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Herkles Redesign thoughts


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herkles

herkles
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So I was thinking of how I would redesign Inquisition, and here is my thoughts. I will also be sticking as close as I can to the basic inquisition plot . This will be a long post btw. Note this is just my thoughts, feel free to comment and voice your own thoughts :) 

 

Some Basic things: aka the stuff that will be throughout the game

Zones: Every zone will have a major hub, such as a city. Here you would buy stuff, sell stuff, the majority of the quests would be based here. The zone's story will heavily impact the region of this town or hub. 

Quests: Goes without saying most quests should not be fetch quests, but I divide quests up this way.

     1.) Main Quests: the main quest of the game 

     2.) Zone Quests: Each zone has a story and this quest line is that story. This can and should have impact in the main story-line. 

     3.) Companion Quests: The quests for all the companions, also counted in here is the Inquisitors Personal quests(such as contacting the Lavellan clan as a Dalish)

     4.) Secondary Quests: Aka all the quests that don't fit into the categories above, some can be quite involved and be important. Some can impact companions, some can impact zone, or even the main quest, others don't have that much of an impact at all. 

Keeps: Keeps will be in most zones, and for most of them, you will have to decide between the keep or something important related to the zone's storyline. 

camps: Most of the camps will be located in isolated villages, that you must save or do something in order to set up.

Val Royeaux: Val Royeaux would be a major city that is a zone in and of itself. There would be plenty of quests here.

Keep impact: There would be more of an impact on some of your choices. Whom your warden was for example, especially if he or she is the consort to the ruler of Fereldan, you will hear a lot about him/her especially in Fereldan.

Rifts: Rifts would not be such a repetitive thing, there would be less of them throughout the game, but they would be more unique and have more of an impact on the region around where they are. . 

Greyness: by this I mean, that of the many different factions you interact with, you will see that no one side is good and you will see that they can have some rather ugly things hidden. This is especially true for the Mages and Templars, and the factions in the Civil war. 

Life:  by this, you would see that life does exist and people just try to get by despite the horrors of the war and the rifts in the fade. 

 

Prologue - the conclave

 

This is a simple little addition, but adding a prologue for the context game and the greater mage-templar war that will be the focus of act 1. This does mean some things about your background will be more pre-defined, but a tad less then the backgrounds for Origins. Ie, as a trevelyan you would see your family before you went off including as a Mage, giving you some time to define your feelings for them and what went on; such as saying to your family as a mage that you hope to visit them again like they visit you and so on or that you hate going on this mission as a rogue/warrior.  

 

Each of the races have a reason for going here, but instead of telling the player "oh, the qunari are hired as mercs" here you will see that, it will also teach you the basics of the game. This way you also giving context to the game. Also showing just how costly the mage-templar war is, and why you want to stop it in act 1. The first part will end with you entering a room and an explosion going off, and starting off as you do in the base game

 

Act 1 - the war between mages and templars

 

Once you complete the prologue you will go to haven, as normal. Now Act 1 will be focused mainly in Fereldan. The haven stuff is mainly the same. The big differences come in regards to regions and areas. The focus here is on the Mage-Templar War and the Breach. When you do choose between Mages and templars, that will affect the whole game even as the the focus shifts to Coryphrus. A number of agents and quests will only be given if you choose one or the other. 

 

Redcliff and the Hinterlands

Each Zone should have a main hub, ie a city in most cases. In the case of the Hinterlands, that place is Redcliff, regardless of which side you choose mages or Templars, this will be the center hub. The region should show true signs of the conflict. You should see that beyond the walls of Redcliff it is chaos, with bandits, lynchings, supporters of both sides killing those that might support the other. 

 

Val Royeaux:  You would address the chantry like we normally do, the only real difference is the location. Instead of addressing them at the summer bazaar, it would be at the Grand Cathedral.

Mage/Templar Quest 1: This is pretty much Identical to the quests that you have to do in order to recruit the mages or templars. You would be able to try fiona at skyhold and replace her with either Vivienne or Rhys as the leader of the mages, if you chose the mages. 

 

Amaranthine and the Storm coast

 
Yes Amaranthine, the city from awakening. that would be the main city/town of the storm coast. Here, you are introduced to the missing wardens, for you will discover that Vigil's keep is empty, gone. Here the questline would be about the veil being weaker here and helping to keep the town safe and let it rebuild properly since the events of the Awakening Expansion. It would be a large zone covering several returning areas from awakening, what we saw in the storm coast, as well as the waking sea Bannorn. 
 
Mage/Templar Quest 2: The second of the Mage-templar quests is about helping your side grow and gain supplies, ie negotions, politics and so on. This part focuses on the town of Jainen in the waking sea Bannorn, which has its own circle tower. Here they have a large cotingent of loyalist mages and unaligned templars. This quest line would be to make sure that you can get the  Though they are similar, ie gaining more men, the quests would be different as the goal is either mages or templars and you need to do different things to get them over to your side. 
 
Mage/Templar Quest 3/closing the Breach: The final quest in the mage templar conflict, while there will still be ramifications throughout the game of your choice. The conflict will shift to fighting Coryphrus after this quest. Following the quest here, you do the whole closing the breach like you would normally. 
 
Mage: You would go to Amarathine, to invistage the venatori, as you are informed that several of the rebel mage cells have joined up with them. Here you would eventually find out that they are trying to take out the Arl of Amarathine through spies and assassins, and you will assist with your own mages, to show that your mages are fighting for the people
 
Templar: instead of the war-table quest line about investigating the rebel mages, here you would lead with the templars. Here you investigating the murdered mages and rumors of blood mages. The first and Second half is mainly investigation around the wending wood and Amaranthine, learning what you can from people. It ends with a battle in the forest between a large cabal of mages and the inquistor and the templars. 
 
The assult on haven: Pretty much as it is normally. 
 
Act 2 - the Gathering Storm
Now the game will open up for you will get to skyhold. The focus will shift from Fereldan to Orlais for the Most Part. Now that you know that your target is Corphryus, your goal will be gaining allies, support and men for the final showdown. The focus of this part would be dealing with the Orlaisian civil war. Thus, you shall be introduced to the main sides much earlier then just the ball event(which is the finally for this act)
 
Skyhold: first to discuss Skyhold. The upgrades will be required to help surivive the final battle intact and not make it a phyric victory. Many of your agents will be here as well, and your men can move around,  if you build the chantry upgrade, you might find some agents, NPCs, or even companions like Cassandra praying there from time to time. 
 
Val Royeaux: The capital of Orlais, while you did visit it earlier when you went to speak and address the chantry, now that the focus is on Orlais, the whole city opens up for you. As mentioned, this area will be a huge and massive city zone. Each agent, companion and adviser has several locations in the city that you can find them. All of them will have their own quest relating to the city, as well as a second personal quest for the Inquisitor. You might find Cassandra at the Grand Cathedral or at the seeker HQ, Vivenne will often be at white spire, same with cullen. Here are just some of the regions you would find in the city:
 
The summer bazaar: This is all that we see of Val Royeaux, and for the most part remains the same. Quests here are more of the noble quests and relating to them.
Grand Cathedral: Quests relating to the chantry will be here, especially if you are playing a faithful andrastian you will have several quests here to prove that(or to once again shout that you are not)
White Spire: Now that the mage civil war has been pretty much decided, you will see your chosen side here. You will also have some quests here on how to handle the remaining mages/templars now that they lost. 
The imperial Palace: The great Game of politics, that is what the quests are about here. 
The University of Orlais:  Learning, knowledge, research, the university is being strongly supported by Celene, and you will see that. thus the quests here that are not about learning or research, are about supporting celene. 
The alianage: this is one of the worst alianage in all of Thedas, and one of the largest. Here you will see that, in all its horror. You will see what celene's porgram against Halmarshral's alianage did to this one, you will see what the chevilar's hazing ritual does to the life of the elves here. The quests here are about helping them just survive, you will also encounter the growing resistance movement that Briala is leading here and thus quests are for her. 
The Academie des Chevaliers: The main area of the Chevaliers which support Gaspard, like with the university, the acadamie is a place for quest
Seeker of Truth HQ: Just what it says on the tin, will remain closed and empty till you deal with Cass's personal quest, at which point you will see far more life here. If you are convincing her to disband the seekers, you get to decide the fate of the HQ. 
Avenue of the Sun: A main throughfaire for the common folk, here you will see how the civil war is affecting them. Much of the quests here deal with this. 
Grande Royeaux Theater: Bards, in Orlais, bards are musicans, actors, yes but also spies and assassins. Here you will deal with just that.
 
Personal Quests: It is during at 2 that most of the companion quests would happen, but also each background would have their own quest to deal with. Basically each of the war-table missions that players deal for their background will be turned into a full quest. 
 
Emerald Graves: This region is about gaining more support from common Orlaisians, as well as deciding as to how to deal with the freemen, deserters turned brigands. The main town will be Fairbanks makeshift camp, though he will take over the camp of the freeman and make that the main town as this storyline progress. Your Keep here will be a Cheatue. You also will help gain some support of a few dalish clans here. 
 
Val Chevin: This area replaces the Crestwood region, but for the most part it is the same. The main differenes is that it being in Orlais, allows yet more impact of the civil war to be felt. Here you can see an area, where fighting has stopped as it is controlled by one side, yet the scars of war are all too visible. It also means that the actions of the Mayor(or Baron or Comete or what ever title he would have) did his actions far more recently, thus it would matter more IMO. You would have to at some point choose between Chevin or your keep. 
 
Fallow Mire: This is about gaining the Avaar tribes to your side. This zone will be far far large then it is normally, and you would deal far more with the Avaar and learn about them and their culture. The main town will be the town that you see when you go there normally, except it would be alive. Your Keep would be the fortress there, the one that is ruined normally and ruled by the avaar(here just one tribe)
 
Western Approach: This region is about learning about what really happened to the wardens, as well as dealing with Tevinters influence here. The 'town' here, would be more of a camp that the University of Orlais is using to support excovations here. Tevinter has their own rival camp lead by Crassius Servis, it should be noted that these tevinter are not part of the Venatori, but allied with them as they are patronizing their excevations. Depending on your actions, you might even be able to get some tevinter support for your fight against Cory. 
 
Even out here, you will see the civil war still, as both sides hope to find ancient relics and supplies to support them. Your keep is the same as it is normally. 
 
The siege and the Fade: As Normal, the main difference is that if you go to help your men, then you will have a tougher boss battle here as there will be more demons and more wardens to deal with; yet if you don't help them, they will have their lives lost.
 
Exalted Plains: The civil war in all its horror and uglyness. You will have to support either Celene or Gaspard's forces, this is tied to gaining intrence to the ball. Here you see all of the what it means, the hopes, the ideals, but the uglyness of war, the horrors of war. There won't be a main town, but an army camp for both sides. Your keep will be a fortress here.
 
There is also the dalish here, and you are to try and get their support as well. Doing various quests for them and so on; like normal but less fetch questing. 
 
Wicked Eyes and Wicked Hearts: The quest would be rather similar but there are a few key differences. First in order to gain entrence to the ball, you have to earn favor with either Celene or Gaspard for them to see that you are worth it. Completing a few quests, and doing the exalted plains for one side, is enough. There will be plenty of comments as to what you been doing during the civil war quest line. You wouldn't have to worry about whom you choose in previous quests, you could easily pretend to ally with celene during the Exalted Plains only to stab her in the back and Place Gaspard on the throne with Briala as his puppet.
 
The other major difference that I would have is that the focus would be far more politcal and invstigation. Instead of looking for Hala statues, you would need to speak with people, learn things out, play the game and win. some things you can find out by just speaking to people, others you have to invitage behind closed doors. Also you would be able to have different outfits, including dresses and doublets.  
 
Assault upon skyhold: Following the wicked eyes and wicked hearts, you have time to gather more people but once you start this quest it ends act 2. As Coryphurus tries once again to destroy you, but this time you hold him back. Here you will need to get all the upgrades for skyhold, and have as many agents as possible, have as many allies as you can. For they will make the battle a glorious defense or a tragic phyrric victory. 
 
Act 3 - Fighting a god
This act is the final act. Cory has revealed his hand, you have gathered your allies now it is time to bring the fight to him and his men. 
 
Emprese du Lion: This region is the similar but you would be focusing on fighting the Red Templars and utterly destroying them once and for all; as well as stopping the people from being sold into slavery; fighting the dragons would be highly encourged. Your keep is Suledin Keep as normal, the town that would be the main town here is Sahrina. You would have to choose at some point between your keep and Sahrina. 
 
Andoral's Reach: This region would replace the Hissing Wastes. Instead of a wasteland with no civilization but sands, you have Andoral's Reach, an ancient tevinter Fortress and the region around it. With the main town being Churneau. Here, your keep is the fortress of Andorals' reach itself, you just will first have to push out the venatori and deal with them, they will retaliate and you will choose between Churneau or Andoral's reach. 
 
Calperina/Samson: The main agent of cory will be fought during this act, both stopping them and learning about them, as well as your show down in the Arbor wilds. You would be able to learn more of Cory if you chose the mages instead of that being limited to just the templar path. 
 
Arbor Wilds: The first attack on his forces, here you and his armies clash in the jungle, while you and Cory rush to reach the elven temple. Aside from the battle being more epic, it is relatively the same. 
 
The final Battle: pretty much the same, the main difference is that you and what ever men he has left will fight it out here. the more men he has, the harder this battle will be as he will be able to use them in the battle as they are not distracted fighting yours.
 
Party: The endgame party, depending on how you did it could be truely joyous or a sort of a bitter-sweet event, celebrating but also lamenting all the men and women who fell. 

 


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