, because they don't agree with you, right? That's how you get to "everyone agrees," of course. By saying "everyone agrees with me, except the people that don't count."

 

The same people posting over and over again don't actually represent "everyone," and only someone monumentally deluded about their own importance would actually think that they do.



#54
cotheer

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I still shudder thinking of the big 3:

Bring that old hag her ring

Find a key to the cottage (which was on the opposite side of the map)

Take them flowers to the grave

 

Whoever thought these abominations were ok to put into the game, should be imprisoned and forced to play those 3 over and over again, every day.  :angry:

 

Oh and this....

 

Laidlaw says he has seen the complaints from fans about the number of collectable side-quests and "doesn't disagree".

But, he argues, there is no need for players to actually complete all of those quests, just because they are in the game. And there isn't, technically, in that they are not required to trigger a perfect ending or even reach the end at all. But then again, they are there...

 

....


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#55
Draining Dragon

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Wait, so even the lead designer thinks there are too many fetch quests?

#56
Lady Artifice

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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...

 

Yes! It would have made it feel so worth it for me if I had the experience of watching the growing power of the Inquisition have an effect. Something visual, that could feel very finite. 


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#57
AresKeith

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....

 

He's not entirely wrong though

 

Yes! It would have made it feel so worth it for me if I had the experience of watching the growing power of the Inquisition have an effect. Something visual, that could feel very finite. 

 

I so would've loved some level of customization for the Inquisition troops 


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#58
Lady Artifice

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I'm also conflicted when it comes to this issue. In some cases, the fetch quests in this game feel a lot more interesting than fetch quests in other games, by virtue of them having a lot of relevance to the plot and sometimes have subtextual plots of their own. But there are still so many of them, and with such big breaks between the big moments of the plot, it starts to feel tedious.

 

I think a lot of the issue comes down to the fact that this game is just absolutely not designed for completionists, and while that's been true in other Bioware games due to the (relative) emphasis on choices, I think it's a bigger factor now than ever before. You're forced to choose between different options so often, that it's almost the core theme of the story.

 

I think, from the devs perspective, you're not meant to do it all. But some of want to complete as much as we possibly can, at least in our default world state. 


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#59
AresKeith

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I'm also conflicted when it comes to this issue. In some cases, the fetch quests in this game feel a lot more interesting than fetch quests in other games, by virtue of them having a lot of relevance to the plot and sometimes have subtextual plots of their own. But there are still so many of them, and with such big breaks between the big moments of the plot, it starts to feel tedious.

 

I think a lot of the issue comes down to the fact that this game is just absolutely not designed for completionists, and while that's been true in other Bioware games due to the (relative) emphasis on choices, I think it's a bigger factor now than ever before. You're forced to choose between different options so often, that it's almost the core theme of the story.

 

I think, from the devs perspective, you're not meant to do it all. But some of want to complete as much as we possibly can, at least in our default world state. 

 

I also think some of the fetch quests suffered the same fate a couple of ME3's fetch quest had, some probably was going to be actual side missions but had to be changed because they couldn't finish in time 


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#60
Dai Grepher

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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. 

 

Spoiler

 

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.

 

 

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.

 

This is why I asked for a definition of "fetch quest" first. Defined in general, or vague terms, almost anything can be considered a fetch quest. This would include almost all of the main and side quests in Origins. Fetch Fergus. Fetch Dog. Fetch Mother. Fetch Sister and Nephew. Fetch Father. Fetch Family Sword. Fetch Daveth, Jory, and Alistair. Fetch flower in Wilds. Fetch Darkspawn blood. Fetch Treaties. Fetch mages. Fetch Irving. Fetch the Litany of Adralla. Fetch Neial. Fetch dreamers. Fetch Eamon's forces. Fetch arms and armor. Fetch Elaina. Fetch Bevin. Fetch Grandfather's Sword. Fetch drinks for the men. Fetch oil. Fetch blessed amulets. Fetch mages again to save Connor. Fetch Andraste's Ashes. Fetch dwarves. Fetch Branka. Fetch elves. Fetch Witherfang's Heart. Fetch the Grand Oak's Acorn. Fetch Zathriun (possibly). Fetch Anora. Fetch evidence against Loghain. Fetch approval in the Landsmeet. Fetch the old god's soul (possibly). Then there's the companion quests. You ready? Fetch Asala. Fetch Goldanna. Fetch Grimoires. Fetch Marjoline. Fetch Aneiran. Fetch Felsi. Fetch a golem. Fetch a phrase. Fetch a girl. Fetch Cadash history. Fetch Drydan history. Fetch Cailan's stuff.

 

I'm sure I missed a few dozen quests, but you get my point, hopefully.

 

Now, applying the definition we had agreed on before this, a number of the quests your listed can be struck from that list. The herbs are only fetched if you don't already have them. Otherwise you are giving supplies to someone in need of them, which was the case with my playthrough. In Blood Brothers you investigate something. That's not really a fetch quest. Dropping a letter off is not fetching, it's delivering. So is giving someone bad news. Securing an area is not a fetch. Taking flowers to a grave is not a fetch. Exploring a cave is not a fetch.

 

Killing things is part of what RPGs are all about.

 

I agree that the Hinterlands has too many side quests at once. They should have spaced them out over the course of the game. There are some interaction events for some of those quests, but not many, and you're right about no cut scenes. I dislike the lack of cinema as well, but that has nothing to do with the number of fetch quests.

 

It's not my headcanon. Just because we don't see that happen in the game doesn't mean it doesn't happen. If you get influence from something only you, your team, and the person you helped observed, then logically this means that person tells others at some point, thus increasing your reputation.

 

I don't mind if people think differently than me, but I think your cynical view is what's ruining the game for you. If you would look at the game and the quests more deeply and think about their implications and effects on the whole, then I think the game would be more fun for you. I paid $64 for Inquisition, and I felt that I got my money's worth after playing though to the end of the Hinterlands quests (about 40 hours in, playing on Nightmare).

 

Same goes for the main quests. Yes, you can blast straight through in 10 hours if you ignore the related, but unnecessary, quests. But in that case you're breaking away from the storyline and playing it like a video game rather than an adventure. Going to other areas to stop the Reds, Vints, Freemen, Demons, Corpses, etc. is all part of the storyline. From a story perspective, stopping the Elder One involves more than simply fighting him. It involves stopping his many side projects and defeating his generals too, and preventing the havoc they would cause.

 

In my playthrough, the Elder One is said to be searching the south for the Eluvian. Logically, my Inquisition should not be able to get there until going through the Emerald Grave first at the very least. So clearing that area first makes sense. Call this headcanon if you want to, but playing it like a story makes it more interesting than playing like a video game.

 

Imagine you're playing Super Mario Bros. 3. Do you have Mario use the warp whistles to get to the last level quickly because you think playing though each level and helping the kings of those lands are fetch quests? Do you think you have a princess to save immediately upon starting the game, when according to the story she doesn't get captured by Koopa until the end of level 7? And then when you beat the last level do you then complain that the game was short? Because that's what you're doing with Inquisition.

 

If you want to warp through to the last level, that's fine. Have fun. But don't call the game short just because you skipped most of its content.



#61
Dai Grepher

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It doesn't matter. It's either a case of, "Sorry we decided to cut fleshed out content and replace it with superfluous fetch quests..." -or- "Sorry we made the preemptive decision to waste resources on fetch quests from the start." In either scenario, the fetch quests took up valuable space. 

 

Either way it was a bad decision and it lowered the quality of the gameplay. 

 

Space? As in, space within BioWare's production schedule? Well, I think that claim would require insight on BioWare's process as well.

 

I do agree that there were too many side quests too early. They distracted from the main plot, which at that point in the game was about sealing the Breach.

 

But I think most of the side quests were well done and added much to the experience.
 



#62
elrofrost

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Look, I don't mind fetch quest. If they actually mean something. If there's a reason. But to ask my IQ, the savior of the planet, to collect ram hides for blankets, when there's half an army standing around chit-chatting is just ridiculous.

 

There are so many meaningless tasks in this game that it's made me not want to play again.


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#63
Lady Artifice

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Look, I don't mind fetch quest. If they actually mean something. If there's a reason. But to ask my IQ, the savior of the planet, to collect ram hides for blankets, when there's half an army standing around chit-chatting is just ridiculous.

 

There are so many meaningless tasks in this game that it's made me not want to play again.

 

Before release, they talked about how our primary job would be leading and inspiring from the front lines and that we would offer defer many tasks to our troops. 

 

I didn't take that to mean that there wouldn't be any fetch quests, but what's so strange is that there are several war table missions I'd just as soon trade away the actual fetch quests for the chance to do myself. 



#64
hoechlbear

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*snip*

 

Sigh... You're taking the term "fetch" too literally. Most people consider fetch quests the same as errand boy quests, which means, while you don't have to literally "fetch" an object, they all have the same thing in common. They have almost no dialogue with NPCs, they don't have an engaging story, they don't give you any opportunity to make choices, they don't have different outcomes. It's as simple as put some flowers on a grave, put a letter on the mailbox, kill these bandits, go to spot X to mark location, etc.

 

Most of the things you mentioned about Origins are crucial to the main story, they serve a purpose. And probably everything else you just mentioned are part of sidequests that have a story, dialogue, choices and different ways to complete the quest. Those are not features of a fetch quest. Is that so hard for you to understand? 

 

 

It's not my headcanon. Just because we don't see that happen in the game doesn't mean it doesn't happen. If you get influence from something only you, your team, and the person you helped observed, then logically this means that person tells others at some point, thus increasing your reputation.

 

You think that happened, but you have no proof, you don't see it happen, therefore it didn't happen in the game. It's like saying that couple in Crestwood's tavern "logically" got married and had children because they were in love. If it's not shown in the game, it's not canon, therefore it's a headcanon. 


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#65
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It's as simple as put some flowers on a grave, put a letter on the mailbox, kill these bandits, go to spot X to mark location, etc.

 

I call them "go make me a sammich" quests. 

 

Though, making someone a sandwich would yield more dialogue/emotion than the fetch quests we were given.  :lol:


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#66
Rawgrim

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Seems plenty of the main quests are infused with fetch elements too. Find parts to a key to proceed, gather scandals during the Ball. Stuff like that. It really messes up the pacing of the story elements.


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#67
duckley

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Leave the fetch quests, the side quests, and the collections. Players can choose to do them or not.
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#68
Gileadan

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Fetch quests aren't so bad, I mean, I got why there was a need for ram meat or blankets.

 

It's the walk quests that are awful. Click letter, run where indicated, click person/item there, done. Maybe they should be put into their own journal category, "junk quests" for example.



#69
Nefla

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Leave the fetch quests, the side quests, and the collections. Players can choose to do them or not.

Oh splendid! I'll choose to skip the boring and tedious fetch and gathering tasks to simply do the fun and engaging side quests...oh wait.



#70
Rawgrim

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Leave the fetch quests, the side quests, and the collections. Players can choose to do them or not.

 

Quite right. But the first time a player plays the game, he has no idea if they are important or not in the grand scheme of things.



#71
hoechlbear

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Leave the fetch quests, the side quests, and the collections. Players can choose to do them or not.

 

Yeah, because there's nothing wrong with skipping half of a game.



#72
Koneko Koji

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I think it's a bit of a cop out to say, "well you don't have to play them" ... the whole point of a game is to PLAY it, not skip it because it's full of low use, irritating content.


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#73
Lukas Trevelyan

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Fetch quests are something you add when you run out of ideas for side-quests. Just to add some extra content here and there. I guess someone ran out of ideas very early.

 

Lmao it's not just ideas but technical plausibility.

These people can only put so much effort onto coding a "deep" side-quest, and have deadlines to meet. 



#74
Lukas Trevelyan

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Yeah, because there's nothing wrong with skipping half of a game.

 

Well technically speaking, more or less half of any game is side-quests, and the lot of them ain't that deep either. But whatever. 



#75
Lukas Trevelyan

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Oh splendid! I'll choose to skip the boring and tedious fetch and gathering tasks to simply do the fun and engaging side quests...oh wait.

 

I know right!

I mean Crestwood's Still Waters was sooo boring and inconsequential! Also Emprise De Leon's side quests were so yawn worthy, capturing a keep and encountering a desire demon who gives you choices is really lame. There's also that awful quest line in Emerald Graves where you get to reveal a man's nobility, or choose to hide it. Then in the Exalted Plains where a series of Dalish elves quest lead you to the Temple Of Dirth'amen which was SO ugly, yuck.

I mean I could go on, but I don't have all day to do a full analysis. While DA:I could sure use more high tier side quests, you shouldn't ignore those that are currently present in the game and create a hyperbole about how there are oh so many fetch quests.