This is a rant. Kind of, anyway.
When reading comments about Jaws of Hakkon, I found some people who said it was lacking story content, and who cited companion interaction and cutscenes as examples of what they consider story content, and ME3's Citadel DLC as an example of what they wanted.
NO! That's not good story content. Character interaction for its own sake is nothing but soap opera, and even worse if it's parody. ME3's Citadel was both a light-hearted goodbye, possible at no other point in the publication history, and a necessary antidote for ME3's depressive endings, but it added almost nothing to the story. Yes, I love the interlude with Cassandra and "Swords and Shields", but one or two such scenes in a game are enough, lest the whole story turns into parody.
Good story content, in a story that takes itself somewhat seriously, that's the meaningful things you do in the context of the plot, and everything connected to that. It includes character interaction, if that's meaningful for the story, exploration, if that's meaningful for the story, and combat, again, if it's meaningful for the story. Take Dorian's quest. As it is, it's a good sidequest, but If not for the fact that it illustrates some aspects of Tevinter culture, it would be nothing more than another boring "daddy issues" sidequest, only meaningful if you romance Dorian. Take exploration: as you follow the steps to open the fortress in JoH, there's no character interaction, yet this is as much part of the story as the conversations you have when you enter the place. Consider fighting: as a rule, about 90% of the fighting in a game like DAI is filler, an unfortunate legacy of the history of video rpgs. Yet the other 10% - fights against many named opponents, sidequest mini-bosses and suchlike, even the occasional encounter with a horde of mooks - are as much part of the story as most cutscenes.
The *type* of content does not determine if something is "story content". Its meaning does. A really good story-based game, as I see it, has some variety of different types of content, and it makes efforts to make them all part of the story. Granted, DAI as a whole isn't exactly a shining example of that, mostly because of the many collection quests, but Jaws of Hakkon is significantly better designed.
I do want good story content in my games. If the DA team can make more *meaningful* character interaction, by all means go for it, but just "more character interaction" isn't the answer to the perceived problem of lacking story content. I would hate to see another "Citadel", except maybe at the same time in the publication history - after the end of DA - and made in the same spirit.





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