I'm sorry, but there's only three types of quests. "Get this item", "Kill this fool", and "Talk to this person". That's it. Three types. Maybe I'm just overreacting and or not seeing the whole picture (if I'm not, please enlighten me), but I see that come up a lot. How the heck can you get any more "diverse" or "unique"?
"There Are Too Many Fetch Quests"
#1
Posté 25 mars 2015 - 03:31
#2
Posté 25 mars 2015 - 04:01
#3
Posté 25 mars 2015 - 04:09
Sometimes the fool you have to kill is also the one you have to talk to (first), and you have to kill him with the item you were supposed to get. It's a fetch quest triple play ![]()
- Boomshakalakalakaboom et Freedheart aiment ceci
#4
Posté 25 mars 2015 - 05:07
Yea, no sh*t. Felt like I was playing a courier and not some "save the world" big shot.
#5
Posté 25 mars 2015 - 06:27
Doesn't sound like story is their focus anymore.
http://www.reddit.co...d_not_worth_it/
Totally bummed out.
#6
Posté 25 mars 2015 - 06:46
Yeah, I held out hope for the dlc though. I thought "at least we'll get some story dlc to ground the experience".
Doesn't sound like story is their focus anymore.
http://www.reddit.co...d_not_worth_it/
Totally bummed out.
Honestly, I've played the DLC (10 hours worth). It has a good story with interesting implications and like one or two "fetch quests".
I guess what people are dissapointed with is, it's not the story they were wanting, they wanted something to clear up the ending, they wanted resolution with solas, etc. But they've gone with a different story to tell with the DLC.
- Mushashi7 et Shari'El aiment ceci
#7
Posté 25 mars 2015 - 06:54
Yeah, I held out hope for the dlc though. I thought "at least we'll get some story dlc to ground the experience".
Doesn't sound like story is their focus anymore.
http://www.reddit.co...d_not_worth_it/
Totally bummed out.
Make your own opinion.
Life will be easier when you do it.
- Maldwag aime ceci
#8
Posté 25 mars 2015 - 12:12
I've played the DLC it's like Dead Money for Fallout: New Vegas it was one people weren't expecting but good nonetheless
#10
Posté 25 mars 2015 - 12:16
Unless you would like to volunteer to pay for my games, I'll have to base my purchasing decision on other people's experience of the game.Make your own opinion.
Life will be easier when you do it.
#11
Posté 25 mars 2015 - 12:22
Unless you would like to volunteer to pay for my games, I'll have to base my purchasing decision on other people's experience of the game.
You could always watch part of a playthrough on Youtube or something, I suppose? That would give you an idea of whether you'd like it, without spoiling the whole thing.
#12
Posté 25 mars 2015 - 12:33
I'm sorry, but there's only three types of quests. "Get this item", "Kill this fool", and "Talk to this person". That's it. Three types. Maybe I'm just overreacting and or not seeing the whole picture (if I'm not, please enlighten me), but I see that come up a lot. How the heck can you get any more "diverse" or "unique"?
Hmmm, I'd not heard this before... ![]()
Seriously though, it is said that if you break it down, there are only seven plots in all story telling:
- Overcoming the Monster
- Rags to Riches
- Quest for the thing
- Voyage and Return
- Comedy
- Tragedy
- Rebirth
If you can tell me a quest in DAO that was not "Get this item", "Kill this fool", or "Talk to this person", then you get an internet cookie...
- Dragonzzilla aime ceci
#13
Posté 25 mars 2015 - 12:58
"Fetch quest" is probably not the best term. Obviously something like the Urn of Sacred Ashes quest in DA:O could be quite accurately described as a fetch quest, but that's not what people mean.
It's about quests that lack a compelling story, interesting characters, choices beyond whether you can be bothered to do it or not, or something else to make it feel worthwhile.
A lot of DAI quests have no interaction with characters (because you picked them up off a note in the ground), barely any story beyond "these guys are bad, kill them", no choices and no gameplay that's not following a quest marker or two, maybe killing a bunch of standard enemies, maybe pinging your loot radar a bit.
Of course DA:O had them too, but it certainly seemed like there were more side quests that while short and fairly simple still had a bit going for them. And the truly shallow quests were safely segregated on Chanters boards and similar, which made them easier to ignore.
- Das Tentakel, wright1978 et Uccio aiment ceci
#14
Posté 25 mars 2015 - 12:59
Hmmm, I'd not heard this before...
Seriously though, it is said that if you break it down, there are only seven plots in all story telling:
- Overcoming the Monster
- Rags to Riches
- Quest for the thing
- Voyage and Return
- Comedy
- Tragedy
- Rebirth
If you can tell me a quest in DAO that was not "Get this item", "Kill this fool", or "Talk to this person", then you get an internet cookie...
Does it count if the person you have to kill is not a fool?
- Freedheart aime ceci
#15
Posté 25 mars 2015 - 01:02
Yeah, I held out hope for the dlc though. I thought "at least we'll get some story dlc to ground the experience".
Doesn't sound like story is their focus anymore.
http://www.reddit.co...d_not_worth_it/
Totally bummed out.
Yep i was hoping this DLC would go some way to offering some meat to go with the grind and fetch.
Sadly it looks like that's not the case, so now i'm down to hoping future DLC's will be reactive to this common issue people have with DAI.
#16
Posté 25 mars 2015 - 01:12
There are not enough fetch quests. Next dlc better offer us a time clock so I can clock in and out on my Inquisitor shift. I also want the ability to herd Rams.

- Qun00 aime ceci
#17
Posté 25 mars 2015 - 01:15
There are not enough fetch quests. Next dlc better offer us a time clock so I can clock in and out on my Inquisitor shift. I also want the ability to herd Rams.
*snip*
What they really need to give us are escort missions. Take an NPC from point A to point B and make sure they stay alive the whole time. While they engage in suicidal behavior. Those always go down well. *sarcasm*
#18
Posté 25 mars 2015 - 01:17
What they really need to give us are escort missions. Take an NPC from point A to point B and make sure they stay alive the whole time. While they engage in suicidal behavior. Those always go down well. *sarcasm*
Escort Druffy from the Hinterlands all the way to this new zone, through all the zones in the middle.
#19
Posté 25 mars 2015 - 01:20
Escort Druffy from the Hinterlands all the way to this new zone, through all the zones in the middle.
Escort the Krogan female to the...oh wait right...
#20
Posté 25 mars 2015 - 01:25
The real problem with DA:I's side quests are that they have no depth. They are linear. More like an MMO rather than a RPG. If they had say more interaction, more cinematic and choices, it would have been much much better.
- wright1978 aime ceci
#21
Posté 25 mars 2015 - 01:39
The real problem with DA:I's side quests are that they have no depth. They are linear. More like an MMO rather than a RPG. If they had say more interaction, more cinematic and choices, it would have been much much better.
I would say the problem is that they are no fun. Shallow fun is still fun.
Like a crazy person with a Fade Rift in their hat and pulling demon rabbits out of it... What?
#22
Posté 25 mars 2015 - 01:41
"Fetch quest" is probably not the best term. Obviously something like the Urn of Sacred Ashes quest in DA:O could be quite accurately described as a fetch quest, but that's not what people mean.
It's about quests that lack a compelling story, interesting characters, choices beyond whether you can be bothered to do it or not, or something else to make it feel worthwhile.
A lot of DAI quests have no interaction with characters (because you picked them up off a note in the ground), barely any story beyond "these guys are bad, kill them", no choices and no gameplay that's not following a quest marker or two, maybe killing a bunch of standard enemies, maybe pinging your loot radar a bit.
Of course DA:O had them too, but it certainly seemed like there were more side quests that while short and fairly simple still had a bit going for them. And the truly shallow quests were safely segregated on Chanters boards and similar, which made them easier to ignore.
A good word for them would be ‘tasks’, not ‘quests’. How the word ‘quest’ once used to apply to stuff like searching the Holy Grail and then got assigned to things like killing 10 rats – ugh.
But as you wrote, they lack narrative context and reward. Simple as it may be, hunting down and destroying a bandit chief and his gang, bringing back his head and receiving a fair amount of moolah would normally be a pretty decent ‘starter quest’. Especially if you see the chief’s head impaled on a stake the next time you pass by, flies buzzing around it. And his wife and elderly father standing next to it, in tears and bitterly bemoaning his fate and blaming you.
However, killing some random groups of Venatori when you’re the Inquisitor him- or herself because Dorian asks you is just…well, you normally have people for that as leader of an increasingly powerful and well-connected military organisation. That’s no longer a quest, it’s a task that doesn’t make any sense.
Those delicate diplomatic negotiations or complex investigations on the war room’s map, those should be the Inquisitor’s to do, not finishing off some random mooks in the middle of nowhere.
I guess I didn't just object to the repetitive, simplistic nature of the 'fetch tasks', but also to the fact that they did a pretty good job of totally undermining any suspension of disbelief on my part... ![]()
#23
Posté 25 mars 2015 - 01:42
Some of them are fun. The good news is almost all of them are entirely optional. *clocks out*
#24
Posté 25 mars 2015 - 01:49
Some of them are fun. The good news is almost all of them are entirely optional. *clocks out*
Playing the game at all is optional. If you're going to put something in a game, make it entertaining in some way even if it's just for a cheap laugh. Like the Sad Weapon.
Don't put stuff in a game just because 'it needs stuff'. It's like they were trying to fill a quota or something.
- wright1978 aime ceci
#25
Posté 25 mars 2015 - 01:51
What they really need to give us are escort missions. Take an NPC from point A to point B and make sure they stay alive the whole time. While they engage in suicidal behavior. Those always go down well. *sarcasm*
Escort Druffy from the Hinterlands all the way to this new zone, through all the zones in the middle.
These caused me pain just reading them. I hate escort quests.
- Freedheart aime ceci





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