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Why is DAI a failure?


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#376
Elhanan

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I honestly have no idea why DAI got all those GOTY awards. Again, I'm really sorry for being so harsh and mean to a development team that I am sure put a lot of effort into it.  But the game was so, so broken and uninteresting. I felt like the GOTY awards were kind of..... arbitrarily granted based on the mere marketing and amount of money invested in production. The scale of the production, and not really the quality.  If anything, it was a reward for the hard work, but not the critical quality of the game.


Perhaps others have a different opinion that this one. I know that I have 1030+ hrs in this broken and uninteresting game, and still have new characters waiting in Haven. Perhaps those GOTY awards are earned and well deserved, and others feel that the game is a Giant step in the right direction for cRPG's.

#377
vbibbi

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This doesn't do a very good job of explaining why RtO worked for you while DAI in general did not. I got from the earlier bit about Pompeii that the art direction in that scene didn't work for you. Was that a general problem?

Sorry, was a bit unclear. I mean that even though Cailan was a character we briefly met and would have no reason to have an attachment to (I love the non-human dialogue options "You're not my king, human lord scum!") he was still an identifiable individual with whom we had interacted. So when you see a person you've interacted with, however briefly, treated to such inhumane bodily desecration, it has an emotional impact to me. Whereas the majority of deaths and carnage I experienced in DAI were of nameless people I had never interacted with, or at best learned about from their journals. (Apparently it's in fashion to carry a journal and write about how horrible life is when you're fleeing from your home with nothing but the clothes on your back) So I unfortunately became hardened to seeing so many bodies as I roamed the zones. Reading someone's journal does nowhere near as much for me as actually having interacted with that person.

 

So the mummy bodies in the ToSA were just...weird bodies to me rather than people who had been at the Conclave. The one exception I can think of off the top of my head is when we find the bloodied teddy bear in the Exalted Plains. THAT is powerful and upsetting, without needing a journal to provide backstory. (And the Solas dialogue about a Fade memory of a circle of dwarf bodies surrounding a child, but that's dialogue rather than environmental)

 

TL;DR: show not tell is highlighted for me where DAI relies WAY too much on text to provide a meaningful connection to the world. These journals could have been written hundreds of years ago or yesterday, they carry the same emotional weight to me. It's detached from our characters and is one of the major reasons why the zones feel so static to me.


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#378
Al Foley

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Hmm, I struggle to have more than 1 play through as compared with 5-6 play throughs on DAO and DA2. The only think that got me to pick up the game again was the big revelations in Trespasser.

I struggled to get through 3 play throughs of DA O.  I tried to get a fourth started but that one got stuck forever in the Fade.  That game is just so...tedious.  But on the face of it Trespasser really makes me want to try it out again and go back to the beginning.  Trespasser and Keep problems.  Trespasser really made me re appreciate the entire series. But...

 

I'm the exact opposite as you! I feel this is the best game Bioware has ever made.

 

I've been replaying Origins recently and its hard for me to go back to. It's slow, ugly, does nothing to involve me in the central conflict, and I really hate some of the writing. Inquisition is just such an improvement in every way for me.

then there is the awful gameplay and awful antagonist(s) of Origins to slog through that make me go eep!  Not to mention the music. :P


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#379
Elhanan

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Sorry, was a bit unclear. I mean that even though Cailan was a character we briefly met and would have no reason to have an attachment to (I love the non-human dialogue options "You're not my king, human lord scum!") he was still an identifiable individual with whom we had interacted. So when you see a person you've interacted with, however briefly, treated to such inhumane bodily desecration, it has an emotional impact to me. Whereas the majority of deaths and carnage I experienced in DAI were of nameless people I had never interacted with, or at best learned about from their journals. (Apparently it's in fashion to carry a journal and write about how horrible life is when you're fleeing from your home with nothing but the clothes on your back) So I unfortunately became hardened to seeing so many bodies as I roamed the zones. Reading someone's journal does nowhere near as much for me as actually having interacted with that person.
 
So the mummy bodies in the ToSA were just...weird bodies to me rather than people who had been at the Conclave. The one exception I can think of off the top of my head is when we find the bloodied teddy bear in the Exalted Plains. THAT is powerful and upsetting, without needing a journal to provide backstory. (And the Solas dialogue about a Fade memory of a circle of dwarf bodies surrounding a child, but that's dialogue rather than environmental)
 
TL;DR: show not tell is highlighted for me where DAI relies WAY too much on text to provide a meaningful connection to the world. These journals could have been written hundreds of years ago or yesterday, they carry the same emotional weight to me. It's detached from our characters and is one of the major regions why the zones feel so static to me.


Interaction like these exist in the NPC's one attempts to rescue at Haven, or those brought before the throne at Skyhold. Or the many repeated interactions that are possible in many areas: Mother Giselle, Corporal Vale, Fiona, Skywatcher, Sutherland, Krem, Scout Harding, Fairbanks, Michel, the Dalish in the Exalted Plains, the various Stewards including Chance, etc.

The ones that are mentioned in the notes and journals are those that one has not met, or only met briefly. If a relationship must be made before feelings are created for the loss of innocent life, this apathy does not bode well for the Inquisitor. Guess this why Cole is so important to the game overall, as he does care.

#380
Elhanan

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I struggled to get through 3 play throughs of DA O.  I tried to get a fourth started but that one got stuck forever in the Fade.  That game is just so...tedious.  But on the face of it Trespasser really makes me want to try it out again and go back to the beginning.  Trespasser and Keep problems.  Trespasser really made me re appreciate the entire series. But...
 
then there is the awful gameplay and awful antagonist(s) of Origins to slog through that make me go eep!  Not to mention the music. :P


I still prefer DAO > DAI > DA2, and have likely played over a thousand hrs in each of them currently; over 2K in DAO. While I agree that the gameplay of DAI is superior in pacing to the prior games (and hope it remains at this general speed), I enjoy the greater versatility in builds one may create in DAO.

While I enjoy DAI a great deal, I cannot belittle the prior games much, as I treasure them all. No Bioware failures here, either.
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#381
Al Foley

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I still prefer DAO > DAI > DA2, and have likely played over a thousand hrs in each of them currently; over 2K in DAO. While I agree that the gameplay of DAI is superior in pacing to the prior games (and hope it remains at this general speed), I enjoy the greater versatility in builds one may create in DAO.

While I enjoy DAI a great deal, I cannot belittle the prior games much, as I treasure them all. No Bioware failures here, either.

Indeed DA O had its awesome moments too.  Just the two things I mentioned really dragged it down for me.  And the music I liked to mock it.  Thank the Maker for T Morris. 



#382
vbibbi

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I struggled to get through 3 play throughs of DA O.  I tried to get a fourth started but that one got stuck forever in the Fade.  That game is just so...tedious.  But on the face of it Trespasser really makes me want to try it out again and go back to the beginning.  Trespasser and Keep problems.  Trespasser really made me re appreciate the entire series. But...

 

then there is the awful gameplay and awful antagonist(s) of Origins to slog through that make me go eep!  Not to mention the music. :P

I'm starting to feel like there are two major camps of Dragon Age fans...those who prefer more DAO style and those who prefer DAI. Both are valid. But, selfishly, I feel like the fan who enjoyed the original style and want further games to emulate that style, rather than the fan who was lukewarm about the first game but enjoyed how its successor changed. Personally, I feel like I should be given precedence, as I committed to this series based on what I enjoyed in the first game. It feels like those who prefer DAI are usurpers who always wanted a change from the original game.

 

This is all in jest, just a way to air my frustration :lol:


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#383
Elhanan

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Indeed DA O had its awesome moments too.  Just the two things I mentioned really dragged it down for me.  And the music I liked to mock it.  Thank the Maker for T Morris.


based on my own experience, if entering an area that is not favored (eg; Brecilian Forest), wait to do it by itself on a fresh day. Personally like the Fade and the Deep Roads, but the backtracking in the forest requires an extra dose of motivation for me.

And I love the music of all three games, and most Bioware games as a rule. Only a tavern tune in NWN1 and some Techno tunes in ME series are annoying to these ears.

#384
Nefla

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Well in The Idiot we get introduced to Myshkin already on the train with next to no introduction. His background unravels as the story builds up. And boy do we get key characters in the first 20 minutes. In Nine princes in Amber we meet Corwin in the ER with next to no understandning of who he is, where he comes from and only vague feeling that someone is out to kill him. And he has to fight for his life shortly. I wouldn't presume to call neither Dostojevski nor Zelazny amateurs. There are numerous examples of protagonists likewise thrown into the heat of the action. It is one way of starting of a story. Not the only way. In Lotr we get a rather lengthy introduction that is interesting but I remember it was a slog to ge through as a kid.

 

I don't see how walking around in the temple before the blackout would help the story in any meaningful way since apart from Cory and Justinia none of thosde people will figure in the coming story. But that is my opinion ;-)

I'm not saying a story can't start with action and be well done, just that IMO DA:I didn't do a good job of it. It's also very possible to introduce a group of people in quick succession and still have the characters be memorable and distinct, again I'm saying DA:I didn't do a good job of it. An example of a good way to introduce a group in my opinion would be to have those characters as an already established and tight knight group that have connections and chemistry with each other. Example: a special forces unit, a bandit group, a heist group, etc...and then have all of those characters relevant to the story, interacting with it, showing their strengths and weaknesses and their relationships with each other. DA:I felt like a collection of random people with no reason to care about each other and most of the time they didn't interact with the plot. The game relied heavily on people already knowing who Cassandra, Leliana, Cullen, Varric, Morrigan, Gaspard, Celine, Briala, Fiona, etc...were rather than giving them the kind of care and attention I would hope for.

 

I'm not defending this because I like headcanon just there are many thousands of people who die each day and I do not know them, they might as well not exisist, and yet when they die I can feel sympathy.  And furthermore the Inquisitor, who shares the world with these people whether they know them or not, could also feel sympathy over the fact that a lot of people in their world no longer exisist.  Or they can have the entire opposite reaction because the game lets you.  In fact I believe one of the options there is to 'remain silent'

There's a difference between real people dying and fictional characters that were never even written dying. Using "well in real life you would care" is a cheap excuse for lazy writing IMO. It's like when they relied on the fact that a real person would be horrified at seeing a child die to make Shepard traumatized for the entire game at seeing the vent boy die or when they relied on the fact that a real person would be sad that their sibling died when they killed off Bethany/Carver 10 minutes into the game rather than establish a strong relationship first. I felt much more anger and loss at the death of Rose in Fable 2 than either of those examples and the reason is that the writers made me care before they killed her. They actually had you experience your life as a poor and homeless child trying to survive and your sister being the only one you have, trying to look out for you as best she can before you're tricked and she's murdered. BioWare should be able to do a better job than Lionhead Studios...

 

Hmm, all I can see is "distant" relatives for the human, and a few other spies for the Dwarf. So not anyone you knew personally. 

 

 

The Qunari doesn't mention having a company with you. You do work for one, but it looks like it was just you who was on that particular job. A non-mage human only has distant relatives there - not ones they personally knew. A circle mage probably wouldn't know people there, because it was a meeting between the leaders, they only would have known the younger mages who didn't go.

 

And yes it would be a traumatic experience, but you are ignoring the fact that it is a major plot point that you don't remember the trauma. They are not going to show you everyone getting turned to ash zombies status and then say "we just showed you how traumatic this is - now pretend you don't remember it because your character doesn't!". 

I was definitely not on board with the whole amnesia thing in the first place. It's so overused and really seems like a crutch. They could have been clever about it and written things in a way that you saw everything but didn't understand what was really going on. Getting the anchor could have been subtle and only noticed on a second playthrough, or the memory loss could have only been a small portion of time ex: you get to see and explore the conclave, meet people, find out what's going on, hear Justinia give a speech about peace between mages and templars and then retire to her quarters temporarily. The story could have taken us to wander a little out of bounds, somewhere we shouldn't be (for something mundane like more wine) and when we were about to go back we see a dead guard and then another and another. The building starts to shake and you can see magic and fire ripping and tearing at you as things start to crumble (they've started the ritual). At the end of the trail is the room with the divine. We hear her voice "somebody help me," we start to run, stumbling forward against the destruction and are shown scenes of what's happening outside: people dying, being crushed by debris, swallowed up by earthquakes, torn apart or burnt up by magic and it keeps getting worse. Then it's back to us as we open the door and there's a blinding light which starts the memory loss. The normal intro could start from there. That's what I would have preferred.

 

I got the feeling every time I watched it that it was some out of the way dungeon.  

Why would we have access to the dungeon though? What would we be doing there in the first place?

 

Well, honestly seeing those charred bodies at the temple didn't make me feel sympathy, they looked like burnt mummies rather than people who had been alive less than a week ago. I don't know how they remained upright and their eyes glowing, it didn't seem realistic. If anything, I would compare it to if I went to Pompeii and saw the mummified bodies there rather than seeing individuals lying in the street. The first would be detached because it almost doesn't seem like they were real people at one point, the other would be horror at seeing so many people dead in the street.

 

It doesn't help that before we even get to the temple, we're looting nameless bodies for money on the mountain path. The people serve as resources rather than as individuals.

 

In Ostagar, we barely interact with Cailan and have no connection to him. Yet, in Return to Ostagar, it was emotionally moving for me to see his body strung up disrespectfully, and flashbacks to the doomed battle. The only time I remember feeling that level of emotional attachment in DAI was when Morrigan confronted Flemeth and offered herself up to save Kieran. Part of that was the excellent voice acting and cinematic shots showing the expressions, but also because I already had familiarity of these characters from the past two games. If I were a new player to the setting, this scene wouldn't have had nearly as much impact.

 

How did Wardens who had no reason to be at the Conclave and something looking like Corypheus manage to sneak the Divine to a secret location, surrounded by mages and templars who are on the alert due to the tensions at the conference? There's a lot of unanswered questions from the Conclave that we get to conveniently skip due to the beginning of the game.

I would have felt sympathy for those bodies if I'd known the people. As it is they may as well be statues. It's funny that I was thinking of the scene with Cailan's body in Return to Ostagar today and I agree with you. We didn't know him well but the game actually took the time to let us know him a little. When I told him about the elves' problems in the alienage he didn't shoe me away, he promised to go there personally when the blight was over and help your people. He treated every warden of every race as an equal. He had a good heart and a childlike enthusiasm, I genuinely liked him as a character even from that brief meeting and to see his body desecrated like that was hard. It just wouldn't have been anywhere near the same if it had been some nameless person we'd never met.

 

 

I don't see how not being introduced to characters before they're all unceremoniously annihilated somehow negates the tragedy of the event for either the character or the player.  The people at the Conclave exist for the characters in the game as surely as any person from our world that we've never met exist for us.

 

In Star Wars, we don't see anyone who dies when Alderaan is blown up.  Is it headcanon to acknowledge the tragedy of that event, either from a general standpoint or personally for Leia?  

The conclave and the explosion were earth shattering events that start the game in motion and we don't even get to experience it in any way. Showing something makes it much more real and personal than just telling me about it afterward. Remember in DA:O when all of the gathered forces were marching to Denerim and you see this one guy in Redcliffe who's clearly just an average Joe, can't even afford armor beyond a leather helmet and you see his wife and child tearfully saying goodbye. When your party reaches Denerim you see that same guy on his knees being held by a darkspawn with this look of terror in his eyes and you're just a minute too late as the darkspawn slits his throat and tosses him on the ground. In this whole scene no one says a word but they didn't have to. It was a small moment with an unimportant character but it made me feel. Now compare it to DA:I where we are told a messenger of Josephine's is killed trying to warn Celine. It's just not on the same level at all. Even if you rely on "it's sad when people die in real life" rather than putting the effort in from a writing standpoint, in real life if you were being held hostage at a bank along with 20 other people and you saw the robbers only 10 feet away from you kick an elderly woman out of her wheelchair and shoot her 6 times would you feel the same level of emotion as if someone simply told you "there was a hostage situation at a bank yesterday and someone got killed?"

 

Kind of off topic but I'd always wondered about Leia's reaction to Alderaan being blown up. It seemed like such a mild reaction and she got over it so quickly (I'd be shrieking and crying and trying to kill Tarkin with my bare hands). I found out later that Carrie Fisher had asked George Lucas "do I know anyone on this planet?" and his reply at the time was something like "no, not really."  All the pieces weren't put together until later I guess. In any case, we're not Leia and the movie doesn't even expect us to grieve over Alderaan.


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#385
Al Foley

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I'm starting to feel like there are two major camps of Dragon Age fans...those who prefer more DAO style and those who prefer DAI. Both are valid. But, selfishly, I feel like the fan who enjoyed the original style and want further games to emulate that style, rather than the fan who was lukewarm about the first game but enjoyed how its successor changed. Personally, I feel like I should be given precedence, as I committed to this series based on what I enjoyed in the first game. It feels like those who prefer DAI are usurpers who always wanted a change from the original game.

 

This is all in jest, just a way to air my frustration :lol:

Hey I get it because whenever I see someone 'demanding' they want to go back to DA O I am like "NO how dare you want to destroy everything I have come to love about DA."  :P  Honestly though my perfect DA game would be DA Os side quests and how the side quests (and zones) integrate into the over all experience where both support each other instead of being...semi at odds.  DA 2s style of protagonist and general style of storytelling.  You know small events all about the individual characters who then get caught up in a much larger struggle.  Have the protagonist have a fully formed character arc, which they did a good job with the Inquisitor on, but it was not perfect.  And then DA Is graphical fidelity, the style of its world....mayyyybbbee, its general character writing, its game play, its crafting system, some of the cool things they did with exploration, and also maybe the building up of an organization.  Plus if DA 4 does several minor improvements to things introduced in DA I, like the war table random party banter and random loot, then I think it could be a really awesome game.  


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#386
Al Foley

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based on my own experience, if entering an area that is not favored (eg; Brecilian Forest), wait to do it by itself on a fresh day. Personally like the Fade and the Deep Roads, but the backtracking in the forest requires an extra dose of motivation for me.

And I love the music of all three games, and most Bioware games as a rule. Only a tavern tune in NWN1 and some Techno tunes in ME series are annoying to these ears.

 

I loved the Deep Roads in Origins. My second favorite quest sequence in the game.  Right after the Landsmeet.  Shame it all fell apart after that. 

I'm not saying a story can't start with action and be well done, just that DA:I didn't do a good job of it. It's also very possible to introduce a group of people in quick succession and still have the characters be memorable and distinct, again I'm saying DA:I didn't do a good job of it. An example of a good way to introduce a group in my opinion would be to have those characters as an already established and tight knight group that have connections and chemistry with each other. Example: a special forces unit, a bandit group, a heist group, etc...and then have all of those characters relevant to the story, interacting with it, showing their strengths and weaknesses and their relationships with each other. DA:I felt like a collection of random people with no reason to care about each other and most of the time they didn't interact with the plot. The game relied heavily on people already knowing who Cassandra, Leliana, Cullen, Varric, Morrigan, Gaspard, Celine, Briala, Fiona, etc...were rather than giving them the kind of care and attention I would hope for.

 

There's a difference between real people dying and fictional characters that were never even written dying. Using "well in real life you would care" is a cheap excuse for lazy writing IMO. It's like when they relied on the fact that a real person would be horrified at seeing a child die to make Shepard traumatized for the entire game at seeing the vent boy die or when they relied on the fact that a real person would be sad that their sibling died when they killed off Bethany/Carver 10 minutes into the game rather than establish a strong relationship first. I felt much more anger and loss at the death of Rose in Fable 2 than either of those examples and the reason is that the writers made me care before they killed her. They actually had you experience your life as a poor and homeless child trying to survive and your sister being the only one you have, trying to look out for you as best she can before you're tricked and she's murdered. BioWare should be able to do a better job than Lionhead Studios...

 

I was definitely not on board with the whole amnesia thing in the first place. It's so overused and really seems like a crutch. They could have been clever about it and written things in a way that you saw everything but didn't understand what was really going on. Getting the anchor could have been subtle and only noticed on a second playthrough, or the memory loss could have only been a small portion of time ex: you get to see and explore the conclave, meet people, find out what's going on, hear Justinia give a speech about peace between mages and templars and then retire to her quarters temporarily. The story could have taken us to wander a little out of bounds, somewhere we shouldn't be (for something mundane like more wine) and when we were about to go back we see a dead guard and then another and another. The building starts to shake and you can see magic and fire ripping and tearing at you as things start to crumble (they've started the ritual). At the end of the trail is the room with the divine. We hear her voice "somebody help me," we start to run, stumbling forward against the destruction and are shown scenes of what's happening outside: people dying, being crushed by debris, swallowed up by earthquakes, torn apart or burnt up by magic and it keeps getting worse. Then it's back to us as we open the door and there's a blinding light which starts the memory loss. The normal intro could start from there. That's what I would have preferred.

 

Why would we have access to the dungeon though? What would we be doing there in the first place?

 

I would have felt sympathy for those bodies if I'd known the people. As it is they may as well be statues. It's funny that I was thinking of the scene with Cailan's body in Return to Ostagar today and I agree with you. We didn't know him well but the game actually took the time to let us know him a little. When I told him about the elves' problems in the alienage he didn't shoe me away, he promised to go there personally when the blight was over and help your people. He treated every warden of every race as an equal. He had a good heart and a childlike enthusiasm, I genuinely liked him as a character even from that brief meeting and to see his body desecrated like that was hard. It just wouldn't have been anywhere near the same if it had been some nameless person we'd never met.

 

 

The conclave and the explosion were earth shattering events that start the game in motion and we don't even get to experience it in any way. Showing something makes it much more real and personal than just telling me about it afterward. Remember in DA:O when all of the gathered forces were marching to Denerim and you see this one guy in Redcliffe who's clearly just an average Joe, can't even afford armor beyond a leather helmet and you see his wife and child tearfully saying goodbye. When your party reaches Denerim you see that same guy on his knees being held by a darkspawn with this look of terror in his eyes and you're just a minute too late as the darkspawn slits his throat and tosses him on the ground. In this whole scene no one says a word but they didn't have to. It was a small moment with an unimportant character but it made me feel. Now compare it to DA:I where we are told a messenger of Josephine's is killed trying to warn Celine. It's just not on the same level at all. Even if you rely on "it's sad when people die in real life" rather than putting the effort in from a writing standpoint, in real life if you were being held hostage at a bank along with 20 other people and you saw the robbers only 10 feet away from you kick an elderly woman out of her wheelchair and shoot her 6 times would you feel the same level of emotion as if someone simply told you "there was a hostage situation at a bank yesterday and someone got killed?"

 

Kind of off topic but I'd always wondered about Leia's reaction to Alderaan being blown up. It seemed like such a mild reaction and she got over it so quickly (I'd be shrieking and crying and trying to kill Tarkin with my bare hands). I found out later that Carrie Fisher had asked George Lucas "do I know anyone on this planet?" and his reply at the time was something like "no, not really."  All the pieces weren't put together until later I guess. In any case, we're not Leia and the movie doesn't even expect us to grieve over Alderaan.

The answers to those questions are...IDK?  I mean I just generally get the feeling that there were areas of the Temple that were not secured.  I mean the area of the temple itself was huge in Origins. As for what we were doing there...I have no idea.  



#387
Nefla

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The answers to those questions are...IDK?  I mean I just generally get the feeling that there were areas of the Temple that were not secured.  I mean the area of the temple itself was huge in Origins. As for what we were doing there...I have no idea.  

I don't think BioWare thought it out :(



#388
Al Foley

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Though another thing DA 4 should add from DA 2 is more then one major character quest.  I would have loved in Inquisition had we gotten three cutscene heavy character quests that told an ongoing story instead of the one we got.  Probably wuld have made those characters feel even better if, say the awesome scenes in Dorian's quest and Cole's quest, felt like they had been built up from something rather then just an isolated incident.  


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#389
Al Foley

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I don't think BioWare thought it out :(

Which is OK.  I mean this may be one of the reasons that we did not get beginning game play but its perfectly fine and over all not that important.  It happened. :lol:  We often ask these questions about certain real life terrorist attacks too. 



#390
Nefla

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Which is OK.  I mean this may be one of the reasons that we did not get beginning game play but its perfectly fine and over all not that important.  It happened. :lol:  We often ask these questions about certain real life terrorist attacks too. 

It is unsatisfying to me. Sometimes people die from a random infection caused by stubbing their toe, that's not how I want to die in a video game. :pinched:


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#391
Warden of Silence

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So while I think OP's reasoning is poor, I must say this game was a bit of a let down for me. Granted, I played the hell out of it, but there was so much I wish was different. 



#392
Majestic Jazz

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So while I think OP's reasoning is poor, I must say this game was a bit of a let down for me. Granted, I played the hell out of it, but there was so much I wish was different.


[sarcasm]This game won 130+ GOTY Awards, your concerns are irrelevant.[/sarcasm]

#393
Elhanan

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I loved the Deep Roads in Origins. My second favorite quest sequence in the game.  Right after the Landsmeet.  Shame it all fell apart after that. 
The answers to those questions are...IDK?  I mean I just generally get the feeling that there were areas of the Temple that were not secured.  I mean the area of the temple itself was huge in Origins. As for what we were doing there...I have no idea.


It was sacred ground for the Chantry, and a major mountain of Lyrium for others; a couple of reason for those involved to assemble there.

#394
CoM Solaufein

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DAI is full of

sheen_winning.jpg


  • Al Foley aime ceci

#395
Phoe77

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*post*

 

I think the reason that I'm not overly concerned with it is that I don't necessarily feel like I personally have to have a visceral emotional response to an event like the Conclave or Bethany/Carver getting mauled by an ogre so long as my character has a reason to be torn up over it.  We as the player don't get to experience the Conclave, but the Inquisitor as a character did so I don't have a problem with extrapolating why he might be saddened to hear that it blew up if I for some reason need more than the fact that hundreds of people were murdered.  I agree that my acceptance of that likely has at least something to do with my willingness to indulge in headcanon (a term which I hate), though I don't think that's bad or that I'm tacitly endorsing awful writing.

 

Of course I would have a more powerful reaction to being present while a person is executed than I would get from simply hearing about the same event on the news, but there would still be an emotional reaction in either scenario.  That's all that I meant to convey.  The fact that we aren't personally invested in a tragedy would certainly lessen the magnitude of our emotional response, but the thing that we were responding to would still be tragic and there would still be a response.  

 

We might not be expected to grieve over Alderaan, but man do I find myself getting wistful sometimes when I'm wandering around the planet in TOR.  No one would ever accuse me of being stoic.  :)


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#396
Abyss108

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I was definitely not on board with the whole amnesia thing in the first place. It's so overused and really seems like a crutch. They could have been clever about it and written things in a way that you saw everything but didn't understand what was really going on. Getting the anchor could have been subtle and only noticed on a second playthrough, or the memory loss could have only been a small portion of time ex: you get to see and explore the conclave, meet people, find out what's going on, hear Justinia give a speech about peace between mages and templars and then retire to her quarters temporarily. The story could have taken us to wander a little out of bounds, somewhere we shouldn't be (for something mundane like more wine) and when we were about to go back we see a dead guard and then another and another. The building starts to shake and you can see magic and fire ripping and tearing at you as things start to crumble (they've started the ritual). At the end of the trail is the room with the divine. We hear her voice "somebody help me," we start to run, stumbling forward against the destruction and are shown scenes of what's happening outside: people dying, being crushed by debris, swallowed up by earthquakes, torn apart or burnt up by magic and it keeps getting worse. Then it's back to us as we open the door and there's a blinding light which starts the memory loss. The normal intro could start from there. That's what I would have preferred.

 

Well sure, of course they could have chosen to write a different story. But it seems this is more to do with you just hating the amnesia trope, rather than anything Bioware did.

 

And I don't want to start the game with a whole bunch of meaningless exposition like you just suggested. I don't care about listening to some random old lady I don't know giving piece talks to a bunch of strangers.

 

I don't want my first conversation to be talking to a random NPC I will never see again about peace talks I have had no involvement in, when it could be Cassandra threatening to kill me.

I don't want my first quest to be "get wine" when it could be "stop the breach".


  • correctamundo aime ceci

#397
IanPolaris

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One should not assume. This is the info given of a Dalish Mage:


All the dignitaries were at the Temple of Sacred Ashes; the ruins discovered and renovated in DAO. The details concerning the quarters, specific attendees, etc are not needed any more than one reads about such places and gatherings extant in RL.

Head canon is fine, but should not obscure what is given.

 

 

 None of this is inconsistant or even disagrees with either my 'head canon' or the notion that the PC had to have had access to either the Divine's private quarters and/or her private offices.  It would NOT be some out of the way dungeon simply because in a place (rennovated or not) so full of dignitaries (and HOSTILE dignitaries at that) and thus would be full of their staff and SECURITY/BODYGUARDS that it is simply unrealistic in the extreme that the Divine would be able to be taken to such an out of the way location for ANY length of time without it becoming generally known not just at the Temple but the (very nearby) village of Haven as well.

 

If you are going to criticize me, at least do so accurately.


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#398
IanPolaris

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How did Wardens who had no reason to be at the Conclave and something looking like Corypheus manage to sneak the Divine to a secret location, surrounded by mages and templars who are on the alert due to the tensions at the conference? There's a lot of unanswered questions from the Conclave that we get to conveniently skip due to the beginning of the game.

 

This is precisely why I find the notion that the Divine was somehow spirited away in some super-secret location to be inherently unreasonable and unlikely.  I would argue that:

 

1.  The Grey Wardens had every reason to be there at least in some small numbers as observers.  While Grey Wardens traditionally stood outside the Templar-Mage conflict (since Warden and only Warden mages fell outside Chantry oversight), how this issue would or could be resolved would logically be very important to the Wardens (for mage recruiting if nothing else!)

 

2.  We know that Divine Justinia was trying to understand the various points of view about magic and mages the past several years, and was desperately trying to find a way to either stop the war, or at least end it before too much damage was done.  It seems that a new Inquisition was supposed to be the last resort solution that she had in mind (and several in game sources back this notion).  As such, I find it very reasonable to think that Divine Justina would welcome and meet a delegation of high ranking warden mages in her private office....if for nothing else than the prospective of mages that were allowed to practice outside the circles...but probably had first hand knowledge of them.

 

This leads to my entirely reasonable head canon (but I admit that it IS head canon) that the Dalish Inquisitor (if a mage) was probably caught as a spy but kept as a comfortable 'prisoner'/guest close to the Divine for the same reason....another perspective on mages and magic that we already knew the Divine woiuld value a great deal...especially first hand from a Dalish First!  It also explains why he (or she) would happen to be there to be at the right place at the right time.


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#399
Daerog

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Security sucks. This is pretty clear throughout Inquisition. Even Inquisition agents were able to sneak into Redcliffe to ambush Alexius.

 

Peace talks at Orlesian Palace? Spies everywhere, mercenaries brought in, people being killed while people are dancing, and possibly a successful assassination of the monarch. This is a peace talk among factions that are currently at war.

 

Servants are easily ignored, and the elf and dwarf is a servant at the Conclave. The human is a neutral member and the Qunari is part of security.

 

I think Cory had agents around that could easily sneak people in, and Cory has been shown to go into a (tainted) person and walk around without needing to be his glorious, half-giant self.

 

Why they chose the Temple? Maybe symbolism? Safely away from populated areas that could get stressed out having a bunch of rebels and rogues everywhere?



#400
Al Foley

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Security sucks. This is pretty clear throughout Inquisition. Even Inquisition agents were able to sneak into Redcliffe to ambush Alexius.

 

Peace talks at Orlesian Palace? Spies everywhere, mercenaries brought in, people being killed while people are dancing, and possibly a successful assassination. This is a peace talk among factions that are currently at war.

 

Servants are easily ignored, and the elf and dwarf is a servant at the Conclave. The human is a neutral member and the Qunari is part of security.

 

I think Cory had agents around that could easily sneak people in, and Cory has been shown to go into a (tainted) person and walk around without needing to be his glorious, half-giant self.

 

Why they chose the Temple? Maybe symbolism? Safely away from populated areas that could get stressed out having a bunch of rebels and rogues everywhere?

I would imagine it was also a fairly neutral location.