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I just don't get it. :(


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#301
Marshal Moriarty

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Oh come on! Have some awareness of what you're saying, please. A huge temple, with a door to its main sanctum that requires dozens and dozens of keys to get in, that are spread across all the other zones, and that the Venatori were trying to break into, and you're saying you're perfectly happy that there was nothing in there?! Just a few odds and ends, plus some enemies who you have faced billions of times?! Its the biggest waste of time time ever!

 

I'm perfectly willing to accept that some people simply like certain aspects of game more than others. But this was just awful game design. A long, unbelieably boring and needlessly drawn out quest (your own characters say as much!!!!) requires a better resolution than that. For an example of how to adequately reward players, look at the 'Under Her Skin' quest. I admit that the Temple of Dumat didn't live up to its promise, especially considering the sinister night time atmosphere when you enter the place (I really thought that level was going to awesome when I arrived), but at least the cutscene at the end with the trapped Tevinter guy was interesting, and helped move Calypernia's character development along.

 

Something small like that can help lift a quest, to make it feel like it was actually worth your time after all. And as to stat increases, they pale in comparison to finding actual good treasure. A major problem people have with the gameplay in DA:I is the useless loot. Even the item is named and of purple rarity etc, the chances are that the thing still sucks compared to what you have. The item crafting, and the fact that the game opens up tons of areas, but gives you no idea what order you should try them, means you inevitably get stuck trudging through areas gathering oceans and oceans of worthless items and 'rare; weapons that are utterly useless.

 

Good, genuinely powerful loot can easily be a good enough reward. Finding something that really is awesome makes you feel like Indiana Jones, conquering the tomb and getting the relic (although, the museum will have to wait if they expect you to hand over your prize lol!) Passive buffs to your stats are NOT acceptable though. They are welcome, and very useful, but they don't feel substantive enough - its not as good as having actual treasure. And not rubbish - I'm talking honest to goodness Legendary weapons and artifacts here. None of this 'fairly okayish dagger or decentish suit of armour. Something that makes your jaw hit the floor and want to frenziedly kill your friends if they try and take it from it - *that* is the kind of treasure I expect after that shard gathering hell. And if I have to beat a super powerful unique boss to claim my prize, then so much the better!

 

The appalling Lost in Nightmares bit of Dragon Age Origins gives you a bonaza of passive stat buffs. That doesn't stop it from being one of the most hated sections in any game since Halo 1's Library level.



#302
Elhanan

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Since there are no spoilers here, the boon plus the items which are there are indeed worthy of the trouble for myself. Normally, I would only open a couple of doors, but the environs of JoH influenced me to proceed to gain them all. if one figures the quest to be a waste of time; skip it. However, even as one that does not enjoy getting to some of the locations, I find the rewards more than worthy of my time to gain them.

Prefer to play DAI as a Role-Playing Game; not watch it like a film.
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#303
Marshal Moriarty

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And that last statement baffles me the most. I agree with it, but I just can't see how you could possibly be satisified from a role playing sense in this game. What the OP was striking at, what all critics of this game on this thread are getting at, is how can anyone look at DA:I and see a good game? The awful quests with no substance, the mindless busy work, the detatched interaction with characters, the boring plot, the huge empty open world, the button bashing combat and the hilariously pointless tactical camera, the never ending seas of useless loot, the hopelessly bungled power and influence stats, the wooden charismaless protagonist...

 

On every level, the game utterly fails, Everyone is entitled to their opinion, but this thread is just about taking a stand and saying 'Sure people have a right to like this game, but how on earth can they?'

 

Your defence of the shards quest and its utter non resolution after demanding such a ridiculous amount of work is a prime example of this bewilderment, Because if people will defend this kind of thing and this kind of game, then I have no choice but to admit that I have no way of understanding what they are thinking. I am not one to sugar coat my beliefs, nor am I prone to hyperbole and endless bashing of games. I try to be as objective and honest as I can, because what point is there in being otherwise? That's why despite my grave problems with Mass Effect 2 and 3 for example, I'm willing to admit they have their good points, and even that ME2 is probably Bioware's best overall product - it just isn't anywhere near as dear to my heart as most of their other games for me.

 

But Inquisition... I look at this thing and its just an awful game. I can'r see how anyone come to a different conclusion (though of course they have). Because to me this is just a terrible game in basically every way. Story, world, pacing, characters, gameplay... it all just sucks! And I love the Dragon Age series, so its even more wounding. But to have this held up as some kind of return to form and even the best game of the series?

 

All together now.... I just don't get it.


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#304
Elhanan

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To start, guess 100+ GOTY Awards cannot all be incorrect. Then all those reviews. Then all the logged hours and metrics. And DAI was the most successful Bioware launch to date.

So not really a failure on every level....
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#305
FemShem

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Like most people and critics, I did like the game.  I thought the hook was there, plot structure wise; however, I didn't feel the characters were as deeply developed as they were in the first two games.  

Actually, I may not have connected with them as deeply, but I get your meaning.  Sorry you didn't enjoy it.

Favorite game in the universe.  No.  Great deal of fun for me.  Yep...or I wouldn't be hanging out in a BioWare forum



#306
Heimdall

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As to the shard quest, an impressive unique boss (Or atleast a High Dragon with a unique and interesting backstory/lore) wouldn't have gone amiss.

#307
atlantico

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I agree with a lot of what you said, but just on this last point: it was deliberate on the writer's part. I remember reading a post from David Gaider where he described the plot of future games as being "N.A.B" - his acronym for Not Another Blight.

 

They absolutely didn't want to pursue or develop that particular story in future games, irrespective of cut scenes or gameplay mechanics, so the Archdemon was going to die at the end one way or another.
 

An ambitious and lofty goal, to move away from DA becoming a "blight" franchise, too bad Gaider just never had a clue where it was heading. Except for NAB. 

 

Good thing he's "moved on".



#308
GreatBlueHeron

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Not just you, OP.  I didn't care for the gameplay.  Being the herald felt like a colossal joke.  I couldn't take it seriously.  I did enjoy the end of the game.  Too bad I can't enjoy the next dlc.  



#309
Sylvius the Mad

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As to the shard quest, an impressive unique boss (Or atleast a High Dragon with a unique and interesting backstory/lore) wouldn't have gone amiss.

Not every quest needs a boss. Not every game needs a boss.
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#310
FKA_Servo

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Not every quest needs a boss. Not every game needs a boss.

 

Mass Effect 2 comes to mind as a sterling example of this.



#311
Sylvius the Mad

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And that last statement baffles me the most. I agree with it, but I just can't see how you could possibly be satisified from a role playing sense in this game. What the OP was striking at, what all critics of this game on this thread are getting at, is how can anyone look at DA:I and see a good game? The awful quests with no substance, the mindless busy work, the detatched interaction with characters, the boring plot, the huge empty open world, the button bashing combat and the hilariously pointless tactical camera, the never ending seas of useless loot, the hopelessly bungled power and influence stats, the wooden charismaless protagonist...

On every level, the game utterly fails, Everyone is entitled to their opinion, but this thread is just about taking a stand and saying 'Sure people have a right to like this game, but how on earth can they?'

Your defence of the shards quest and its utter non resolution after demanding such a ridiculous amount of work is a prime example of this bewilderment, Because if people will defend this kind of thing and this kind of game, then I have no choice but to admit that I have no way of understanding what they are thinking. I am not one to sugar coat my beliefs, nor am I prone to hyperbole and endless bashing of games. I try to be as objective and honest as I can, because what point is there in being otherwise? That's why despite my grave problems with Mass Effect 2 and 3 for example, I'm willing to admit they have their good points, and even that ME2 is probably Bioware's best overall product - it just isn't anywhere near as dear to my heart as most of their other games for me.

But Inquisition... I look at this thing and its just an awful game. I can'r see how anyone come to a different conclusion (though of course they have). Because to me this is just a terrible game in basically every way. Story, world, pacing, characters, gameplay... it all just sucks! And I love the Dragon Age series, so its even more wounding. But to have this held up as some kind of return to form and even the best game of the series?

All together now.... I just don't get it.

It depends what you think roleplaying is.

I think roleplaying consists of crafting a character and letting him act as he sees fit, based on a personality I designed. And DAI does a great job of letting me do that.

DAI takes a lot of steps in the right direction. They're not all as big as I would like (for example, I prefer the pace of DAO's combat), but there are just so many of them that I have to acknowledge the game as one of the very best BioWare has made.

The story is less tightly woven. Full party control is better than in DA2 or any ME game. We can outfit the entire party. There's a deep crafting system (FO4's looks better). The level design feels more natural than any non-TES game we've seen since Baldur's Gate.

And finally BioWare seems to have figured out how to write the paraphrases so the resulting dialogue isn't a complete surprise.
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#312
Heimdall

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Not every quest needs a boss. Not every game needs a boss.

That is true, but sometimes a boss punctuating a lengthy questline can give a satisfying sense of payoff.



#313
Sylvius the Mad

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That is true, but sometimes a boss punctuating a lengthy questline can give a satisfying sense of payoff.

Not having one makes it feel less like a quest, and more just some stuff that happened, which is how I think most of the game should feel.

#314
Heimdall

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Not having one makes it feel less like a quest, and more just some stuff that happened, which is how I think most of the game should feel.

For most of the game, I agree, I just wish this one in particular had a unique boss to punctuate the game-length task of gathering all those shards.



#315
Sylvius the Mad

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For most of the game, I agree, I just wish this one in particular had a unique boss to punctuate the game-length task of gathering all those shards.

I would have liked to see more effort put into making the whole shard quest fit into the world. If it was done with a boss, good. If it was done without a boss, good.
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#316
Elhanan

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I would have liked to see more effort put into making the whole shard quest fit into the world. If it was done with a boss, good. If it was done without a boss, good.


With the included lore, I was rather expecting something akin to the encounters seen in the prior games; a named Boss instead of a unnamed opponent.
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#317
Sylvius the Mad

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With the included lore, I was rather expecting something akin to the encounters seen in the prior games; a named Boss instead of a unnamed opponent.

Having named bosses repearedly and predictably appear at exactly the location where you're trying to go isn't believable.

Why is the boss always the last encounter? Why aren't there traps or puzzles beyond him? Why not have a quest that looks like it doesn't have a boss, and then have an unrelated boss appear in the way that happens to be part of an entirely different quest which you now have to piece together in reverse in order to find out what you just accomplished?
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#318
Elhanan

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Having named bosses repearedly and predictably appear at exactly the location where you're trying to go isn't believable.

Why is the boss always the last encounter? Why aren't there traps or puzzles beyond him? Why not have a quest that looks like it doesn't have a boss, and then have an unrelated boss appear in the way that happens to be part of an entirely different quest which you now have to piece together in reverse in order to find out what you just accomplished?


I agree with the bosses should not always be the final encounter; DA2 had one quest where the final moments were in choosing to save or kill the one you came to rescue. However, the demon in DAO where one assembled it in the Deep Roads, and in DA2 where one amassed his location felt a lot like the Shards to me. Personally would have liked a scaled opponent.

#319
Sylvius the Mad

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Personally would have liked a scaled opponent.

I never want that.

 

The scaled encounters in DAI only worked because the combat was so easy, so the scaling proved inconsequential.



#320
Elhanan

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I never want that.
 
The scaled encounters in DAI only worked because the combat was so easy, so the scaling proved inconsequential.


Whatever was done for the rifts in the various areas is what I enjoyed. Only when I had to return to a past location were the Demon spawns only a nuisance; were rather formidable on most occasions. And then I saw a vid where someone spawned four Pride Demons in JoH, and they handled it with relative ease, so I am comfortable with my own level of encounters; that would have likely destroyed me.
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#321
Marshal Moriarty

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I have the same definition of roleplaying as you  Sylvius. I just think its absurd to say that it exists in this game, and I most certainly take issue with the idea that it does this better than was done in the previous games.

 

And the story being less tightly woven as you put it, is in no way a plus point IMO. If it was on the level of the Bethesda games, where the game is all about exploration of a large world, where the main quest is not really any more important than anything else in the game, then that would be one thing. But that isn't how it is here. The world is empty, the quests have no substance, its all just c0llection and planting flags. Not that Bethesda are in any way the masters of this kind of thing that some like to portray them as, but they do it better than this game! This game has the main story, and a huge amount of utterly trivial and completely joyless, grindy filler. There is no substance to any of it, no fun to be had dragging yourself through it.

 

And again, where is this playing a character with a distinct personality in all this? Who are displaying this personality to exactly? The NPCs out in the world, who almost without exception have no dialogue options beyond 'Yes, I'll take the quest' and 'No, I'm too busy' (if you even get that much). Or the main quests, where you do get some dialogue choices, with your utterly charisma and nuance free blockhead of a character? And this is an improvement over the previous games roleplaying?! And the party banter is also inferior. Because whilst there may be more of it, it is of less significance. Its all played for laughs, and it doesn't get under the skin of the characters, who have little enough connection with each other as it is. Even after near 1oo hours, I still felt like my characters could just drop everything, seperate and never give each other a second thought, because the game had not sold any of the connections (on the rare occasions it tried to do that at all). It just felt like my party didn't know or care about each other.

 

And this was considering that most of them considered me their bestest pal ever, even though I felt like I'd barely spoken to any of them, let alone forged a close bond with them. The last time I felt this removed from my party and felt such apahthy towards them was Jade Empire. And I feel much the same about that game as I do about this one. A world, characters and story where I never felt like I got past the surface, where I saw it all happen but didn't really 'feel' any of it.

 

And as for the party control and customisation etc, whatever. The combat system isn't deep enough (or competant enough, with the frequently uselss Tactical camera and limited skill options compared to the library of skills ans spells that the previous games had) that you need to do anything flashy. The game is routinely and entirely justifiably mocked for the fact that you can just hold down R1 and you'll win. Even if by some miracle your party members do fall, you can revive them for no cost. There is so much combat and so little of it requires any strategy or deeper thinking than just piling in, that the idea of trying to obstain and craft specific gear is utterly hilarious. Why on earth would you bother? 

 

Oh right, because its fun... apparently. I freely admit that I hate crafting in all games, so I don't bother with it. Its a personal choice, so I won't say much more about it. I will say that I am a practical sort of guy. Even when I don't care for a certain mechanic (stealth for example has crept into many genres of games, and I despise it utterly), if the game is either difficult enough or is clearly meant to be played with that mechanic in mind, then I won't swim against the tide just to be bloody minded. I try to work with a game, to get the experience it is offering and see what I make of it. But the game has to meet me halfway on this - if there is no reason to do it, then why should I? The game was shallow and easy, never requiring me to think about upgrading gear. For that to be a consideration, the pace would have to be slower, the encounters and enemies more tightly controlled to give the AI a fighting chance against the player's overhwhelming advantage (i.e that they are sentient, and want to win, whereas the CPU is not sentient and is merely programmed to be *able* to win - it doesn't want anything, and human ingenuity moment to moment will always find a way to outfox it, unless the odds are very heavily stacked in its favour).

 

In conclusion, I couldn't agree more that roleplaying, playing your character and your own personality is the key ingredient to these games. The differeance is that by using this defintion, I consider it the final nail in the coffin, because IMO this game is about as awful at executing this as you could ever dread from a WRPG. A huge step back from practically all their other games. You are railroaded into the ridiculous main plot, and if you think this game where you are named Herald of Andraste, and made de facto leader of a religious organisation, accepts and honours the *grave* misgivings and outright hostility to such a scenario, that a huge number of players and their characters feel, then we really do have no chance of seeing eye to eye on this. We are both looking at an object, you are seeing a ball and I'm seeing a pole.

 

It was the same in ME2 (and I had exactly the same adverse reaction there) where they bent and twisted and folded and kneaded the story to get you to be a part of an organisation that your character, played the way you want according to them, could hate them and would never work them in a thousand years no matter what the circumstances. The fact that they completely fumbled that explanation so it made no sense at all, and was utterly contrived (as they have done again here) made it even worse. The saving grace of ME2 after losing me completely with regard to my connection and engagement with my character, my sense of ownership of that character, my sense of the continuity of the story I was (supposedly) telling etc, was that it was in most other regards, a thoroughly excellent game. As I've discussed, this never made up for the fact that the things I really care about, were fumbled so badly I just couldn't form a connection  to the game,no matter how high the quality of the product and overall experience was. To do that, I had to make a completely new character and give them a personality more receptive to what the game's narrative and premise was telling me must happen.

 

And hey, I tried to do that here too, but it didn't work. Because the premise and storytelling are awful and distant and the connection between the characters is terribly disappointing, no matter what you do, no matter how you try to work with the game. You can get to a place where your character feels like they belong, which does help a lot. But it doesn't improve the overall quality of the storytelling, its pacing and development, the complete lack of Esprit de Corps amongst your team (or even antipathy - they just feel like a bunch of people who've barely ever spoken to each other, beyond making awkward small talk on long hikes in the wilderness). And unlike ME2, the rest of the game as I've gone over many, many times Just Sucks. Underneath all the issues, all the different ways in which it didn't satisfy, it comes down to that simple assessment that this just isn't a good game. At all.

 

Other people feel differently, and that's fine. They don't need or want my approval to like or love the game, but for little its worthy, they have it anyway. I am simply stating my reaction to the game, as is my right, as is everyone's right. Because again, our own opinions are the only ones that truly matter to us in the end. We each know how we truly feel in our heart of hearts, and its up to each person whether they listen to that. Whether they like it more than they admit, or dislike some things more than they admit, whether they are actually quite disappointed with it in the end etc etc. We can only take each other's word on these things, and try to reconcule that with our own differing views.

 

This is simply an extreme example. Its rare for me to take such an absolute stance on a game. I don't buy into hype and I haven't believed a word the gaming press and critics have said for decades. Its hard for me to disappointed in a game, because I don't let myself get hyped, I avoid preview material, I never play demos or watch preview videos, interviews etc (or at least I never take them seriously anyway). And since genuinely great games are extremely rare, I don't usually go shouting and singing a game's praises either, unless I genuinely feel they deserve it (in which case, I'm absolutely delighted to do so).

 

So its very rare for me to feel quite as passionately against a game as I am here. And its one of those bizarre Emperor's New Clothes scenarios, where what I (and many others as this thread has shown) am seeing is apparently not even close to what others seem to be seeing. How they can think this game is excellent and strong step in the right direction, and I who love the series but would rather cut my hair blindfolded with a rusty chainsaw than play this 'game' again.


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#322
correctamundo

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Wow is that record broken.

#323
Elhanan

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Some still seem to believe that their opinions are facts. For myself, DAO > DAI > DA2, and I have enjoyed them all.

#324
c0bra951

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Since there are no spoilers here, the boon plus the items which are there are indeed worthy of the trouble for myself. Normally, I would only open a couple of doors, but the environs of JoH influenced me to proceed to gain them all. if one figures the quest to be a waste of time; skip it. However, even as one that does not enjoy getting to some of the locations, I find the rewards more than worthy of my time to gain them.

Prefer to play DAI as a Role-Playing Game; not watch it like a film.

 

There are no spoilers here, but you can certainly put that boon you mentioned inside spoiler tags: 

 

Spoiler
 

 

That ain't hay.  Don't like the tedium to earn that?  Don't put in the time.  Simple.



#325
Marshal Moriarty

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I hope that comment about some regarding their opinions as facts isn't directed at me, I've made it quite clear that I respect people's opinions and their right to hold them. The whole point of this thread is and always has been that critics of the game cannot understand why or how people could like it, not that they shouldn't be allowed to do so.


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