Aller au contenu

Photo

Games Length


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
xHeATheR9789x

xHeATheR9789x
  • Members
  • 2 messages
I am a HUGE Bioware fan and love all of your games (Mass Effect especially) While I really liked Dragon Age Inquisition, I found the main campaign was way too short and that the games length was mainly attributed to grindy side missions like gathering shards ect. I am really hoping that big story based DLC's are on the way - even though games should not be considered incomplete without them :)

#2
BansheeOwnage

BansheeOwnage
  • Members
  • 11 280 messages

I also found the actual main path very short, and hope DLC will help, at least. People have done playthrough in less than 20 hours, so I've heard. I've played shooters that were almost as long. Longer, even.


  • xHeATheR9789x aime ceci

#3
Andres Hendrix

Andres Hendrix
  • Members
  • 1 424 messages

Is the main quest in DA: I not as long as Skyrim's? The main quest in Skyrim is quite short but with side quests and exploring the game is much longer. I think the Witcher 3's main story is 25 hours not much longer than Skyrim's or DA:I's. DA:I, I suppose suffers from it's mmo-ness, fetch quests just don't supply the same amount of depth as say quests in the Witcher 3 where almost every quest is scripted (some tie into each other) and thus each feel like short stories that could be found in the books. I don't think DA:I is lacking in quests per se, what it lacks is a sense of fulfillment. Basically you wind up doing 50 or so fetch quests that really have no life to them so you end up feeling like you've done nothing in the long run. In fact I liked the war table stuff more than any of the fetch quests, at least the war table missions had their own stories, and had consequences even if they were only written and not visually displayed.  

I think a problem in DA:I is that there really are not very many consequences for quests, not even little speed bumps, e.g. in the Witcher 3 there was a quest where you could screw over some societal and later on their leader tries to ambush you. If we look at DA:I's  Hinterlands as an example, we have one overarching side quest that involves helping the refuges, but it consists of different fetch quests (the ram meat etc) there are next to no consequences for not doing them other than what Mother Giselle says if you talk to her about the Hinterlands. Bioware could not even be bothered to script in the refuges starveing and freezing if you fail to complete those quests, it just gets suspended and you get the same redundant lines from Giselle 'the refugees in the Hinterlands could use some help'...  Another example, the aforementioned amulet quest would have been much more interesting if you hadn't taken the amulet back and instead left and went back to your main base (Haven or Skyhold) and the rage Demon appeared there instead, it would have made the quest feel more organic and part of the world but instead you can leave the damn thing for as long as you want, even though the quest starts off with a note saying that the amulet is cursed and gives the person who finds it nightmares which drive that person insane. Gamey things like that make the quests feel disjointed form the game world, like they are two separate things...



#4
xHeATheR9789x

xHeATheR9789x
  • Members
  • 2 messages
In my opinion I do not think that a Bioware game has been this underwhelming; including Dragon Age 2 which obviously had its short comings, could it be that EA are finally starting to ruin our Bioware games? I think so :(
  • ThePhoenixKing aime ceci

#5
ThePhoenixKing

ThePhoenixKing
  • Members
  • 615 messages

Is the main quest in DA: I not as long as Skyrim's? The main quest in Skyrim is quite short but with side quests and exploring the game is much longer. I think the Witcher 3's main story is 25 hours not much longer than Skyrim's or DA:I's. DA:I, I suppose suffers from it's mmo-ness, fetch quests just don't supply the same amount of depth as say quests in the Witcher 3 where almost every quest is scripted (some tie into each other) and thus each feel like short stories that could be found in the books. I don't think DA:I is lacking in quests per se, what it lacks is a sense of fulfillment. Basically you wind up doing 50 or so fetch quests that really have no life to them so you end up feeling like you've done nothing in the long run. In fact I liked the war table stuff more than any of the fetch quests, at least the war table missions had their own stories, and had consequences even if they were only written and not visually displayed.  

I think a problem in DA:I is that there really are not very many consequences for quests, not even little speed bumps, e.g. in the Witcher 3 there was a quest where you could screw over some societal and later on their leader tries to ambush you. If we look at DA:I's  Hinterlands as an example, we have one overarching side quest that involves helping the refuges, but it consists of different fetch quests (the ram meat etc) there are next to no consequences for not doing them other than what Mother Giselle says if you talk to her about the Hinterlands. Bioware could not even be bothered to script in the refuges starveing and freezing if you fail to complete those quests, it just gets suspended and you get the same redundant lines from Giselle 'the refugees in the Hinterlands could use some help'...  Another example, the aforementioned amulet quest would have been much more interesting if you hadn't taken the amulet back and instead left and went back to your main base (Haven or Skyhold) and the rage Demon appeared there instead, it would have made the quest feel more organic and part of the world but instead you can leave the damn thing for as long as you want, even though the quest starts off with a note saying that the amulet is cursed and gives the person who finds it nightmares which drive that person insane. Gamey things like that make the quests feel disjointed form the game world, like they are two separate things...

 

Another thing about Skyrim is that it has some really good subplots to flesh out the main story. You had the four main guilds, plus the Civil War arc, and that's not even counting the DLC stuff. If there had been nothing to do in that game but the main quest, then yeah, I would have been disappointed in it, but all these enjoyable sidestories really gave the world life and colour.



#6
Baeraad

Baeraad
  • Members
  • 12 messages

It's true, the main storyline is a relatively small part of the game. I get the very strong impression that more weight was put on exploration and the feeling of building up and running a major organisation than on the story per se - Corypheas goes from being a potentially world-ending disaster in act one to a serious problem in act two to a loose end in need of being wrapped up in act three. That's unusually realistic, but it makes for a pretty odd story structure even aside from the fact that you keep being encouraged (and sometimes forced, through the need to assemble Power) to take constant detours from it to deal with smaller problems.

 

I enjoyed the game quite well on those terms, but it's quite different from Origins/Awakening (where almost everything you do is tied to your main quest) and DA2 (where there isn't a single main quest, per se), yes.