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I think you made the side quest too impersonal


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25 réponses à ce sujet

#1
Argetfalcon

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In dragon age 1 and 2 there were small cutscenes with each extra quest. In inquisition you just hear the npcs talk and are able to walk away from them. I think that is why the majority of them were forgetable


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#2
katerinafm

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Agreed.



#3
Guest_john_sheparrd_*

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yep the side quests in this game sucked 


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#4
Excella Gionne

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Well, at least I can adjust my position when I'm talking to people. Conversations are useless to you if that particular conversation is useless to you.



#5
BansheeOwnage

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Not being able to see the NPCs faces, or even your character's face, was a recipe for failure as far as meaningful quests are concerned. They should have seen this coming.


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#6
thats1evildude

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I can see the faces of NPCs. :huh:



#7
WobbleLikeAJelly

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I agree. I haven't played DAO yet, but I watched a short gameplay video in Darktown and can remember those NPCs better than most of the ones I've talked to over several playthroughs in DAI.
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#8
myahele

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Yeah there are alot of memorable npc quest givers in the other games compared to DAI.

 

Ex: Dagna, her quest was very short yet her character was SO memorable that people still talked about her up until it was revealed she'll be the artificer in DAI 


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#9
Guha sharan

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I agree. I haven't played DAO yet, but I watched a short gameplay video in Darktown and can remember those NPCs better than most of the ones I've talked to over several playthroughs in DAI.


This isn't your fault cause you haven't played DAO (which you should at first opportunity!) but Darktown is a part of DA2. (Which you should play also)

P.S. If you want to thoroughly enjoy both games play DA2 first cause it's good but DAO is better. If you want continuity though you should obviously play DAO first!
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#10
KaiserShep

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I can see the faces of NPCs. :huh:

 

You can, but the standard issue body language is what takes away from it. A cut scene's value is in the animation as well as the camera view.


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#11
berelinde

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I can see the faces of NPCs. :huh:

True, but not universally so. Depending on where you're standing when the conversation begins, you may wind up with a spectacular view of a chair back or some bystander's shoulder blades. Also, if one of your companions nudges you while you're talking, they can push you out of conversation range. It's embarrassing how long it took me to figure out how to press Interact once the conversation was underway to avoid getting bumped out of dialogue and accidentally missing the quest.

 

NPC: "Yeah, about those templars... " 

Solas: (bumps the Inquisitor out of range)

me: (grumble and re-initiate dialogue)

NPC: "So, are you going to help me or not?"

me: (wonders what I just agreed to do)

 

Also, I play on PC with KB&M. I'm used to hitting the numbers instead of moving the cursor with the mouse. I can't even begin to say how many conversations have been interrupted by accidental Flashfire.


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#12
Guest_Mlady_*

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My first DA game was DA2, then DAI and then I decided to get the first DA and get a better understanding of everything.

 

I noticed right away that I felt more involved with the people I helped and I found the romances pretty heavy too, and very real, but friendships lacked. I played DA2 again to compare and found both NPC's and romances lacking, but in DAI I found the NPC's almost forgotten and with the exception of a few romances, the friendships ran much deeper especially when you did your advisers/companion's personal quest and they were not romanceable (Leliana for example).

 

If they could find a balance between side quests with memorble NPC's, strong bonds of friendship and romances feeling less shallow and more natural like in DAO, I think it would make it a lot better.



#13
WobbleLikeAJelly

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This isn't your fault cause you haven't played DAO (which you should at first opportunity!) but Darktown is a part of DA2. (Which you should play also)
P.S. If you want to thoroughly enjoy both games play DA2 first cause it's good but DAO is better. If you want continuity though you should obviously play DAO first!


I must've been thinking of Dust Town. All these dark, dusty towns.
And yes! I absolutely do need to play the prior two DAs at the first opportunity! Might learn a thing or two the fun way! :)

One instance where I realized NPC interaction was lacking was when the Mayor of Crestwood came to be judged. He suddenly became a much more real character. I could see his emotions and wasn't distracted trying to find a decent camera angle.
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#14
Lethaya

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Yep, I maintain that if the sidequests included some (however breif) cinematics as before, they would have been vastly improved. On paper, they weren't so bad. Or at least, they were pretty basic Bioware sidequests. Buuuuut the lack of cinematics or character expression really killed the personal investment for many players, I think. I was okay with the more distant camera (eventually), but that doesn't mean there wasn't room for improvement. And there certainly was. XD


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#15
Aren

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yep the side quests in this game sucked 

Greatly, i would like to add.


#16
EmperorSahlertz

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90% of ALL quests in this game sucked. Not just sidequest. Companion quests, main quests, ALL of them. The clear majority of all the quests sucked major balls. I don't know what happened at BioWare, but the lack of cinemacy in this game KILLS all sense of attachment, engagement, action and drive for the quests.


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#17
BansheeOwnage

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You can, but the standard issue body language is what takes away from it. A cut scene's value is in the animation as well as the camera view.

In addition, they don't have facial expressions and because the camera is so zoomed out, you can't even remember most NPC's faces very well. It's hard to care about them.



#18
Shechinah

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In addition, they don't have facial expressions and because the camera is so zoomed out, you can't even remember most NPC's faces very well. It's hard to care about them.

 

Personally, I react more to voices than I do faces so that is little to no bother to me.
 



#19
Fiery Phoenix

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Side-quest design was by and large the weakest part of this game. Thankfully, I'm sure they have received the message by now.



#20
KaiserShep

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I don't think it's the cut scenes or lack thereof that make the side quests problematic. I think it's how brief they are. The temple of Dirthamen is a lot of puzzle for little payoff beyond some brief commentary from Solas or something. Many are resolved by opening a chest, and others killing a group without actually getting to talk to them. I liked Imshael because you interact with the demon and have a choice in its resolution, and got dialogue from a dying Red Templar.

#21
thats1evildude

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True, but not universally so. Depending on where you're standing when the conversation begins, you may wind up with a spectacular view of a chair back or some bystander's shoulder blades.

 

Is this a platform thing? On XBox One, you just rotate the camera or zoom in and out if you don't like the angle.

 

 

 

Also, if one of your companions nudges you while you're talking, they can push you out of conversation range. It's embarrassing how long it took me to figure out how to press Interact once the conversation was underway to avoid getting bumped out of dialogue and accidentally missing the quest.

 

NPC: "Yeah, about those templars... " 

Solas: (bumps the Inquisitor out of range)

me: (grumble and re-initiate dialogue)

NPC: "So, are you going to help me or not?"

me: (wonders what I just agreed to do)

 

Also, I play on PC with KB&M. I'm used to hitting the numbers instead of moving the cursor with the mouse. I can't even begin to say how many conversations have been interrupted by accidental Flashfire.

 

Oh yeah, I've been accidentally nudged out of conversations by wandering party members, and on the rare occasion by attackers.



#22
Marcoolio

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You guys realize there is a Conversation Zoom out there on the Nexus, right? You can even configure the zoom level. It singlehandedly made the game 10x more enjoyable on my 2nd playthrough.



#23
Lethaya

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Not a perfect fix, though. For one it only applies to PC players. Two, it does little in terms of animation. Characters still have little in ways of expression and still go through the same, repeated, basic animations over and over, no?

 

Not that I, lowly console player that I am, am not totally jealous of that one. ;D



#24
Panda

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Hinderlands is full of question where you pick a note and go somewhere to collect items from corpse or to killed someone. First I thought these note would end up with us talkin to someone like rebel mage and either attack them or convince them to standardin down.

#25
Broganisity

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. . .At least the  multiplayer's good! ^_^

. . .

 

. . .

 

. . .is it sad that I'm more excited for multiplayer DLC and the Bioware's next venture into Multiplayer more than I am stories and character connections AKA the Bread-and-Butter of any Bioware game? :huh: