Pillars of Eternity
That's not even out yet...
Pillars of Eternity
That's not even out yet...
Anyone else notice those exciting quests in DAO, where you collect deep mushrooms for the Chantry? Find a sextant in the Alienage? Deliver letters to random NPCs? Kill some wolves at location X?
Or DA2, where pretty much the whole game was sidequests (though interactive, dialogue ones). And had it's own share of fetch quests, delivering a book/bones/old shoe to a random NPC.
I'd love there to be more story stuff, but it's not like lots of simple sidequests are new to the DA series.
Running errands is also a way to explore the world presented to you.
If you hadn't pick a book from a corpse, you wouldn't have climb the hills in south of hinterlands.
Now it's considered fun to have 10000 threads in a forum repeating the same things over and over again...
That's not even out yet...
only 10 days left
Shadowrun: Dragonfall then?
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The thing is though, if these 'fetch quests' had a few cut scenes, people wouldn't be so pissed off with them. I am telling you, if the same quest where the widow asks you to kill the Templars and get her wedding ring back, had some cut scenes, it wouldn't have felt so lifeless. But seriously, people need to stop acting as if every DA:O side quest had some amazing story, awesome characters and some great reward, because ... 'Places of Power' anyone ??
As it is, there are quite a few side quests worth doing in Inquisition, but since there are so many of them, you may end up doing the "wrong" ones.
not cutscenes. dialogue. with few more options than "What's the problem" and "Goodbye".
branching, different ways to complete and various outcomes would be nice but i'm not that picky, apparently games don't know how to do that anymore
"Now" it is considered fun to do errands for people. Running errands for lazy ass quest givers has been a huge chunk of rpg games on both sides of the pond for most of history. And that was just as true in Origins as it is now.
In DAO, you did plenty of fetch quests. In DAI, you have plenty of quests that turn into a side story.
That is not a loose assumption by the way, I was actually paying attention to that in my second playthrough - if they had made all NPC interactions cutscene-style, you'd hardly know the difference. The cause for your perception is probably the fact that there is more fetch quests than "substantial" side quests - but no less of those either.
I can't tell you a single RPG I played (and I dare say I played most of the "big" ones since 25 years) where the majority of quests wasn't fetching a few of these or killing a few of those.
only 10 days left
Shadowrun: Dragonfall then?
Dragonfall showed how it should be done with all the dialogue options throughout. Really loved the twist ending.
All the dialogue options means that another play though is not going to be the same as the first. Or there's no reason it should anyway.
And yeah the key is dialogue options. Origins had it for the most part. Inquisition doesn't even try, except on a couple of occasions which people seem to grasp at those crumbs like they're gold nuggets. Quite amusing.
I've got a BG2 playthrough happening in my spare time waiting for PoE to release and the dialogue options are what make the game.
We can cut a deal with a group of ogres to protect a town if we want or kill 'em outright.
Pay for a cure for someone's wife then lop off the blokes head for theft.
I could go on, I won't but I could.
i agree, fetch quests are a part of RPGs and they didn't just appear in DA:I out of nowhere. the problem is that they seem to be the main theme of this game.
in DA:I there are three types of quests that cannot be considered fetch ones, imho:
- main plot quests
- most of main area quests (mayor of Crestwood is fine example - it's still painfully linear, but at least it allows PC to roleplay a bit, sadly the one in fallow mire doesn't belong here)
- almost all wartable missions but since PC involvement is none - i'm ignoring them
DAI just didn't do a good job of selling their side quests or making anyone care to do them. I use CE to bypass all that garbage and nothing matters at all. DAO wasn't perfect but they did a decent job of selling their side quests and honestly I didn't have to do most of it so the game didn't feel repetitive. I played DAO, DA2, and DAI back to back and there is a noticeable difference in the side quests and how pointless and tedious they feel. In DAO there is a chance you can fail the landsmeet by not doing some of the side content. What do you fail at by not doing DAI's side quests? No, a game mechanic death scene does not count. What do you lose story wise?
Does losing Haven depends on whether you help the people in that area?
Do you ever have to prepare Skyhold for an invasion?
Do our soldiers fight better or worse based on whether or not we fulfill those requisitions?
Headcanon doesn't count. At least I could lose Amarantine if I didn't bother to upgrade.
They should have put something in the game that allows us to fail at something based on our actions and decisions whether we think they are positive or negative. But then again, everyone would just ****** that the character was written to fail because heaven forbid if they make the wrong decision or something. ![]()
Rpg heroes always run errands. I consider it a good thing that the main quest at least is not errand this time.
I still remember "Help darkspawn" - that is good dear now go fetch me "a werewolf Heart, a paragon and the lost ashes of profet which may or may not even exist".
At least I can say "no" this time around.
DAI just didn't do a good job of selling their side quests or making anyone care to do them.
But apart from certain exceptions like the alienage investigation in Denerim, DAO hardly ever made me care about catching nugs or solving a Dalish couple's issues.
The gamer in me did these quests, not my character. If it's different for you, then all power to you, but I think the inherent quality of those quests mostly being disconnected from the task at hand & trivial by definition, didn't help with that in any game.
I'm gonna go out on a limb here and say that DA2 had the best sidequests - you could never tell whether they would end up playing a part in things years later or not. I suppose that is what people attribute a "confusing disconnected narrative" to, but again, different strokes.
I never did the more trivial DAO tasks. I usually did the side content on my way to the main quests and some of the Denerim content for money and because I was interested in the situation with Zev and Inconito(sp?). Then there was that fake GW supporter poster. lol! Things that seemed too trivial never got done except my accident while I was doing more important tasks. I do agree that DA2 had the better side content. The whole of act 1 side quests had a very clear objective. Which was raise money to go to the Deep roads. I wanted the best equipment for the journey and I wanted enough money to get down there. I felt I could be a bit more flexible during Act 2 and 3 but overall I had no idea what the outcome would be for ignoring certain quests. DAI, tried to set up the importance of the tasks but unlike DA2, the objectives never had a clear goal, and unlike DAO you usually had to go out of your way just to do it. It came across as a little too tedious.
I never tire of saying that, but that's why I think the truly whide open areas in DA:I are the "worst". I love Empris du Lion & Fallow Mire, because most things you do in there are directly linked to the area and what's going on in it; plus the atmosphere is by far the thickest.
Rpg heroes always run errands. I consider it a good thing that the main quest at least is not errand this time.
I still remember "Help darkspawn" - that is good dear now go fetch me "a werewolf Heart, a paragon and the lost ashes of profet which may or may not even exist".
At least I can say "no" this time around.
Of course you forgot to mention all the dialogue and character development options you had during those quests.
All open world games have thousands of fetch quest to make you explore the world around you. The Witcher 3 will be no different just with more monster killing jobs. ![]()
All open world games have thousands of fetch quest to make you explore the world around you. The Witcher 3 will be no different just with more monster killing jobs.
As if they did wrong! CD Projekt RED is a charity foundation to fight the man, fool!
Anyone else notice those exciting quests in DAO, where you collect deep mushrooms for the Chantry? Find a sextant in the Alienage? Deliver letters to random NPCs? Kill some wolves at location X?
Or DA2, where pretty much the whole game was sidequests (though interactive, dialogue ones). And had it's own share of fetch quests, delivering a book/bones/old shoe to a random NPC.
I'd love there to be more story stuff, but it's not like lots of simple sidequests are new to the DA series.
A sidequest in DAO or DA2 was a sidequest for me. I was in a certain area anyway because of the story so I also picked up some mushrooms, killed some wolves or looked for the sextant for some extra gold.
In DAI it was like I was playing two different games. The game with dialogue and story and fun and the other game where I did a lot of "exploring" and picking up things because I thought it would be important in the end of the game.
Aren't all RPGs basically a neverending series of errands? "I would help you, brave adventurer, but I need you to go kill those werewolves/find this artifact/locate this missing princess/slay that dragon first?"
Dragonfall so good; my GotY 2014. Proof that you don't need fancy graphics to make a awesome game and tell a great story.only 10 days left
Shadowrun: Dragonfall then?
I really hope Pillars of Eternity succeeds, because I like Obsidian. But the game doesn't seem to be much appealing to me. I hope I am wrong.
Actually the errands in the game were great. Because they made sense.
Mage - Templar war in hinterlands. You stop them (main)
Then you get food, clothing, provide a healer etc. for the refugees (optional).
Why does that make sense? If you complete these errands, the people want to aid the inquisition more. You get extra soldiers, informants, agents and so on. Every time you help someone no matter how "small" it is, word of mouth spreads. By being altruistic and helping even the little guys, your Inquisitor sends a signal that "We care about the people".
From a logical perspective errands as you call them made sense in Inquisition. I found them enjoyable, because the Inquisition is a growing organisation that gathers influence. And helping people in times of need sets an example.
Edit: To clarify, from a game mechanic perspective its purely subjective as to if its enjoyable with "errands". But from a logical standpoint - roleplaying - it made perfect sense and was very well done imo.
Actually the errands in the game were great. Because they made sense.
Mage - Templar war in hinterlands. You stop them (main)
Then you get food, clothing, provide a healer etc. for the refugees (optional).
Why does that make sense? If you complete these errands, the people want to aid the inquisition more. You get extra soldiers, informants, agents and so on. Every time you help someone no matter how "small" it is, word of mouth spreads. By being altruistic and helping even the little guys, your Inquisitor sends a signal that "We care about the people".
From a logical perspective errands as you call them made sense in Inquisition. I found them enjoyable, because the Inquisition is a growing organisation that gathers influence. And helping people in times of need sets an example.
The point I was trying to make is that doing these quests served no real outcome. Let me provide you with an example. In Mass Effect 2. There was a suicide quest. If you didn't complete the quests to upgrade the ships armor. Or finish their loyalty quest. There was a great chance in the ending that person would wind up dead.
Another example other people have painted out. In DA: O. There are separate factions. If you for example. Sided with the Werewolf's killing everyone in camp. Or you could side with the Elf's. Just based on those two separate choices would have a different outcome at the ending. At the final fight if werewolf's or Elf's helped you. Same with The Mages/Templar quest. Side with one faction. It lead to a different outcome in the story.
You could even fail the lands meet if you didn't gain enough support. The people would side against you. In DA:O alone. There are four separate endings. You can put Allister on the throne. Marry the queen yourself and rule the land as equals. Put just the queen on the throne. And even killer allister or pardon him. My point is every action had a direct outcome on the story. Everything you did mostly changed the story.
In DA:I if you don't upgrade the keep nothing happens. The ending is set in stone. There was so many different outcomes based on the story it almost blows my mind how different the games are. I'm not talking about graphics. Just the story in itself. Yes in DA: I you can side with the mages or templar you can't really say thats the same thing as DA: O different endings.
I feel as if I shouldn't to list the differences in the games. If you played the games. You know how different the story is. You cannot deny that DA: O had many many more choices that had actual impacts on the story. What happens if you fail to a number of quests in DA: I.
The short answer is nothing. Nothing changes from preventing an attack I would have very much liked at the very least. If the boss attacked the castle at the very end. All of your companions could have been defending along with the people. If you didn't upgrade the keep enough. Then the boss would tear through it raining fire down on your people killing hundreds of innocent. If you did put the time and effort. Then they were saved. None of that took place.
Just seems this game more focused on combat then actually telling the story with what made me fall in love with the game. That's the choices.
The landsmeet and the LMs were major quests. DA:I has similar things, namely Wicked Eyes & Wicked Hearts and.... well, the Loyalty Missions again.
What you stated as examples in the other games are not equivalents of fetch quests; not even side-quests. So you're having fundamental issues with the game rather than the fetch quests.