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Feedback... be more like The Witcher 3


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#8201
KBomb

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Background is the key here. Geralt and Lambert had a long history. They are brothers, they dont like each other but they will always be there for one another. Kinda like the rivalry between Hawke and his siblings. Similarly in ME3, Shepard can say whatever he wants to his squad without worrying about "approval" as they have been through hell and back together.

In DAI, the Inquisitor and the Inquisitions are not close. They are basically strangers in the beginning and it is only at the end of the game; those whom you didnt ****** off enough by telling them your honest opinion sees you as a friend. Not necessary a close one but at least a friend. Too bad by then the credits have started rolling.

That is one of the benefits of having the same protagonist for more than one game. But Bioware has made it clear that they will not do this for DA so basically every game we get to know new companions and as soon as you are friends or close enough - you move on.

Really wish Bioware could reconsider their stance of - oh this is the story of Thedas that we want to tell. You are only witnessing our story through his/her pov. meh <_<


I won't deny that the Wicked Grace scene was one of my favorite scenes in DAI, though a lot of people called it cheesy. (I happen to like cheesy)

That being said, the Kaer Morhan scene with the Witchers was amazingly funny and gave you a sense of the brotherhood they shared. It really clicked that they were more than cold killers and among themselves, they were human. Great scene.

Spoiler

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#8202
Lawrence0294

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Geralt looks fabulous in Yennefer's pants  :D



#8203
KBomb

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Geralt looks fabulous in Yennefer's pants :D


Haha I know. Dat Lamber tho.

#8204
ashwind

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Geralt looks fabulous in Yennefer's pants  :D

 

I often wonder why Geralt picked the pants instead of a dress like the rest. They should be disguising as sorceresses right? Then it struck me!!!

 

Geralt must be thinking; although drunk . o O (Finally I am the one wearing the pants in this fortress!!)  B)

 

Yennefer walks in: What is this? Geralt take off those pants and go to sleep on the floor. AT ONCE~~~  :angry:

 

Geralt: .... yes mam.  :crying:


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#8205
KBomb

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I often wonder why Geralt picked the pants instead of a dress like the rest. They should be disguising as sorceresses right? Then it struck me!!!

Geralt must be thinking; although drunk . o O (Finally I am the one wearing the pants in this fortress!!) B)

Yennefer walks in: What is this? Geralt take off those pants and go to sleep on the floor. AT ONCE~~~ :angry:

Geralt: .... yes mam. :crying:


Spoiler


#8206
Realmzmaster

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Divinity original sin does this with spells. Like if it is raining you cast an lightning bolt and it electrocutes your enemies plus friendly fire. I would like more games go back to those types of mechanics like that.

 

I would recommend the Eschalon series if you game on a computer. The graphics will not wow you but they are very functional. The game play is fun with some very old school mechanics. The series also lets you customize the experience.

 

The series is single character, but Basilisk Games has put a lot of thought into the series.



#8207
Corto81

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Personally, I found the one on one time with him very rewarding. That, coupled with a few more excellent relationships(Geralt and Ciri, FTW), I would say CDPR can hold their own against any team of writers.

 

If we're talking writing, CDPR's writing in TW3 was superb. It was written by adults, for adults. It was written so that the characters feel complex and real, that nobody feels untouchable or beyond consequences for his/her actions.

The dialogue is superb, and the wonderful facial animations and character movement definitely help there - as their engine has the ability to create powerful scenes without forced dialogue. Very few games (perhaps Last of Us) had the ability to create such powerful silent scenes.

 

They also try really hard to show you stuff - instead of just talking about it.

They show you terrors of war, from horrible and gruesome deaths, hideous torture, suffering children, molested women.

I mean, even stuff that feels small and meaningless, they made an effort to show it - like concoctions. Even the concoction effects are fairly noticeable and visible,

Compare that to DA:I where you're constantly being told, for example...

- "OMG the thing on your hand is killing you!!!"....

- "No, it isn't. I'm fine."

- "Sure it is. You gotta believe me."

- "Lady. No offense. But I'm fine. It hurt for like 2 seconds."

 

Or even the silly introduction to the story, which just feels really hard to digest (speaking from a POV of someone who's a sucker for "real situations" in fantasy).

- "Okay. The Pope (or Divine) is dead. You were the only one who wasn't killed. You're suspect #1."

- "Oh dear me. In a dark and real world of medieval fantasy, I'm surely in for some serious torture - regardless of my guilt or innocence."

- "Did you kill the Divine??!??!?"

- "Nooooo, wasn't me. "

- "K. Then instead of torturing you, we're gonna take you for a stroll with a high-ranking officer."

- "What the... LOL okay...."

 

---

 

Surely anyone can notice the difference in how much depth was put into the writing, and how one dev went with the "whatever, audience will buy it, just make more action" and one dev wanted to cover every little detail.

Bioware had that. In DA:Origins. They just went the other way with DA2 and DA:I.

 

 

This is a quote I quite like from a review on a gaming site:

 

Comparison to The Witcher 3 would embarrass almost any RPG. It excels at everything most games suck at, from comic timing to narrative follow-through. It has the most expressive faces, the best drunken banter, the funniest throwaway gags, the most casual sex, and the deftest camera movements. But its best trick is to mold narrative from the materials that games have lately used as a sort of flavorless stuffing. In almost every side-quest and monster-hunting contract you undertake, there are telltale signs of someone at CD Projekt Red actually giving a ****.


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#8208
Das Tentakel

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You do know that for the time those graphics were state of the art. In fact the Atari 8-bit machine which Alternate Reality started on allowed for 256 colors on screen. The sound chips in both the Atari and C64 ( Pokey and SID respectively) were ahead of their times.

The problem I have with newer games is that instead of improving on those mechanics with the additions you state developers simply abandon them which for some gamers began the dumbing down of crpgs.


State of the art is highly debatable – state of the art graphics, for gamers in 1985, were to be found either on the arcade machines or the new Commodore Amiga and Atari ST homecomputers, both released in 1985. Even on those later machines, the graphics of RPG’s were nothing to boast about – there was a serious difference in the graphical quality of ‘action’ games and some of the sidescrolling ‘action adventures’ (Avalon and Tir Na Nog on the old Spectrum, Brataccas on the new Atari ST) on the one hand and the cRPG’s of that time. There were good (technical) reasons for this, but you certainly didn’t play strategy games (my main interest at the time) or cRPG’s for their graphics.
 

That is because, a lot of players feel that many of these mechanics are annoying. Like yourself, NPC going to sleep and closing their shop at night. You claim that it is annoying while acknowledging that it is more realistic. You then say that it is better to totally abandon said mechanics if it is just for atmosphere. You then say that you dont care for such mechanics if it is not implemented to the extend that it impacts a great many aspect of the game. See the contradiction?

I use to code and develop MUD when in college - a text base online game that basically allows us to code features that graphical games even today cannot match in terms of mechanics and features because of how easy it was for us to rely information to the players because everything is in text. We tried to make the MUD more realistic by adding dynamic behavior to NPCs and to more realistically show the impact of weather - example A mage cast blizzard - screw up weather - bad harvest - shop prices goes up. Dont eat and sleep, lose constitution and gain less HP when level up. Kill monsters for extended period of time causes fatigue and hence not learning anything (lower XP gain). Guess what? Only a small faction of players likes them and even them together with most of the other players feel that it is too complicated that the game is no longer enjoyable.


I’d like to add that a lot of what Ashwind writes has been proven in practice, and much, much earlier, in the pen & paper world of the 1980’s. Games of that time tended to become ever more complex and ‘realistic’. Good Lord, you sometimes had tables for everything and yes, including the weather.

There was a reaction to this in the 1990’s, with more rules-lite systems that stressed story, plot and world over mechanics. More crunchy rules made a modest comeback after that, but the baroque and table-heavy systems of that earlier time were largely left behind.

Regarding the weather system and all that, there is, I think, a difference between immersion in the story and the world by way of environment, story / plot and characters and immersion in the mechanics. The two don’t exclude each other at all and often complement each other, but they can also ‘bite’ each other. The more mechanics, the harder it is for players to keep track and master ‘the system’, while the overwhelming majority just want to ‘get on with it’, whether that’s killing things and looting their stuff or being immersed by the world, story and characters. At the same time, without sufficiently varied mechanics, gameplay can become rather…thin. The trick is having a balance that appeals to enough players to make the game sufficiently profitable.

Ideally of course, games should be highly moddable, so additional mechanics can be added for those that like them (for instance, something like Skyrim’s Frostfall mod). We’ll have to see with TW3 until the new Red Kit comes out.
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#8209
Luqer

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I found TW3's potion crafting to be very convenient and not so tedious. Collect all the necessary ingredients for this one potion but once crafted, you no longer need to repeat the process again to replenish your supply of the same potion. Just make sure to keep a steady supply of any kind of alcohol (of which there are plenty) which is all you need to keep replenishing your potion supplies  :D

 

Because of this, I don't pick up herbs too frequently, just the ones that happen to cross my path. In an open world game (or rather, 3 really big zones) I find this to be a great mechanic as I can enjoy the game without being worried about running out of healing potions when I need it especially when I can always just buy missing ingredients from herbalists.


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#8210
panzerwzh

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If we're talking writing, CDPR's writing in TW3 was superb. It was written by adults, for adults. It was written so that the characters feel complex and real, that nobody feels untouchable or beyond consequences for his/her actions.

The dialogue is superb, and the wonderful facial animations and character movement definitely help there - as their engine has the ability to create powerful scenes without forced dialogue. Very few games (perhaps Last of Us) had the ability to create such powerful silent scenes.

 

They also try really hard to show you stuff - instead of just talking about it.

They show you terrors of war, from horrible and gruesome deaths, hideous torture, suffering children, molested women.

I mean, even stuff that feels small and meaningless, they made an effort to show it - like concoctions. Even the concoction effects are fairly noticeable and visible,

Compare that to DA:I where you're constantly being told, for example...

- "OMG the thing on your hand is killing you!!!"....

- "No, it isn't. I'm fine."

- "Sure it is. You gotta believe me."

- "Lady. No offense. But I'm fine. It hurt for like 2 seconds."

 

Or even the silly introduction to the story, which just feels really hard to digest (speaking from a POV of someone who's a sucker for "real situations" in fantasy).

- "Okay. The Pope (or Divine) is dead. You were the only one who wasn't killed. You're suspect #1."

- "Oh dear me. In a dark and real world of medieval fantasy, I'm surely in for some serious torture - regardless of my guilt or innocence."

- "Did you kill the Divine??!??!?"

- "Nooooo, wasn't me. "

- "K. Then instead of torturing you, we're gonna take you for a stroll with a high-ranking officer."

- "What the... LOL okay...."

 

---

 

Surely anyone can notice the difference in how much depth was put into the writing, and how one dev went with the "whatever, audience will buy it, just make more action" and one dev wanted to cover every little detail.

Bioware had that. In DA:Origins. They just went the other way with DA2 and DA:I.

 

 

This is a quote I quite like from a review on a gaming site:

Yes, the whole setting of PC in DAI is childish and against logic. A more rational/logical situation is Cassandra or Leliana consider PC as the necessary evil/tool to finished the breakout of rifts, they keep you close as effective weapon, and the end both of them will approach you to finished the other as potential candidate for new divine then eventually turn on PC. Player could choose one of them, kill them both or exile oneself as the "true hero". Any religion-based military organization like inquisition would never have a happy ending.


  • zeypher aime ceci

#8211
hoechlbear

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Background is the key here. Geralt and Lambert had a long history. They are brothers, they dont like each other but they will always be there for one another. Kinda like the rivalry between Hawke and his siblings. Similarly in ME3, Shepard can say whatever he wants to his squad without worrying about "approval" as they have been through hell and back together.

 

In DAI, the Inquisitor and the Inquisitions are not close. They are basically strangers in the beginning and it is only at the end of the game; those whom you didnt ****** off enough by telling them your honest opinion sees you as a friend. Not necessary a close one but at least a friend. Too bad by then the credits have started rolling.

 

That is one of the benefits of having the same protagonist for more than one game. But Bioware has made it clear that they will not do this for DA so basically every game we get to know new companions and as soon as you are friends or close enough - you move on.

 

Really wish Bioware could reconsider their stance of - oh this is the story of Thedas that we want to tell. You are only witnessing our story through his/her pov. meh  <_<

 

While I agree that TW3 has the advantage, I don't think it's impossible to at least give you the illusion that your PC can meet someone in the beginning of the game and become their close friend before you are even close to the end. You meet your DAO's companions at the beginning and yet halfway through the game I already felt like they were close friends with my warden. I think it depends a lot on the story and the dialogue you have with the companions. DAO gives a nice illusion that you are constantly travelling with these people while going through a number of other things, while DAI doesn't give me that feeling at all because you barely interact with these characters. You may have a few cutscenes with dialogue at the beginning of the game and once you reach Skyhold, but after that, nothing. They are just sitting there, in their little corners away from everyone. It feels like everyone in your party hates each other and only put up with one another because they have no choice. And then all of a sudden you get the wicked grace scene where they are all together having fun like they are the best of friends and it just feels really forced and fake. :\

 

DA2 was a rushed and short game and yet it also gives you enough opportunities to feel like these characters are actually your friends. For one, there is constant party banter, which helps a lot, and then there's the years gap, which maybe wasn't implemented the best way, but at least it gave you the feeling that you also spent a lot of time together. I don't know, there was something about DA2 that made the companions seem like a real close group of friends. So to me, the problem here is DAI, the way they introduced the companions and how they incorporated them into the story (meaning, almost no connection at all, except for Solas), the lack of reactions when you're doing quests and exploring the world, and the lack of dialogue with your Inquisitor. I think the lack of a gifting system also didn't help. The special gifts you give to companions in DAO can give you some of the best moments with them and can mark the point where you say to these characters "I like you, so I paid attention to what you said to me". When you give them the gifts they all say something like "Oh, you remembered!" kind of like, "wow, you care about me? Uh, interesting." I think in DAI the moment where you go from stranger to friend is really quick and just... out of the blue. Like with Dorian, before I did his quest we were acquaintances but after I did his quest (which basically only involved you going to the tavern and make him talk to his father) you're suddenly best friends. There's something about DAI that doesn't feel natural, it doesn't feel like you have a progressive relationship with the characters.


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#8212
Das Tentakel

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Background is the key here. Geralt and Lambert had a long history. They are brothers, they dont like each other but they will always be there for one another. Kinda like the rivalry between Hawke and his siblings. Similarly in ME3, Shepard can say whatever he wants to his squad without worrying about "approval" as they have been through hell and back together.

In DAI, the Inquisitor and the Inquisitions are not close. They are basically strangers in the beginning and it is only at the end of the game; those whom you didnt ****** off enough by telling them your honest opinion sees you as a friend. Not necessary a close one but at least a friend. Too bad by then the credits have started rolling.

That is one of the benefits of having the same protagonist for more than one game. But Bioware has made it clear that they will not do this for DA so basically every game we get to know new companions and as soon as you are friends or close enough - you move on.

Really wish Bioware could reconsider their stance of - oh this is the story of Thedas that we want to tell. You are only witnessing our story through his/her pov. meh <_<


I wonder if they even know what they mean by this, given the fact that the world of Thedas is barely fleshed out (by literary and pen & paper RPG standards) and is rather subject to retconnitis.
I also think it sounds like putting the cart in front of the horse – the world is there as background flavour for the personal story of the main character(s), the characters are not there to show the story of the world. At best, the individual stories add up creating an overall sense of the world in question.
Unless they mean that, originally, they wanted to ‘jump character and location’ to prevent all the hassle involved with savegames, branching paths and the difficulties involved with maintaining continuity.
If so, they largely threw that advantage away by reusing NPC’s and locations, rather than devoting all available resources to the creation of entirely new ones – in other words, the way Bethesda’s Elder Scrolls games are set up.


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#8213
Corto81

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The special gifts you give to companions in DAO can give you some of the best moments with them and can mark the point where you say to these characters "I like you, so I paid attention to what you said to me". When you give them the gifts they all say something like "Oh, you remembered!" kind of like, "wow, you care about me? Uh, interesting." I think in DAI the moment where you go from stranger to friend is really quick and just... out of the blue. Like with Dorian, before I did his quest we were acquaintances but after I did his quest (which basically only involved you going to the tavern and make him talk to his father) you're suddenly best friends. There's something about DAI that doesn't feel natural, it doesn't feel like you have a progressive relationship with the characters.

 

I think that's a very good observation. It all feels forced and artificial, without real progress in the relationships.

I felt that progress with Morrigan, Leliana and Alistair (the three I consider "main cast" from DA:O).

I haven't felt it since then in a DA game.


  • AmberDragon aime ceci

#8214
ashwind

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While I agree that TW3 has the advantage, I don't think it's impossible to at least give you the illusion that your PC can meet someone in the beginning of the game and become their close friend before you are even close to the end. You meet your DAO's companions at the beginning and yet halfway through the game I already felt like they were close friends with my warden. I think it depends a lot on the story and the dialogue you have with the companions. DAO gives a nice illusion that you are constantly travelling with these people while going through a number of other things, while DAI doesn't give me that feeling at all because you barely interact with these characters. You may have a few cutscenes with dialogue at the beginning of the game and once you reach Skyhold, but after that, nothing. They are just sitting there, in their little corners away from everyone. It feels like everyone in your party hates each other and only put up with one another because they have no choice. And then all of a sudden you get the wicked grace scene where they are all together having fun like they are the best of friends and it just feels really forced and fake. :\

 

DA2 was a rushed and short game and yet it also gives you enough opportunities to feel like these characters are actually your friends. For one, there is constant party banter, which helps a lot, and then there's the years gap, which maybe wasn't implemented the best way, but at least it gave you the feeling that you also spend a lot of time together. I don't know, there was something about DA2 that made the companions seem like a real close group of friends. So to me, the problem here is DAI, the way they introduced the companions and how they incorporated them into the story (meaning, almost no connection at all, except for Solas), the lack of reactions when you're doing quests and exploring the world, and the lack of dialogue with your Inquisitor. I think the lack of a gifting system also didn't help. The special gifts you give to companions in DAO can give you some of the best moments with them and can mark the point where you say to these characters "I like you, so I paid attention to what you said to me". When you give them the gifts they all say something like "Oh, you remembered!" kind of like, "wow, you care about me? Uh, interesting." I think in DAI the moment where you go from stranger to friend is really quick and just... out of the blue. Like with Dorian, before I did his quest we were acquaintances but after I did his quest (which basically only involved you going to the tavern and make him talk to his father) you're suddenly best friends. There's something about DAI that doesn't feel natural, it doesn't feel like you have a progressive relationship with the characters.

 

Good point. I think the reason why in DAO we get closer to the companions (not all of them naturally) is because of the atmosphere. It is an apocalyptic scenario, you and your fellowship rely and depend on one another to survive and to prevail. I honestly dont feel that they are all my friends but at least I trust them more. After all I am leading them against an Arch Demon. Oh and they dont think of you as their commander, they are just following you to help save the world.

 

In DA:I, you are the Herald of Andreste and Lord Inquisitor. Your companions are all your subordinates, you are in control, you are high and mighty. The atmosphere is simply not right, I just dont feel a sense of dread or danger. Maybe that is why. Oh and Corypheus as the antagonist is also not helping :P

 

DA2 is different. You can feel closer to them because there is time for the relationship to grow as the story spans over a few years, you see them grow. You knew Avelyn when you were fleeing. You all work together to pay the debt, she took a new job, you went on a venture, she got promoted, etc etc. DA2 is actually more similar to TW than the others. I said DA2 was a wasted potential then as it could have been so good IF Bioware were to just put a quarter of the effort into it as CDPR put into TW3. it would probably be my favorite. This feeling actually made me hate DA2 that much more.



#8215
ashwind

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I wonder if they even know what they mean by this, given the fact that the world of Thedas is barely fleshed out (by literary and pen & paper RPG standards) and is rather subject to retconnitis.
I also think it sounds like putting the cart in front of the horse – the world is there as background flavour for the personal story of the main character(s), the characters are not there to show the story of the world. At best, the individual stories add up creating an overall sense of the world in question.
Unless they mean that, originally, they wanted to ‘jump character and location’ to prevent all the hassle involved with savegames, branching paths and the difficulties involved with maintaining continuity.
If so, they largely threw that advantage away by reusing NPC’s and locations, rather than devoting all available resources to the creation of entirely new ones – in other words, the way Bethesda’s Elder Scrolls games are set up.

 

I feel that DA is exactly how TES games are setup. There is an event and you are in the epic center of it. However, TES does not emphasize on continuity and there is no direct/strong connection of characters between Morrowinds, Oblivion and Skyrim. That is why however bad/simplistic the story of each TES game is, you still get a sense of closure - closure like the ultimate sacrifice warden.

 

Have you played paper and pencil RPG with a bad/full of themselves DM before? That sort of DM that dictates the story with *his* NPCs, *his* NPCs drives the story more than the players can. If they player tries to kill his NPC, it usually ends up badly for the players. Basically we are all there playing a supportive role of characters and listening to his personal story. That is what DA feels like to me.

 

I feel that Solas is the main character in DAI, my Inquisitor is just his.... toy. I feel that Flemeth is the main character in DAO, the warden her tool. You are always in the epic center of things like in TES but in DA you are powerless because DA is all about "The story of Thedas". You are not the Neravarine, Hero of Cyrodiil / Sheogorath nor the Dragon Born. You are just a spectator participating in someone else's fantasy world. That is how I feel about DA now. Hope Gaider's replacement will be a better DM because I dont think he is. He is great at writing characters but he emphasizes them too much and I dont like his style. 



#8216
panzerwzh

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Good point. I think the reason why in DAO we get closer to the companions (not all of them naturally) is because of the atmosphere. It is an apocalyptic scenario, you and your fellowship rely and depend on one another to survive and to prevail. I honestly dont feel that they are all my friends but at least I trust them more. After all I am leading them against an Arch Demon. Oh and they dont think of you as their commander, they are just following you to help save the world.

 

In DA:I, you are the Herald of Andreste and Lord Inquisitor. Your companions are all your subordinates, you are in control, you are high and mighty. The atmosphere is simply not right, I just dont feel a sense of dread or danger. Maybe that is why. Oh and Corypheus as the antagonist is also not helping :P

 

DA2 is different. You can feel closer to them because there is time for the relationship to grow as the story spans over a few years, you see them grow. You knew Avelyn when you were fleeing. You all work together to pay the debt, she took a new job, you went on a venture, she got promoted, etc etc. DA2 is actually more similar to TW than the others. I said DA2 was a wasted potential then as it could have been so good IF Bioware were to just put a quarter of the effort into it as CDPR put into TW3. it would probably be my favorite. This feeling actually made me hate DA2 that much more.

My feelings of DAI's companion is they are serviceable. They don't have a strong background story or motivation to back up their decision or personality. Do everything the inquisitor decided without even ask why. The good example will be Morrigan in DAO, she is a companion alright, but clearly she has her own agenda and she will do everthing necessary to achieve that. However Morrigan in DAI just basically a  script reader without any hidden schemes or reason to get involved. Not to say let inquisitor choose what she would do about the old elven pond.


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#8217
ashwind

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My feelings of DAI's companion is they are serviceable. They don't have a strong background story or motivation to back up their decision or personality. Do everything the inquisitor decided without even ask why. The good example will be Morrigan in DAO, she is a companion alright, but clearly she has her own agenda and she will do everthing necessary to achieve that. However Morrigan in DAI just basically a  script reader without any hidden schemes or reason to get involved. Not to say let inquisitor choose what she would do about the old elven pond.

 

I didnt read the books and some say that some character's story can be learnt from the books. Morrigan... sigh... hoping that she would attack me if I dont let her use the pond so that I can kill her is too much to ask I suppose :P (make sense too since you have companions with you) but why cant she just jump into the pond. Why ask me?   :devil:

 

What I dont like about that part is, I have killed all the dragons (Solo - No damage taken - No potions needed). I walk all over dragons with my champion. Why cant I destroy the pond!? I dont need it, why make such a big deal about one lousy dragon? I can take both Corypheus and his lousy Dragon together! I mean lore wise, cant I just open a rift in the silly dragon and rip it apart like I did Corypheus? The Inquisitor seems to be able to do that quite casually too.

 

Oh wait... Morrigan, Flemeth and Solas... yeah they are the main cast... this silly supporting Inquisitor must play by their rules. The Maker(Gaider) decided that it has to be so.


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#8218
panzerwzh

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I didnt read the books and some say that some character's story can be learnt from the books. Morrigan... sigh... hoping that she would attack me if I dont let her use the pond so that I can kill her is too much to ask I suppose :P (make sense too since you have companions with you) but why cant she just jump into the pond. Why ask me?   :devil:

 

What I dont like about that part is, I have killed all the dragons (Solo - No damage taken - No potions needed). I walk all over dragons with my champion. Why cant I destroy the pond!? I dont need it, why make such a big deal about one lousy dragon? I can take both Corypheus and his lousy Dragon together! I mean lore wise, cant I just open a rift in the silly dragon and rip it apart like I did Corypheus? The Inquisitor seems to be able to do that quite casually too.

Simply answer is because she is not Yenna! :P

When character recast-ed in DAI, all I feel is disappointment. Altair has officially became a tool since DA2.  As for books ,TW2 make me interested in all characters hence to read through all TW books while DA2 successfully mad me uninstall a Bioware game without a second play through for the first time (DAI is second :().



#8219
ashwind

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Simply answer is because she is not Yenna! :P

When character recast-ed in DAI, all I feel is disappointment. Altair has officially became a tool since DA2.  As for books ,TW2 make me interested in all characters hence to read through all TW books while DA2 successfully mad me uninstall a Bioware game without a second play through for the first time (DAI is second :().

 

Dont recall such a character? A quick google shows Assassin Creed... :P You mean Alistair? 



#8220
panzerwzh

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Dont recall such a character? A quick google shows Assassin Creed... :P You mean Alistair? 

Yes, typo ...



#8221
hoechlbear

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In DA:I, you are the Herald of Andreste and Lord Inquisitor. Your companions are all your subordinates, you are in control, you are high and mighty. The atmosphere is simply not right, I just dont feel a sense of dread or danger. Maybe that is why. Oh and Corypheus as the antagonist is also not helping :P

 

 

Yep, I've said this multiple times in other threads. The fact that the companions keep calling you Inquisitor at every turn really reminds you that you're the leader and they are there just to follow your orders. I think being a leader to this scale doesn't go well with a party based game because the companions are supposed to be one of the most important things on DA games, and if they feel that distant from the PC and from each other, it ruins the whole companionship feeling. Hopefully this won't happen again because I believe Bioware wants to tell a more personal story for the next game, so hopefully no more being the leader and raising armies.

 

And companions need more attention, if that means less companions, so be it. I think 9 is a bit too much anyway. I sometimes read people saying that the reason we don't have cutscenes during certain dialogue is because that way we can have MORE dialogue. But.. that's just completely ridiculous because I feel like the amount of dialogue we have in DAI is shorter than any other DA game. Ok, maybe not shorter than DA2 but shorter than DAO for certain! I mean, the amount of dialogue you can have with Alistair alone is.. overwhelming. And meanwhile, TW3 managed to have NPC interaction in every damn sidequest and witcher contracts with cutscenes. Not to mention the dialogue you get with all the side characters you meet throughout the game, which are far more than the ones you get to interact with in DAI.


  • zeypher et AmberDragon aiment ceci

#8222
Xetykins

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Anyone bothered finding out about that guy you kill for the Cat School gear? Wow that was pretty damned sad.

#8223
panzerwzh

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Anyone bothered finding out about that guy you kill for the Cat School gear? Wow that was pretty damned sad.

Yes, that story is very sad, unfortunatly it is outshined by so many other amazing side quests.



#8224
ashwind

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Yep, I've said this multiple times in other threads. The fact that the companions keep calling you Inquisitor at every turn really reminds you that you're the leader and they are there just to follow your orders. I think being a leader to this scale doesn't go well with a party based game because the companions are supposed to be one of the most important things on DA games, and if they feel that distant from the PC and from each other, it ruins the whole companionship feeling. Hopefully this won't happen again because I believe Bioware wants to tell a more personal story for the next game, so hopefully no more being the leader and raising armies.

 

And companions need more attention, if that means less companions, so be it. I think 9 is a bit too much anyway. I sometimes read people saying that the reason we don't have cutscenes during certain dialogue is because that way we can have MORE dialogue. But.. that's just completely ridiculous because I feel like the amount of dialogue we have in DAI is shorter than any other DA game. Ok, maybe not shorter than DA2 but shorter than DAO for certain! I mean, the amount of dialogue you can have with Alistair alone is.. overwhelming. And meanwhile, TW3 managed to have NPC interaction in every damn sidequest and witcher contracts with cutscenes. Not to mention the dialogue you get with all the side characters you meet throughout the game, which are far more than the ones you get to interact with in DAI.

 

Bugs me most when my LI calls me Inquisitor.... Tis like they dont want to be seen with me in public  :crying:  :crying:  :crying:

 

In ME, your squad usually calls you Shepard - they dont call you Spectre. When they call you commander - tis a sign that they are not happy (Ashley/Kaiden) :P

 

Unless it is Legion. I like the sound of "Shepard Commander"  :devil:  :devil:

 

australianshepherds-th1.jpg



#8225
ashwind

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Anyone bothered finding out about that guy you kill for the Cat School gear? Wow that was pretty damned sad.

 

 Yeah. Tis actually pretty gruesome  :pinched: