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No cut-scenes for sidequests in ME:A? Takes Notes from DAI.


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#26
Guitar-Hero

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om nom nom nom nom

 

giphy.gif

Trolls 2 is amazing.


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#27
Elhanan

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Enjoy cut-scenes for main quests and for Followers; prefer the zots to be used elsewhere for many secondary and minor quests.
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#28
ZombiePopper

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Eh,
Ditch some of the fetch/side quests and gimme cutscenes. Quality over quantity for me,
Thanks.
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#29
Chardonney

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Sure, we had shitload of quests in Inquisition, but 99% of them were taken from some crappy mmo. If lack of cutscenes in ME:A will result in having more fetch quests in game, then I'll pass. I prefer to have less side quests, but with some story line, not fetching some crap to a random person.

 

Amen. DAI had it wrong and I truly hope that BW doesn't follow that path with MEA.


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#30
Mathias

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"Take notes from DA:I"

 

Please don't.


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#31
TheJiveDJ

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Nope! Nope, nope, nope!

 

CD Projekt Red takes 3 years to make a graphically superior 150-200 hour game (edit: not including DLC/expansions) with ridiculously fleshed out side-quest containing cinematic cutscenes, branching dialogue, plot twists, etc. They have a skeleton crew compared to BW/EA. I'm not buying this lame excuse. DAI was in development for longer than Witcher 3, and ended up looking pretty, but was hollow in comparison because... ??? You're guess is as good as mine.


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#32
Larry-3

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Simply means more side quest=more content. Look at all th side quest avaible in DAI and it was possible but complety removing cinematic convos. I think the trade off is worth it, why waste resource on content youre likely to forgot about in an hour anyway. No one plays games for side quests.

What do you think guys? Imo bioware should opt for less cinematic convos in ME:A, helps with immersion.


[Larry-3 Greatly Disapproves]

#33
Dermain

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Nope! Nope, nope, nope!

 

CD Projekt Red takes 3 years to make a graphically superior 150-200 hour game (edit: not including DLC/expansions) with ridiculously fleshed out side-quest containing cinematic cutscenes, branching dialogue, plot twists, etc. They have a skeleton crew compared to BW/EA. I'm not buying this lame excuse. DAI was in development for longer than Witcher 3, and ended up looking pretty, but was hollow in comparison because... ??? You're guess is as good as mine.

 

BioWare has a following that heavily praised them for their (lack of) storytelling skills.



#34
Silcron

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I'd say that they should go in the opposite direction. That DA:I had more sidequests doesn't mean they were good, in fact I'd say that even some main quests weren't good. That's more a writing problem but the point is that many of those sidequest suffered from being boring simply because there weren't a focus on story to hook us on what we were doing.

For example the 10 ram meat quest is bad basically because the npc is sitting there, right next to a plate with meat and his dialogue just gives an excuse for what you have to do. Instead of that say, put cinematic dialogue, make the hunter appear hurt, maybe being treated from wounds and asks you for help because he cant do it himself (and you're seeing he can't do it. He tried and now he's too injured to go hunting.) The player might still not care, but others will gladly do that quest. And yeah, the number may be random but it makes sense that you need at least x amount of meat to feed the refugees. Maybe even put a secondary objective of bringing vegetables, or more food, or maybe dealing with templars and mages in the area. Because then the game is making you do x task to complete y mission but is putting some effort to make you care about doing that.

DA:I focused on filling the map with quests and stuff to collect/do instead of filling it with characters or stories the PC can interact and get involved with in the form of quests.
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#35
Elhanan

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I'd say that they should go in the opposite direction. That DA:I had more sidequests doesn't mean they were good, in fact I'd say that even some main quests weren't good. That's more a writing problem but the point is that many of those sidequest suffered from being boring simply because there weren't a focus on story to hook us on what we were doing.

For example the 10 ram meat quest is bad basically because the npc is sitting there, right next to a plate with meat and his dialogue just gives an excuse for what you have to do. Instead of that say, put cinematic dialogue, make the hunter appear hurt, maybe being treated from wounds and asks you for help because he cant do it himself (and you're seeing he can't do it. He tried and now he's too injured to go hunting.) The player might still not care, but others will gladly do that quest. And yeah, the number may be random but it makes sense that you need at least x amount of meat to feed the refugees. Maybe even put a secondary objective of bringing vegetables, or more food, or maybe dealing with templars and mages in the area. Because then the game is making you do x task to complete y mission but is putting some effort to make you care about doing that.

DA:I focused on filling the map with quests and stuff to collect/do instead of filling it with characters or stories the PC can interact and get involved with in the form of quests.


Placing a mini-film of some less than minor character is not needed to empathize with the plight of the refugees. One may accept the quest, ignore the quest, or walk away from the hunter. How much drama is required when asked to do some additional hunting for game?

And DAI not only has a following of those that prefer fewer cut-scenes; some of us were asking for this for quite some time.
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#36
straykat

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And DAI not only has a following of those that prefer fewer cut-scenes; some of us were asking for this for quite some time.

 

I wouldn't really give a **** if it was cinematic or not, but how could you say you actually asked for quests like that. There's hardly any interaction and choice/consequence. It's just click, do the task, run back and click for a farewell. It's only slightly better than ME3's Citadel stuff.

 

It could be isometric 2D for all I care, but you can still do a more involved sidequest this way. Tons of RPGs are like that. You're just saying that you like basically doing nothing and interacting at a minimum.


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#37
Guitar-Hero

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"Take notes from DA:I"

 

Please don't.

DAI actually becomes GOTY when you are stoned, so with a free bag of weed in the package it could be even better because space n stuff.



#38
Elhanan

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I wouldn't really give a **** if it was cinematic or not, but how could you say you actually asked for quests like that. There's hardly any interaction and choice/consequence. It's just click, do the task, run back and click for a farewell. It's only slightly better than ME3's Citadel stuff.
 
It could be isometric 2D for all I care, but you can still do a more involved sidequest this way. Tons of RPGs are like that. You're just saying that you like basically doing nothing and interacting at a minimum.


The answer has already been given: such scenes as are seen here and in ME3 are what is needed; not cut-scenes and in depth films. These are memorable enough for the tasks involved; extra zots are not required. And minimum would be the minor quests of DA2 where one received payment for pantaloons and the like.

#39
Han Shot First

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I can't tell if the OP is serious.

 

He is about as serious as your typical Dutch or Queen Skadi thread.


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#40
straykat

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The answer has already been given: such scenes as are seen here and in ME3 are what is needed; not cut-scenes and in depth films. These are memorable enough for the tasks involved; extra zots are not required. And minimum would be the minor quests of DA2 where one received payment for pantaloons and the like.

 

Those sucked too.. Forgot about the DA2 ones (very similar to ME3 though). At the same time, DA2 had a range of sidequests that were more involved than any other DA game. Especially the ones that branched across the acts (like the ring > Leandra's death, the Bone Pit, etc.. Stuff like that).



#41
Silcron

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Placing a mini-film of some less than minor character is not needed to empathize with the plight of the refugees. One may accept the quest, ignore the quest, or walk away from the hunter. How much drama is required when asked to do some additional hunting for game?And DAI not only has a following of those that prefer fewer cut-scenes; some of us were asking for this for quite some time.


Sorry if I didn't explain myself well. You're right, you don't need a short film, but seeing the guy slouching in a chair while talking about how dangerous things were, well, he didn't seem worried at all, more like he was using the sitation to have me do his work.

You could have had non cutscene dialogue but if the hunter was in the conditions I specified or something similar, something that makes it seem like the guy really needs help goes a long way to get you invested. I was thinking of some sidequests in SWToR. In one you go to a soldier who is in a bed inside a tent getting medical treatment. He talks about his patrol getting ambushed and asks you to seek for survivors (or find their bodies) the optional objective is to take care of the people who ambushed them, the game allowing you to go the long way and it being reflected in dialogue and rewards.

The situations seemed similar (2 guys faced too much danger when doing their job, now they ask you to do something about it, either complete the job or something related.) It's just that the SWToR team put the effort to try to make players invested in sidequests and unless you're going for completion of the 8 possible main storylines the first two runs you do (one for each faction) are really enjoyable. Sure not all quests are as good but they put the effort to make a completionist run somewhat enjoyable.

Also, just in case, I'm not saying SWToR quests are perfect, or really good, in what you actually do they're pretty much what you'd expect from an mmo quest, but it's in the conversation with the quest giver that they put in the effort. And they've gotten much better with them.

#42
Zana

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More Citadel 'stalker Shepard' quests is really not something I'd be looking forward to.


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#43
Wulfram

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Actually getting a decent look at the people you're doing the quest for helps them seem more real. I don't really need "cinematics", but the zoomed out conversation view in DAI is bad.
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#44
Han Shot First

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Look to the Witcher 3 for how to do proper side quests.

 

The game needs more story and atmosphere, and a more cinematic approach to storytelling, not less.


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#45
Elhanan

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Those sucked too.. Forgot about the DA2 ones (very similar to ME3 though). At the same time, DA2 had a range of sidequests that were more involved than any other DA game. Especially the ones that branched across the acts (like the ring > Leandra's death, the Bone Pit, etc.. Stuff like that).


And almost every area in DAI had such quests (eg; Crestwood - the Flood mystery; Fallow Mire - rescuing Inq troops; Exalted Plains - aiding Orlesian allies, etc). Yet ME3 has memorable scenes such as the psyche patient in the hospital, listening to the aged mother trying to learn about her missing son, the humorous banter on the Engn deck; no cut-scenes required.

More like these please....

#46
straykat

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And almost every area in DAI had such quests (eg; Crestwood - the Flood mystery; Fallow Mire - rescuing Inq troops; Exalted Plains - aiding Orlesian allies, etc). Yet ME3 has memorable scenes such as the psyche patient in the hospital, listening to the aged mother trying to learn about her missing son, the humorous banter on the Engn deck; no cut-scenes required.

More like these please....

 

The psyche patient.. you mean the one that killed Jeff's sister? Not exactly much questing there. More like stalking, being stationary and listening to a VO who isn't even talking to you.

 

I appreciated the story there though. Could have been better if my Shep put 2 and 2 together and brought it up before he chewed him out after Thessia.

 

I don't remember the Fallow Mire.. I remember the Crestwood one. It was OK and a good way to move you around the zone, but where was the choice/consequence? Or just some opportunity for the PC to convey various reactions/characterizations.



#47
Elhanan

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Sorry if I didn't explain myself well. You're right, you don't need a short film, but seeing the guy slouching in a chair while talking about how dangerous things were, well, he didn't seem worried at all, more like he was using the sitation to have me do his work.

You could have had non cutscene dialogue but if the hunter was in the conditions I specified or something similar, something that makes it seem like the guy really needs help goes a long way to get you invested. I was thinking of some sidequests in SWToR. In one you go to a soldier who is in a bed inside a tent getting medical treatment. He talks about his patrol getting ambushed and asks you to seek for survivors (or find their bodies) the optional objective is to take care of the people who ambushed them, the game allowing you to go the long way and it being reflected in dialogue and rewards.

The situations seemed similar (2 guys faced too much danger when doing their job, now they ask you to do something about it, either complete the job or something related.) It's just that the SWToR team put the effort to try to make players invested in sidequests and unless you're going for completion of the 8 possible main storylines the first two runs you do (one for each faction) are really enjoyable. Sure not all quests are as good but they put the effort to make a completionist run somewhat enjoyable.

Also, just in case, I'm not saying SWToR quests are perfect, or really good, in what you actually do they're pretty much what you'd expect from an mmo quest, but it's in the conversation with the quest giver that they put in the effort. And they've gotten much better with them.


Yes; would like to hear more storied conversations like what was occasionally heard in DAI and ME3. But not every minor character needs to have such detailed elements. In SWTOR, these minor elements are simply added while on a more detailed quest w/o any dialogue.

And as a completionist myself, I learned that it may be better to RP the character and select what they would do, rather than do everything. This seems to be the case for both Skyrim and DAI, as there is so much content.

#48
Pasquale1234

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Eh,
Ditch some of the fetch/side quests and gimme cutscenes. Quality over quantity for me,
Thanks.


Leave the filmmaking to actual filmmakers.

More game to play, less movie to sit through. Quality over quantity for me, thanks.

#49
The Hierophant

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Nope. The majority of DAI's sidequests were lacking in story content, and character interaction. Though they're a step up from retrieving a paragon's toe the quests were still boring. The team should just replicate, and expand on what they did for the previous ME games.



#50
Elhanan

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The psyche patient.. you mean the one that killed Jeff's sister? Not exactly much questing there. More like stalking.
 
I appreciated the story there though. Could have been better if my Shep put 2 and 2 together and brought it up before he chewed him out after Thessia.
 
I don't remember the Fallow Mire.. I remember the Crestwood one. It was OK and a good way to move you around the zone, but where was the choice/consequence?


Do not recall exactly, but unless one listens to Joker throughout the initial game, they may not be aware that his sister and the victim are one and the same. His angry rant may actually reveal enough of the story to make such a link.

The consequences are up to each Player to discern. In Crestwood, one may be able to avoid helping the village and simply meet Hawke, but then miss on gaining the linked rewards including a Keep. And other non-Main quest areas may also be skipped, but one misses all the linked rewards and bonuses. In the Exalted Plains, the manner in which one may assist the Dalish may not result in their favor. Etc.

And without exploring the areas and performing certain personal quests, Companions may be more apt to depart. Not certain, but this may be the only reason Vivienne is ticking around in my current campaign, as I chose to allow my Dalish Inq to free the Circles.