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Can someone explain what the Hinterlands is?


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#76
Dancing_Dolphin

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The Hinterlands is a land full of hints.
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#77
vbibbi

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Well I can think of numerous choices outside of main quests. They are not carbon copy choices of other games true. It is after all a new game. However I wouldn't mind more fleshed out quests but we cannot expect every encounter to be special and I can't think of another game I have played that does not have numerous enemy#406.

 

True, we shouldn't expect every encounter to be special, especially in a game that focuses on combat to such a large extent. I would just like SOME of the non-storyline encounters to stand out, and to me they didn't. I recognize that it's more difficult with larger maps and an open world environment, so the resources needed are greater than they would have been for DAO, but when each map has less than five NPCs with branching dialogue options, it makes every character, enemy or not, into #406, #1,207 etc.

 

Being completely honest and not sarcastic, can you please give some examples of the quests with choices? It's very possible that I'm glossing over them unfairly.



#78
Elhanan

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True, we shouldn't expect every encounter to be special, especially in a game that focuses on combat to such a large extent. I would just like SOME of the non-storyline encounters to stand out, and to me they didn't. I recognize that it's more difficult with larger maps and an open world environment, so the resources needed are greater than they would have been for DAO, but when each map has less than five NPCs with branching dialogue options, it makes every character, enemy or not, into #406, #1,207 etc.
 
Being completely honest and not sarcastic, can you please give some examples of the quests with choices? It's very possible that I'm glossing over them unfairly.


Wrong forum for that question; might be able to get answers in the Spoiler forums.

#79
Mr Fixit

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Being completely honest and not sarcastic, can you please give some examples of the quests with choices? It's very possible that I'm glossing over them unfairly.

 

It's not even all about choices. I'm reminded of a little quest in Oblivion (I played very little of that game) where you end up stuck in a painting and have to find a way out with all the surroundings looking hand-painted with a brush. It was very refreshing and offbeat. I don't need dozens of supercool side quests with multiple branching outcomes. Surprise me! Give me something I didn't expect! Turn the tables and change the rules every once in a while! Not every optional zone needs to be a neverending string of fetching, camps, and rifts. It's a fantasy game. Let it be... fantastical! I think that's the main problem people are having with DA:I. It's too formulaic; every zone follows the same beats. You pretty much know what to expect in all of them.


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#80
Nefla

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Yeah, with cheat engine. Since I got a good table for that I only get the horse, kill the dragon and then never go back to the Hinterlands.

 

God bless PC gaming.

*Jealous* :pinched:



#81
Ieldra

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In software development, often a divergence between the design and the user experience is seen as a problem. And sometimes developers try to deal with that divergence by putting fences around their design so we can't deviate from it.

Sometimes? Bioware has increasingly done it in all their games starting with ME1 until DAI reversed the trend. For that alone it is to be commended, and if the price is a few quests that are less than compelling then so be it. To improve that is easy compared to switching design priorities. It could even be done in a DLC.

#82
Sylvius the Mad

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Sometimes?

More and more, but it hasn't always been true.

The design objective should be to accommodate as many different user experiences as possible.

Frankly, all software should do this. Business software should do this. And to do, all software should come with an API we can use to tailor it to our specific preferences.

#83
Tamyn

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It's a trap.

 

No, seriously, it is. It consumed something like the first 25 hours of my game in my virgin playthrough. The devs were on Twitter telling people to, for the love of the Maker, LEAVE THE HINTERLANDS because everyone streaming their first playthroughs were people trying to do all the things in The Hinterlands. And All The Things is A LOT.

 

Honestly, I hope the devs learned something from this. Maybe let's not jam-pack your first open-world zone with a bajillion shinies and quests and leave us poor completionists feeling like we need to spend a week doing everything there before moving on. :P

 

I could swear with the latest patch, suddenly Solas starts repeating "Surely we have enough influence to go to Val Royeaux now and don't need to stay here any longer!" every hour in the Hinterlands now.


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#84
correctamundo

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Being completely honest and not sarcastic, can you please give some examples of the quests with choices? It's very possible that I'm glossing over them unfairly.

 

In the Hinterlands most of the questions are simply yes or no. That is defining whether you are a Douchequisitor or Inquisitor.There are however six potential agents (iirc), som which give you multiple choices. There are some other, on the surface, minor choices that may come back and bite us in the behind in the future.

 

Outside of the Hinterlands there are several questlines that more or less start with scout Harding and end with Judgement. Giving you choices along the way. You don't get bonus ability points for douchy behaviour but you do get the chance to turn peoples faces into wine, if you want.



#85
vbibbi

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In the Hinterlands most of the questions are simply yes or no. That is defining whether you are a Douchequisitor or Inquisitor.There are however six potential agents (iirc), som which give you multiple choices. There are some other, on the surface, minor choices that may come back and bite us in the behind in the future.

 

Outside of the Hinterlands there are several questlines that more or less start with scout Harding and end with Judgement. Giving you choices along the way. You don't get bonus ability points for douchy behaviour but you do get the chance to turn peoples faces into wine, if you want.

 

OK yes the judgements were a good method of having multiple outcomes, you're right. And the outcomes of the companion quests. So there were some choices, and I do appreciate those. I also appreciate the ability to choose different emotional tones in some responses, regardless of the impact on the dialogue.



#86
SnackPackWarrior

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Honestly I think the Hinterlands was designed to inspire the player to decide how they wanted to approach discovery and potential completion of each map. To me the Hinterlands showed me that it would be fairly unreasonable to try to complete a whole map in one shot, and encouraged multiple trips back and forth, accomplishing a handful of quests then moving onto somewhere else to explore. This worked especially well since some of the map environments are similar to each other (understandable, given geographical proximity) and would get bland after a while.

But then again, if you have more patience than I, getting the biggest map out of the way in the beginning would make easy pickings for the rest of the game.