Well, you've just answered yourself as to why many things are the way they are. The distance between Inquisition and the people is actually a team that is actively explored in the game. You may not like it, but the way things are portrayed actually serve the story.
Yes, but I don't think that means the game was exempt from attempting to engage the player with more personal stories. Which is the issue I have where NPCs in Crestwood and Sarhnia have no personality and are completely unmemorable. Just because we're the leader of an organization doesn't mean we should be completely removed from the people we're trying to help.
I cannot even stress just how much more environmental storytelling there is in DAI compared to DAO. It's on such different level I can only express confusion that you don't see any of it. Perhaps it stems from the fact that I'm a visual artist so I simply pay attention to such things, so I see it pouring from everywhere, but I cannot even begin to start to list examples of environmental storytelling in each zone, from tiny little things (an enemy's skeleton pinned to the practice target with arrows in Exalted Planes) to absolutely huge clues (basalt columns exist anywhere there is a Titan. In Deep Roads section of Trespasser, or all along Strom Coast, under which Descent takes place. There are also basalt columns in the Hinterlands, especially close to Vallamar. Conclusion - there's a Titan under Hinterlands and it's probable that it's Blighted).
Mm, your Titan example is complete speculation, so I don't think that's a fair example of visual storytelling. I'll grant that you probably do see more of this visual storytelling than I do, but as has been pointed out, DAI is the most recent Bioware game I've played, not the first, so I'm used to and expect narrative storytelling more than visual.
Ironically, with larger maps that have more space to explore, the small visual storytelling elements you're describing seem like they would be more difficult to encounter. Easy to overlook or not fully explore the map in order to reach them.





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