Thinking about past missions, got a minute?
I guess most quests/missions in a game can be reduced to a "fetch quest" level, go there do that, find that item, get that person. But what can make them great is the execution. The writing, the well crafted NPC's, characters you remember a long time after finishing the game. I think Origins handled sidequests better than many games:
- helping Kaitlyn and Bevin in Redcliffe
- finding drake scales for Master Wade and watching Herren throw a tantrum.
- finding Valena, the smith's daughter.
- helping Ruck's mother.
- teaming up with Slim Couldry for some heists.
- working with Cpt. Kaylion: "I said beat down. Not on fire or exploded or any other grisly death you may think of."
- dealing with the prisoner at Ostagar -
Warden: "I spoke to the prisoner over there."
Guard: "Can't imagine it was an enlightening conversation." EPIC
All of these were well crafted and integrated into the story, didn't feel like a grind doing them.
Chantry Board and Mage Collective were indeed more grindy but small in number , around 15 quests.
Irregulars had some 5 quests and a nice confrontation with Raelnor Hakwind or his son.
Favors in Denerim was actually well hidden, you had to talk to a bartender, ask a specific question, implying a quest, but you would get 6-7 instead. Easy to miss.
This game had a good balance between main quests - side quests - small quests (tasks), and the side ones were well made.





Retour en haut







