What were these methods of discovery? In the vast majority of these quests, the quest giver is either a note left behind or just a quick "I need something" from an NPC. There's little personal appeal to be found. Ambient encounters like the dragons offer even less to work with.
I'd be more inclined to believe that you're managing a missive organization if, like you said, the War Table missions had more connections to events you physically participate in. I'd actually be happier with it if the War Table missions connected with each other more. Precious few of them had overarching narratives to latch onto. Most were small, isolated incursions that amounted to little more than flavor text and a slightly amusing anecdote. Pillars, again, managed to create a more palpable sense of ruling by actively engaging the player in the politics of their lordship.
I might agree with you about the Astrariums if the quest wasn't repeated 12 or 13 (maybe even more) times. It's a nice gimmick that oustays its welcome, and honestly seems more "gamey" than other gameplay. More importantly though, what are the context of these puzzles? Why are we connecting lines together to solve them? The connection to Tevinter is intriguing, but I would have liked to participated in a more complex arc that was more than puzzle (3x) -> reward.
The judgements were one of the few things that DA:I did quite well, but they were in the tiny minority of DA:I's quests, and mostly acted as epilogues to other (usually quite straightforward) quests. What I would want is the essence of these judgement quests to be diffused through every mission, no just added on top of a few. I really enjoyed the personal narratives presented to us as well choices we were given at the end. Ideally, this kind of design could be stretched over a more complex plot that unfolds over the course of a quest rather than be sequestered to a single conversation.
We're not reviewing these games here. I don't care how much roleplaying freedom you have in DA:I, that's not what we're talking about. We are talking about quest design, and unless you think that DA:I's extra roleplaying freedom precludes more complex side narratives. Of course, that's demonstrably false given Pillars of Eternity.
No, you can take the situation of "a woman lost her ring to some ruffians" and place it in nearly any world without any extra justification. Hell, DA:I had the quest twice. The situations in Pillars, however, (I'll refrain from talking about the Witcher because there's apparently no way to have a level-headed discussion about only a few of its mechanics) not only involve characters with deep histories and unique problems, they also just have interesting narrative arcs. For example: a woman in a village asks you to get her a potion to save her child from a soulless birth (a problem the whole region seems to be facing). A plain and simple fetch quest, but from the outset we're dealing with a problem that is unique to the world of Pillars, and one that is fairly unique by itself (you don't often deal with issues of miscarriages). What does a woman losing her ring or a man needing some meat say about the world of Dragon Age? It says the Templars are jerks and war sucks, but those, like I said, are just base archetypal traits. They have nothing specific to say, nor anything particularly interesting about any party involved.
But Pillars' quest doesn't stop there. Once you get to the herbalist and do a favor for her to get the potion for free (the favor itself is related to the politics of native tribes), she tells you that the potion isn't magic and may not actually save the quest-giver's child. The plot thickens. Indeed, the plot actually gets more more complex as the quest progresses; it doesn't just end after the item in question has been found. This is what DA:I or any other game with poor questing is missing: an intriguing narrative. It doesn't need to be big, but there should hopefully be some sort of evolving story arc to keep the task at hand from seeming like just a task. If I'm told to find a ring, but discover some deeper relationship between the quest-giver and the Templars (or whatever else), I'm not going to think much about how boring it is to ferry around this macguffin.
To top this tiny quest off, we're given a choice: tell the quest-giver the truth about the potion or lie. If you want to talk about roleplaying freedom, this is roleplaying freedom. I can't think of more than a few of DA:I's quests that actually give you choices at the end. The extra roleplaying freedom starts and stops at: "I want to help/I don't want to help," and that's just kind of boring. Those choices aren't even that nuanced. What fun is it roleplaying a character when I'm rarely given choices that I need to chew over?
No, you're ignoring the substance of my argument. You seem incapable of engaging with only an isolated aspect of Witcher's design. This isn't an opinion thing. This is a "most of the quests in Pillars (and yes, The Witcher) have things that most of DA:I's quests don't " thing. You can like or not like a game in spite of this, but I don't see how the addition of unique premises, deeper characters, evolving narratives, and extra choices could be a bad thing.
And yet I listed several different types of side quests (unique premises), let alone the other types of sidequests that have a unique story to them within those types... and the evolving narrative in DA:I is there in the side quests AND the environmental storytelling it uses to deliver some of the revelations and quests. As for choices... considering the list of quests that involved a multitude of choices, your argument is ringing extremely hollow still since you haven't proven jack. You are simply saying "Inquisition was just lesser because".
You keep acting like your subjective judgment on TW3 and PoE is some grand declaration of fact that cannot possibly be questioned... but it isn't. PoE was fun and I'd argue closer to matching Bioware than The Witcher has ever gotten, but even then you had to sacrifice the entirety of romance to get much of what they did in side quests . Did they have good quests? Yes. Did they match Bioware? No, because they took out a significant portion of the optional content that has given Bioware an edge over every developer out there. PoE was a great throwback and I'll give them points for a fun game, but it wasn't even close to Inquisition for me. Though it trounced The Witcher.
And for your "intriguing narrative"... I got that in many of the side quests for Inquisition, especially when you realise much of that narrative is told in various pieces that come together through completion of a variety of quests (later further expanded on by the DLC). The purpose of the quests such as the ring, the Templar encampments, the notes you find amidst destruction, and the bodies strewn over various maps is to create the atmosphere, the reality of the conflicts that are affecting the world. It is a mix of cinematic and environmental storytelling. Unlike The Witcher, the Thedas reflected the myriad of stories that were occurring and that had occurred thousands of years prior. Almost all quests at least partially fed right back into the world and the overarching story it was telling through every facet possible. Show me how you transplant Crestwood's spiderwebbing story spun from multiple quests can be transplanted wholesale into another game. Show me how you can just pick up and drop the questlines that intersect dealing with the Red Templars and suddenly discovering not just the letters regarding Samson and the red lyrium, but the one that will lead to a confrontation then a judgement based on its revelation. Show me how the quests for the Suledin blade or the Dirthamenn temple can just be moved over to another game.
I can go on. There are plenty of quests that rely on the setting of Inquisition and its specific lore to even begin to make sense. Are there are a few like the ring that could be transplanted to any game? Yes, every single game in existence has that. Even PoE and TW3. But even then, that small quest is meant to feedback into the overarching narrative that the Templar/Mage conflict is tearing innocent people apart and that neither side is clean or innocent. It is meant to be incentive to end these conflicts. What is the purpose of most of TW3's hunts? "O he's a Witcher!"... so? He's supposed to be focused on finding his daughter and stopping the Hunt... something that gets very little atmospheric bolstering from sidequests in any way. You can argue that the Herald/Inquisitor (Depending on timing) is doing "mundane" or "trite" quests to try and help people and stabalise the land, which benefits the main thrust of the narrative of creating and building an organization to stop a threat. Why the hell is Geralt doing his witcher duty instead of actually focusing on what is supposed to be an urgent and significant matter? Why is he gallivanting around hunting for a pan... why is he sleeping with some prostitute? Why is he hunting yet another monster instead of trying to actually find Ciri? The quests rarely made sense in terms of the overall narrative thrust of the game.
Where you found "unique premises, deeper characters, evolving narratives, and extra choices" I found repetitive and generic quests that rarely made sense in regards to the main story, , tired clichés of characters that never become anything more than the one dimensional clichés they start out as, a narrative that echoes the tropes of dark fantasy to the point of nausea, and choices that were no more extensive than most of those in Inquisition. You found what it offered to be exceptional. I found what it offered to be substandard, nonsensical, and boring.





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