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


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#76
Auztin

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Honestly,how do people see mage collective or Blackstone quests as relevant to the story in Origins? It isn't. It doesn't even offer anything new.If you breakdown any game with side quests or "fetch" quests you will see they always outnumber the main quests even in Origins.
Origins storyline
Prologue
Ostager
Lothering
Redcliffe
Circle
Orzammar
Brecillian Forest
Denerim
Looks very short to me.You could even break it down further. Less "fetch" quest I am fine with as long as it doesn't cut into making areas lifeless or useless.I rather have "fetch" quests improved on than removed.
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#77
hoechlbear

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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. 

 

That's your opinion though. I find most of DAO's sidequests pretty interesting and in depth (except the chanter's board and whatnot). At least they come from NPCs with whom you can talk to, and not from notes you pick up from dead bodies. 

 

And having sidequests in a game is not a bad thing, I actually enjoy them very much that's why it's so frustrating that DAI's sidequests are so shallow.

 

 

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. 

 

I think you just named the only two sidequests in DAI where you can make a choice. DAI has more than 100 sidequests, btw. And none of those have a cutscene to make things feel more personal. Not even the Imshael quest. The encounter with him was pretty weak and the choices were in fact, lame. The rewards are terrible.


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#78
Inalt

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Useful suggestion. I don't want to play another single player MMO.



#79
Lukas Trevelyan

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*snip*

A good number of them are not that shallow.. At all.

I mean you've got the cult in hinterlands, horse master dennet's watchtowers, Imshael and Michel, the mayor in crestwood, still waters in crestwood the blades of hasserian in storm coast, the whole plot of fallow mire, the dalish in exalted plains, the imperial army in exalted plains, fairbanks in emerald graves, the capture of all 3 keeps, Calperinia/Samson's mission, among other side quests that I do not remember at the moment since I haven't played the game in 2 months. All of those involve an interesting plot, that leads to a choice or a judgement or a tangible change. Worth noting that some side quests don't even just stop at dialogue choices, but your actions matter as well. That's also not to mention Companion quests and interaction is generally better than Origins.

 

Your issue doesn't lie with "deep meaningful" side quests, because honestly DA:I has as many, if not more, "deep" sidequests as Origins (I mean, Origins has 102 side-quests, only around 20 of them tops are memorable). Your issue lies with lack of cinematic cutscenes that can break your connection with the quest and I can agree on that. 

 



#80
Monster20862

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And don't take away exploits that slightly make up for the lack of player attribute distribution.

#81
Lukas Trevelyan

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Useful suggestion. I don't want to play another single player MMO.

 

That statement is rather contradictory, how can a single player game be a massively multiplayer online game? 



#82
Draining Dragon

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That statement is rather contradictory, how can a single player game be a massively multiplayer online game?


Exactly. That's why DAI is so perplexing. It defies logic.

#83
Lukas Trevelyan

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Exactly. That's why DAI is so perplexing. It defies logic.

 

Hardly so. It's quite clearly a RPG. It features character customization, dialogue wheels, exploration, a plot that involves numerous choices, and a mix between action and strategy combat, among other things. 



#84
Draining Dragon

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Hardly so. It's quite clearly a MMO. It features poorly lit character customization, linear dialogue wheels, lots of running, a plot that involves meaningless choices, and button-mash combat, among other things.


FTFY
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#85
Inalt

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That statement is rather contradictory, how can a single player game be a massively multiplayer online game? 

It feels and plays like MMOs but you play it alone.


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#86
hoechlbear

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A good number of them are not that shallow.. At all.

I mean you've got the cult in hinterlands, horse master dennet's watchtowers, Imshael and Michel, the mayor in crestwood, still waters in crestwood the blades of hasserian in storm coast, the whole plot of fallow mire, the dalish in exalted plains, the imperial army in exalted plains, fairbanks in emerald graves, the capture of all 3 keeps, Calperinia/Samson's mission, among other side quests that I do not remember at the moment since I haven't played the game in 2 months. All of those involve an interesting plot, that leads to a choice or a judgement or a tangible change. Worth noting that some side quests don't even just stop at dialogue choices, but your actions matter as well. 

 

Some aren't that shallow but they aren't that great either.

 

The cult in the hinterlands, what's so interesting about that? You have to convince a woman that you are the herald or/and have the power to close rifts by... closing a rift. Then you have the fetch quest of getting a potion and telling a man that his lover is dead. And that's it? The watchtowers, you go all over the map claiming spots. You find that interesting? Imshael, like I said was handed quite poorly in my opinion. Fallow Mire consist of you killing a bunch of undead and read codex if you want to know a bit of story about that place. The Dalish only give you errand boy quests. Find my stupid brother, herd back a halla, kill some demons at a graveyard, collect a bunch of crafting materials. All shallow. Finding the brother could result in an interesting quest but surprise, you find him dead, read a note and you're done. Calpernia and Samson are not regular sidequests, they are integrated into the main story and are in fact inner circle sidequests (either for Leliana or for Cullen). Capturing the keeps is fun and all, but I wouldn't call that an interesting and engaging sidequest. Not to mention that after you capture these keeps, they are useless. Crestwood was probably the only world that had some interesting sidequests. It's the only place where I actually had some fun exploring.

 

 

 That's also not to mention Companion quests and interaction is generally better than Origins.

 

Like I said companion's quests are a whole different matter but even there you have fetch (or kill) quests. Go kill some rogue mages, go kill some venatori, go destroy some red lyrium. And their main personal quests are not that different from Origins. They are all rather short. By interactions do you mean dialogue? Because if yes, Origins had a lot more dialogue with companions than DAI. By a mile. I remember at Ostagar alone, I could ask Alistair a bunch of questions. Not to mention that companions in DAO would react to the world around them all the time and would give their opinions constantly while doing sidequests.

 

 

Your issue doesn't lie with "deep meaningful" side quests, because honestly DA:I has as many, if not more, "deep" sidequests as Origins (I mean, Origins has 102 side-quests, only around 20 of them tops are memorable). Your issue lies with lack of cinematic cutscenes that can break your connection with the quest and I can agree on that. 

 

We'll just have to agree to disagree. Even DA2 had more interesting sidequests than DAI, in my opinion. The fact that DAI doesn't have a single cutscene for sidequests is a problem indeed, but that's not the only issue for me. It's also the fact that probably half of the sidequests in DAI come from notes on the ground or dead bodies and the fact that when they do come from NPCs, you don't get to interact with them like you could in past games. It's always the same "what do you need?" and "goodbye". For instances, the ram meat quest could be a good sidequest if only we could actually interact more with the hunter, maybe see the starving refugees, maybe have some approach you for help or at the end of the quest, thanking you. If you would refuse the quest (if we actually had a choice to refuse quests, which we don't.) some refugees could approach you later telling you someone died because you didn't help. I don't know, something, instead of being just go fetch this, go kill that.



#87
Rawgrim

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Honestly,how do people see mage collective or Blackstone quests as relevant to the story in Origins? It isn't. It doesn't even offer anything new.If you breakdown any game with side quests or "fetch" quests you will see they always outnumber the main quests even in Origins.
Origins storyline
Prologue
Ostager
Lothering
Redcliffe
Circle
Orzammar
Brecillian Forest
Denerim
Looks very short to me.You could even break it down further. Less "fetch" quest I am fine with as long as it doesn't cut into making areas lifeless or useless.I rather have "fetch" quests improved on than removed.

 

Every one of those quests you list up had their very own set of story based side-quests as well. DA:I had nothing like that. Every side quest in it was a fetch quest.

 

The fetch quests in Origins were the ones you found on various boards etc. The side quests had plenty of dialogue and served to flesh out the DA world quite a bit.


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#88
Nefla

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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. 

  The only one of those I found decent was the Crestwood one (though I never did the nobility one). They lack a human element as well as decisions and role playing options. Maybe your nobility one was awesome and makes up for the others being so lackluster but I don't look forward to quests like the ones you listed. None of them gave me a reason to care.

 

Here's an example of a questline I consider fun: