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#126
Nefla

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Finding Sten's sword has a consequence in the epilogue, but all you do to find it is teleport from map to map. You go to a bar to talk up Felsi for Oghren to get laid. You give Zevran boots. You talk to Alistair's sister and Marjolaine for a minute.

 

They're very simple quests with very little actual meat. Sure they diverge, but they're lite versions compared to DAI's.

 

It's more of a matter of impact of the quests and how they're approached as opposed to the divergence in the final result.

 

On the other hand, you raid a base for Cassandra that gives a rather interesting twist in the end. There's divergence at the end of the quest that, like the Alistair choice, has a divergence in the potential endings.

Cullen's personal quest is rather long and diverges based on your Mage/Templar choice.

 

You talk to Dorian about his relationship with his father and find out more about the Tevinter construct. Is there a similar lore exposition in DAO?

 

etc..

I actually enjoyed DA2's companion quests the most out of the 3 games though I liked the companion quests in all 3. The companion quests in DA:I are good as always but they don't go nearly far enough to fill the void of fun side quests out in the world.


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#127
AWTEW

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I can't wait for Pillars! :D

 

Neither can I, I even pre-ordered.  :D



#128
Lebanese Dude

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I actually enjoyed DA2's companion quests the most out of the 3 games though I liked the companion quests in all 3. 

 

Same. DA2 had the best companion quests, but those companion quests were the bulk of the game itself really much like the Loyalty Missions in ME2.


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#129
Loghain Mac-Tir

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Well, you're the one who keeps stating that the companions quests' in DAI "are streets ahead then those of Origins". Yes, it is subjective that's why I gave my opinion as well. So in Origins the companions' quests didn't have an impact on them? The fact that you can harden Alistair and Leliana and change their personality isn't important? Or the fact that if you help Sten retrieve his sword it will unlock multiple dialogues throughout the game. Or the fact that if you help Oghren or not, by the end of the game he can either be married and have a child or he can be a drunk. What's so different in DAI? Apart from a few companions like Iron Bull and Blackwall I don't see what's the huge impact you speak of.

 

And if you think a fetch quest is the equivalent of a gifting system where you can give a special and meaningful gift to your companions which will trigger a nice cutscene with dialogue then good for you, I guess.

 

I keep doing that don't I, let's see how many times I did that...  two times, one of which was a reply, to you no less. It's like I am obsessed with the Companion quests in DAI . 

 

Let's take a look at them ;

 

Cassandra - Learn a great deal of Lore (whole tranquility business) Reform the Seekers or not , can even change the ending a little

Cole and Iron Bull - Fundamentally change who they are. 

Leiliana - Like Origins, 'Hardened' or not, again, can change the ending. 

Cullen and Blackwall  - Help through a personal crisis (can change the ending in Cullen's case) 

 

I can state the other Inner circle quests too, but they weren't that memorable. 

 

So, overall there's a lot more content in Inner circle quests in DAI than it was in O.



#130
Nefla

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Same. DA2 had the best companion quests, but those companion quests were the bulk of the game itself really much like the Loyalty Missions in ME2.

Oh DA2, if only you'd had more development time :(


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#131
Lebanese Dude

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I can state the other Inner circle quests too, but they weren't that memorable. 

 

RIP Natalie. You will never be remembered.



#132
hoechlbear

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Finding Sten's sword has a consequence in the epilogue, but all you do to find it is teleport from map to map. You go to a bar to talk up Felsi for Oghren to get laid. You give Zevran boots. You talk to Alistair's sister and Marjolaine for a minute.

 

They're very simple quests with very little actual meat. Sure they diverge, but they're lite versions compared to DAI's.

 

It's more of a matter of impact of the quests and how they're approached as opposed to the divergence in the final result.

 

On the other hand, you raid a base for Cassandra that gives a rather interesting twist in the end. There's divergence at the end of the quest that, like the Alistair choice, has a divergence in the potential endings.

Cullen's personal quest is rather long and diverges based on your Mage/Templar choice.

 

You talk to Dorian about his relationship with his father and find out more about the Tevinter construct. Is there a similar lore exposition in DAO?

 

etc..

 

 

It's the same in both games. In some cases, it changes the characters, in others it changes the epilogue. I think both DAO and DAI had similar companions' quests, but to say DAI is miles better? I don't agree with that and my post was directed to that.



#133
Lebanese Dude

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It's the same in both games. In some cases, it changes the characters, in others it changes the epilogue in others it can change the ending. I think both DAO and DAI had similar companions' quests, but to say DAI is miles better? I don't agree with that and my post was directed to that.

 

No it's not the same.

 

DAI's has way more content per companion quest. That's simply not arguable. Cassandra and Cullen's quests alone account for the same time spent doing all the companion quests in DAO. The two major companion choices in DAO involve hardening Leliana and Alistair, and DAI has plenty of those in different flavors that change ALL their future interactions.

 

Cole (Spirit vs Human)

Iron Bull (Qunari vs Tal Vashoth)

Leliana (Idealist vs Pragmatist)

etc..

 

Sure DAO had divergence in those quests (although more often than not they were a Do/Refuse divergence), but so did DAI with choices based on actual interactive input.



#134
Loghain Mac-Tir

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The people who love the game immediately jump on detractors as well, calling their opinions wrong and saying that they're wearing nostalgia glasses (even if previous games weren't brought up), that the game is amazing and people are complaining just because they want to complain and accusing them of not actually playing the game, not being smart enough to understand it :rolleyes: , etc...completely dismissing people's personal opinion as well as any valid criticism.

 

And those people need to be criticized as well. I have no problem when some one claims that DA:O is the best Dragon Age game (why should I, I am one of them) but when some one says that ; 'It's the best game in the world, it's like God came down to earth, to design this game. And I can't believe that an obviously broken game like Inquisition is part of the same series as Origins', well those need to reminded that it's their opinion and nothing else. 

 

Btw, the people you are describing, are mostly limited to BSN. But the Inquisition haters (if we're gonna use that term) are spread over the Internet. This one guy over the Internet told me not to buy Inquisition and said, "Don't come crying to me afterwards, if your parents scold you for wasting 60 bucks". Now this guy didn't know me at all, that was literally the first time I 'talked' to him, but that is his opinion of a DAI gamer.

 

My point is, there are fools on every side of an argument, best to recognize them as such, and move on. 


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#135
hoechlbear

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No it's not the same.

DAI's has way more content per companion quest. That's simply not arguable. Cassandra and Cullen's quests alone account for the same time spent doing all the companion quests in DAO.

 

Sure DAO had divergence in those quests (although more often than not they were a Do/Refuse divergence), but so did DAI with choices based on actual interactive input.

 

I said it's the same, as in, the consequences of those quests, not how much time it takes you to complete them. Because in the end all they do is change the character or change the ending. Sure, some companions got more attention than others in DAI, that I agree with. But according to some people, DAI's companions quests are better because they have an impact in the characters while DAO's quests apparently don't. That's the only reason why I commented on that. 



#136
Lebanese Dude

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I said it's the same, as in, the consequences of those quests

 

Ah sure well that aspect is undeniable.

 



#137
In Exile

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Dagna happens in the Dalish camp? Ruck happens in the Dalish camp? Kaitlyn and her brother happens in the Dalish camp? The Deserter happens in the Dalish camp? Are you sure you read my post or even played the game? And I only gave a few examples from each location, but there are more sidequests that are similar to those. I can give you more examples if you want.

 

Dagna had less interaction than the Dalish Keeper. The mage dude in the closet at the Circle Tower had more dialogue than Dagna. I get some people really like her character but she literally has one conversation with you that (if you save the Circle) gives you a fetch quest to go to the Circle. You can also talk to her father, but that's a wholly separate conversation. 

 

The quests aren't different in DA:I - there are just fewer of them, and they aren't tied to the main plot. But the same **** quest design is used in DA:O and DA:I.

The problem with DA:I isn't that it didn't do what DA:O did - it's that the actual quest design is garbage, and everyone praised the dialogue interaction so much that they never noticed/commented on the quest quality.

This is exactly what happened in DA2 - everyone praised the "choice" options in DAO despite the fact that they were 95% empty flavour with zero consequences. When DA2 did the same thing but didn't "wow" people, people then hated on the same design that Bioware was praised for in DA:O. 


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#138
In Exile

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It's the same in both games. In some cases, it changes the characters, in others it changes the epilogue. I think both DAO and DAI had similar companions' quests, but to say DAI is miles better? I don't agree with that and my post was directed to that.

 

DAO had very minor quests. Sten just had you walk to 4 locations, have a few conversations. Alistair was literally just go to a house in Denerim. Leliana went one farther by giving you a random encounter before sending you to a house in Denerim.

 

DAI (and DA2) had way more massive quests that borrow from the ME2 loyalty missions, which were totally separate vignettes about a character in unique areas with a heavy focus on that one character and multiple conversations/NPC interaction. 

 

That's very resource intensive and a dramatic shift from the MQ to the companions. In DA:I we have 9 companions and 3 advisors each of which have the same level of investment and far more than ME2. That's a dramatic shift of resources away from side quests. Combine the MQ (which is very cinematic heavy) and the Companion/Advisor quests and you have a substantial amount of content that parallels a great deal of DA2. But it's higher resource intensive because of 2 VOs, 4 player races, and unique areas. 

 

There's almost nothing left in the tank for sidequests. Which in DA2 just meant more dialogue cutscenes. 

 

The real take-away is that people want more dialogue and more variety in what htey do but the design is the same. 



#139
hoechlbear

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DAO had very minor quests. Sten just had you walk to 4 locations, have a few conversations. Alistair was literally just go to a house in Denerim. Leliana went one farther by giving you a random encounter before sending you to a house in Denerim.

 

Sera's quest was literally just go to some location and punch a noble in the face. Solas quest was go to a place and free a spirit. Vivienne's takes you somewhere and you watch a man you never seen or heard off randomly die. Both DAO and DAI had good/bad/quick quests. I already stated that I agree that some companions (like Cassandra) had more attention and more developed sidequests but not all of them were that perfect or better than DAO for that matter. But in all games, most of them have an impact on the characters or/and the ending. That's a fact and that's what my first comment was about.

 

 

 

Dagna had less interaction than the Dalish Keeper. The mage dude in the closet at the Circle Tower had more dialogue than Dagna. I get some people really like her character but she literally has one conversation with you that (if you save the Circle) gives you a fetch quest to go to the Circle. You can also talk to her father, but that's a wholly separate conversation. 

 

Missing the point entirely. Just the fact that she's basically a quest giver but still got stuck in people's memory and even returned in DAI is a sign that DAO did something right. They managed to create a very much loved NPC with only about 3 minutes of dialogue (which is actually more than what you get in a lot of sidequests in DAI). Also the fact that you have choices, like refuse to help her, speak with her father, or go to the circle. Out of the 200 or so sidequests in DAI, how many allowed you to make choices? Probably a handful?

 

 

The quests aren't different in DA:I - there are just fewer of them, and they aren't tied to the main plot. But the same **** quest design is used in DA:O and DA:I.

 

DAO has cutscenes, DAI doesn't. DAO gives you choices in nearly all sidequests, DAI doesn't even let you refuse a sidequest. DAO has a lot of dialogue with NPCs, half of DAI's sidequests come from notes on the ground/dead bodies and the other half you talk to someone for like 30 seconds. DAO sidequests can have multiple outcomes, most of DAI's don't (unless you count do the quest or not as a different outcome). So I can't see how DAI and DAO's sidequests are the same to be honest.


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#140
Sanunes

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DAO has cutscenes, DAI doesn't. DAO gives you choices in nearly all sidequests, DAI doesn't even let you refuse a sidequest. DAO has a lot of dialogue with NPCs, half of DAI's sidequests come from notes on the ground/dead bodies and the other half you talk to someone for like 30 seconds. DAO sidequests can have multiple outcomes, most of DAI's don't (unless you count do the quest or not as a different outcome). So I can't see how DAI and DAO's sidequests are the same to be honest.

 

I will agree that the side quests in Origins had a better presentation, but I preferred how the primary quests were handled in Inquisition.  The thing I see with your other statements is they have a subjective quantity. I never felt that Origins had that many outcomes for I don't count having a different line of dialogue at the end of a quest to make it a different for there isn't a consequence in the game. For me there are more outcomes present in Inquisition for you have the quests that involve Agents and the different outcomes you can get with those or the different quests based on the different Inquisitor Origin or Inquisition Perk you purchase.

 

Edit: Rewrote part.


Modifié par Sanunes, 19 mars 2015 - 05:14 .


#141
In Exile

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Sera's quest was literally just go to some location and punch a noble in the face. Solas quest was go to a place and free a spirit. Vivienne's takes you somewhere and you watch a man you never seen or heard off randomly die. Both DAO and DAI had good/bad/quick quests. I already stated that I agree that some companions (like Cassandra) had more attention and more developed sidequests but not all of them were that perfect or better than DAO for that matter. But in all games, most of them have an impact on the characters or/and the ending. That's a fact and that's what my first comment was about.

 

And my comment is about the disproportionate investment. Yes, Sera and Viviene have investment comparable to, say, Wynne and Zevran. Except that the Sera, Viviene and Solas quests are the exception in DAI, not the rule. And there are more characters over which these resources are invested in. 

 

You may value companion quests less, or somehow consider them "different" from the other random side-quests that populate the world, but they all derive from the same resource pool. 

 

Missing the point entirely. Just the fact that she's basically a quest giver but still got stuck in people's memory and even returned in DAI is a sign that DAO did something right. They managed to create a very much loved NPC with only about 3 minutes of dialogue (which is actually more than what you get in a lot of sidequests in DAI). Also the fact that you have choices, like refuse to help her, speak with her father, or go to the circle. Out of the 200 or so sidequests in DAI, how many allowed you to make choices? Probably a handful?

 

No, it's not missing the point. You have some ridiculous subjective affection for the character; I get that. Some people have ridiculous affection for Scout Harding, despite the fact that your conversations are paper thin and she exhibits, in my view, nothing that really constitutes any character. That's all subjective - it's not a sign of some preeminent or masterful quest design that somehow Bioware dropped in DA:I. 

 

Characters like Fairbanks have substantially more content dialogue-wise, and you have the same binary choice you had with Dagna: sell her out or not. 

 

You're very much right that Bioware has - since DA:O - moved toward very binary choices, and then toward no choices at all. But a lot of that is the result of DA2, and the source is found in the same misguided criticism that infects this thread, namely, a complete disregard for the actual structural problems with the quest-design that Bioware adopts, in place of which there is an expression of general dissatisfaction. 

 

The quest design in DA:O is identical to DA:I. The end-game to a some quests is more varied. Because there are 0 consequences for that, Bioware has, in response to the repeated criticism that they have "empty" or "flavour" choices, dropped those choices from the end unless there will be reactivity in-game. That's a terrible decision quest-wise. 

 

But unless we talk about these features in terms of their actual design, we get nowhere. 

 

 

DAO has cutscenes, DAI doesn't. DAO gives you choices in nearly all sidequests, DAI doesn't even let you refuse a sidequest. DAO has a lot of dialogue with NPCs, half of DAI's sidequests come from notes on the ground/dead bodies and the other half you talk to someone for like 30 seconds. DAO sidequests can have multiple outcomes, most of DAI's don't (unless you count do the quest or not as a different outcome). So I can't see how DAI and DAO's sidequests are the same to be honest.

 

I very much agree that DA:O has a cutscene camera, and I've often said a lot of the criticism of DA:I really seems to be founded in the subjective difference people experience regarding those scenes. DA:I and DA:O have comparable NPC interaction. But a lot of the NPCs you can interact with in DA:I aren't necessarily quest givers, and that dialogue is spread out over a great deal more characters. 

 

The actual design of the quest - fetch something for someone, or kill something - is completely identical across both games. You have no novel or clever or even experimental gameplay in DA:I at all, and you didn't in DA:O. 

 

The finding the ring off a corpse quest doesn't become better designed if you could also sell the ring or forge a magic item out of it. It's still a stupid fetch quest. But it feels subjectively better because there are multiple resolutions. 



#142
Shadow Fox

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All I can think of when I see these topics is you guys would have really hated games like Final Fantasy,Xenosaga or Legend of Dragoon.



#143
Nefla

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All I can think of when I see these topics is you guys would have really hated games like Final Fantasy,Xenosaga or Legend of Dragoon.

I enjoyed those games when I was young but eventually became fed up with JRPGs and stopped playing them entirely right after FF13 came out. I can't say how they compare to DA:I because it's been many years since I've played any and though I remember them fondly my old memories filtered through a child/teenager's perspective aren't exactly reliable. There are some JRPG things DA:I could have benefited from though such as scary and unique bosses (including side bosses) and gaining very powerful abilities through side questing the way you could get summons/GFs/eidolons/etc...



#144
Shadow Fox

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I enjoyed those games when I was young but eventually became fed up with JRPGs and stopped playing them entirely right after FF13 came out. I can't say how they compare to DA:I because it's been many years since I've played any and though I remember them fondly my old memories filtered through a child/teenager's perspective aren't exactly reliable. There are some JRPG things DA:I could have benefited from though such as scary and unique bosses (including side bosses) and gaining very powerful abilities through side questing the way you could get summons/GFs/eidolons/etc...

One word:

 

Grind



#145
Nefla

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One word:

 

Grind

I always got the encounter none/moogle charm/whatever as soon as I could XD this worked out ok for me in FF8 since the junction system boosted your stats I got through boss battles fine...that is until the final boss who steals all your junctioned magics. Then I was just a derpy lv 14 nooblet with no skills until I went back and refined some triple triad cards into "heroes" and "holy wars" and kept my party at 1 hp and just spammed those limit breaks :lol: bwa ha ha!

 

I doubt I would enjoy any of those games now though, just thinking of the characters and storyline objectively there's a lot of teen angst that I'm just not into anymore and I want to keep my memories pure and wonderful :wub:



#146
Shadow Fox

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I always got the encounter none/moogle charm/whatever as soon as I could XD this worked out ok for me in FF8 since the junction system boosted your stats I got through boss battles fine...that is until the final boss who steals all your junctioned magics. Then I was just a derpy lv 14 nooblet with no skills until I went back and refined some triple triad cards into "heroes" and "holy wars" and kept my party at 1 hp and just spammed those limit breaks :lol: bwa ha ha!

 

I doubt I would enjoy any of those games now though, just thinking of the characters and storyline objectively there's a lot of teen angst that I'm just not into anymore and I want to keep my memories pure and wonderful :wub:

Yup I still cry when I remember all the boring level grinding you have to do in those games.

 

Whereas in Dragon Age all I gotta do is some laughably easy side quests.



#147
Nefla

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Yup I still cry when I remember all the boring level grinding you have to do in those games.

 

Whereas in Dragon Age all I gotta do is some laughably easy side quests.

Easy but no less boring imo. I don't think anyone was saying collecting elfroots or finding someone's lost goat was hard, just that it's incredibly boring and there's way too much of it. We wanted some fun side quests to do as well. I also don't like that there is a power requirement. Slogging through enough rift opening, tent pitching, bear killing, goat finding. etc...required to get the 124(or so) power points needed to unlock all the main quests in the game is boring enough the first time, in subsequent playthroughs it's like pulling teeth :(


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#148
Aren

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DAII companions quest have no rival in this Franchise.



#149
Innsmouth Dweller

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Dagna had less interaction than the Dalish Keeper. The mage dude in the closet at the Circle Tower had more dialogue than Dagna. I get some people really like her character but she literally has one conversation with you that (if you save the Circle) gives you a fetch quest to go to the Circle. You can also talk to her father, but that's a wholly separate conversation. 

(...) 

are you two talking about side quests or conversations? because if it's the word count of NPCs, DAI beats every game i know... and it probably would mean you're derailing :3



#150
The Jackal

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Yup I still cry when I remember all the boring level grinding you have to do in those games.

 

Whereas in Dragon Age all I gotta do is some laughably easy side quests.

 

It's not how difficult it is. That doesn't enter into it. It could be as easy as walking across the map. It's how fun it is. In DA: O every single mission I had fun in doing. There was no grind to me. Every part of the game was the fun part. I didn't like "Well I have to complete this to do this. That's the key thing I'm trying to penetrate into peoples minds. Difficulty has nothing to do with it.

 

In DA: O. I did Shale's personal quest. I had fun with it. I learned more about his past. It was informative as well as it was interesting.