Gotta disagree with you there. Two examples right off the top of my head. Dagna and Bianca... two NPC's who reveal new information about both lyrium and the Blight. There's also plenty of conversation with both of them both pre and post mission.
Dagna and Bianca are part of Skyhold and a companion quest. I'm specifically talking about the NPCs in the zones. I should have clarified that, but I am specifically talking about the lifeless zones apart from Haven and Skyhold. I've mentioned previously in this thread that the companions/advisors are done well and the only source of interaction outside of the main quest areas.
In Western Approach, we can speak with Frederic, and he does provide a little bit of information on dragons. He is the only NPC to speak with in that zone.
In Fallow Mire, Skywatcher is the only NPC to speak with. He doesn't have much to say, and then we can recruit him to be an agent. He doesn't really have an impact on how we approach Hargrave Keep, doesn't provide alternate methods into the castle to give some variety.
In the Storm Coast there is no one to speak with, apart from Iron Bull which I'm not counting as that's a companion recruitment.
In the Oasis there's only the wandering miner to speak with, and she just talks about her memento she wants back. Doesn't discuss the mines operation, how she's survived in the desert, anything other than "I want my memento back!"
In the Hissing Wastes, there are those hunters who can ask us to hunt a wyvern. I think those are the only NPCs we can speak with.
Compare the Dalish of DAO to DAI: We have a man who is looking for his wife who turns out to be a werewolf. We can lie to him, tell him the truth, mercy kill the werewolf or force her to attack us. We can use her scarf later to bargain with the mad hermit.
We have the two lovers, where we can convince them they don't need a wolf pelt to justify their relationship, can seduce one of them, can give them a wolf pelt as they ask.
Even the minor ironwood request which is the basic fetch quest, we can choose one of two items to be made from it, or we can choose not to accept it to better benefit the clan.
In DAI, we have to gain approval from the clan to recruit an agent. We can herd a golden halla to a pen, quest over as soon as we do so, no follow up conversation with the quest giver. We can provide supplies like spindleweed, which is lying directly next to the camp in large quantities, and again as soon as we give all materials the quest ends with no conversation with the quest giver. The only decent quest with them was finding the brother who had summoned a demon, and then going to the ruins to find the talisman he had been looking for. That had some follow up to it. But there were no alternate paths to any of these quests, either do them or don't, and none of the NPCs in them were memorable in any way, and none of them had any dialogue apart from giving the quest. We have to rely on the codex to provide any detailed information.
Compare Redcliffe village. In DAO, we had the drunk blacksmith looking for his daughter, the orphaned children with their grandfather's sword, the cowardly inkeeper, the thug dwarf mercenary, the elven spy for Loghain we can force to fight. These are all memorable characters and had more dialogue than just giving a quest, and usually had multiple methods of completing their quests. In DAI, we have an elven widower who wants us to place flowers on his wife's grave. We do so, he thanks us. End. We have a storyteller whose only story is about putting blood lotus in a lake and getting a sword. Done. We can't even go back to her and let her know the story was in fact true, or donate the sword to the village to help them, etc. There are no memorable NPCs in the village, except maybe a cameo from Connor, and there are no branching conversations, alternate quest solutions, it's bare bones.
This is what I mean when the world feels lifeless. Yes, Haven and Skyhold and the companions have details in them, and they're great for the most part. But Bio can't advertise a quasi-open world larger than their past two games combined and then have them filled with such flat content. If we spend 80% of our time in these empty zones, it makes the game feel empty to me.
Yeah as per ususal vbibbi has a rather selective memory or simply ignores all the npcs that have dialogue options as well as all the ones that have changing ambient discussions.
Creepy that you're apparently stalking my posts yet rarely try to have a dialogue with me. But okay, you're welcome to your opinion without providing any actual specific examples like I've just done above. "all the npcs that have dialogue options"... outside of the main plot, companions and Haven/Skyhold that I've mentioned, which npcs have dialogue options? I'm talking branching investigative options, not issuing a quest. You are more than welcome to block me, I really wouldn't mind.
Dagna give quest? I probably miss it. She just involved in some other quests like Samson armour and some judgment. Bianca is part of main quest Varric quest not just some random NPC side quest giver. I think what vbibbi means is NPC of side quest like horse guy or husband who ask to bring flowers. Example of good NPC would be Imshael or some agent's we meet. It's not like DA:I don't have good NPC, It's just DA:I all side content mainly is boring filer with no interaction. Look at Jaws of Hakkon we have murdering spirit do you want to kill it or let it live. Or mage who joined with spirit and both don't want to separate. All areas in main game should be like this, not what we got boring and empty.
Exactly, thank you.
The zones feel great. audio,graphics, some quests, some zones change like crestwood after the dam OR hinterlarnds after you end the conflict betwen templars and mages, agents DO show up in skyhold, the ambient dialogue acknowledging various things, its all there.
all you have to do is pay attention, actually reading the Codex and the quests...
Why do you assume people who criticize the game haven't read the codex? I might be knee jerk reacting, but please tell me you don't think that people who have issues with the game are less intelligent and don't want to read the codices, and if we did, we would love the game. I've read the codices, I've enjoyed them. But I also read the codices in the first two games, and they were supplementary information, not the prime source of knowledge about the game world. The first two games had more interaction with people, not just picking up a note, reading it, going to a quest marker, and completing the quest. No dialogue the entire process.