...wat
weird mood, sorry
...wat
weird mood, sorry
Sweetie, we're not discounting anything. All those zones are empty of content that is meaningful and fun to us and that's a problem (as is the power requirements system that forces us to do the boring fluff). Please actually read the posts and stop repeating the same pointless crying. You're saying we want DA to "go above and beyond" what any other RPG does but we just want some of the same kind of content from BioWare's previous games to be included in the zones. We point to TW3 because it's such a similar game on the surface and yet it manages to have both an open world AND engaging side quests. Both "companion" quests AND other fun quests as well as the fluff. DA:I completely separates anything fun from the zones which makes those zones pointless.
Except most of the world is filled only with points of interest or "filler" contacts. Oops, damn... Sorry forgot I have to worship that "revolutionary" game that revulolutionised jack ****. You can't even apply your own standards across games and that is why it is so easy to discount anything you have to say. If DA: I suffers from lacking side content then so does the Witcher "sweetie".
And again there you go with the "it's not fun!" As if it is fact. I think you'll notice that is the attitude I have actually taken to task. Not only has there been side content from DA: I brought up to defeat the "filler!" Crying, but you keep proving your own inability to apply any level of objective critical thought. When you actually come up with a non hypicritical criticism, then may e we'll take your posts seriously. As it stands, I'll just shake my head at the continued ignorant parroting that DA: I suffers from a filler problem.
Look, I know I suck at writing nowadays, but did my comparison of the Ortan Thaig quest from DAO and the Hunter Ram Meat quest from DAI really not critically analyze the content? We really did point out things with objective critical thought, unlike what you said. I remember Nefla had extremely detailed posts that dissected quests and compared them.
People have been posting what they consider good criteria for "well done" side quests for the entire thread. A good list is in this post
http://forum.bioware...sts/?p=20105991
Look, I know I suck at writing nowadays, but did my comparison of the Ortan Thaig quest from DAO and the Hunter Ram Meat quest from DAI really not critically analyze the content? We really did point out things with objective critical thought, unlike what you said. I remember Nefla had extremely detailed posts that dissected quests and compared them.
And yet that sude content exists in DA: I... As has neen repeated time and again. The companion content alone matches most RPGs for "meanigful" content that meets the criteria. And there are at least two judgements born out of simply wandering and completing the "filler/fetch" questing.
But apparently that side content does not count for reasons that no one has yet explained. And the simple facts that TW3 has a similar offering of meaningful and filler content, this continued posturing that DA: I suffered for it but TW3 is a shining example of revolutionary quest design is shown for pure monsense. DA: I gave us quite a rich and deep side offering. People are cherry picking what counts just to make a false statement.
...aaand you didn't read the posts.
Except most of the world is filled only with points of interest or "filler" contacts. Oops, damn... Sorry forgot I have to worship that "revolutionary" game that revulolutionised jack ****. You can't even apply your own standards across games and that is why it is so easy to discount anything you have to say. If DA: I suffers from lacking side content then so does the Witcher "sweetie".
And again there you go with the "it's not fun!" As if it is fact. I think you'll notice that is the attitude I have actually taken to task. Not only has there been side content from DA: I brought up to defeat the "filler!" Crying, but you keep proving your own inability to apply any level of objective critical thought. When you actually come up with a non hypicritical criticism, then may e we'll take your posts seriously. As it stands, I'll just shake my head at the continued ignorant parroting that DA: I suffers from a filler problem.
Um no one is saying you have to worship anything, stop taking everything so personally. I never said TW3 was revolutionary, it was just better done than DA:I. A lot better. You can disagree with me all you want, that's fine. TW3 has a lot more interesting side content than DA:I AND it's integrated into the world rather than being tucked away in self-contained areas.
It's not fun to me, that is fact. I really don't get why people disliking something you like is somehow some unforgivable personal affront that you feel the need to rage against at every turn. You're satisfied with DA:I? Cool, I'm not saying you're not. I was very much NOT satisfied with DA:I, I don't know why you can't accept that.
Nothing you've brought up has "defeated" anything. You brought up companion quests and judgements but as I've repeated to you over and over:
-Companion quests have been done in every DA, they are not something unique to DA:I
-They are mostly set in Skyhold or self contained areas (with judgements being entirely in Skyhold) leaving the vast zones empty of anything but filler
-TW3 also has companion quests which are integrated into the world and are IMO still better (though companion quests are by far the best sidequests in DA:I)
-Previous BioWare games have had the more fleshed out, meatier sidequests alongside companion quests. They had both, not just companion quests.
The lack of what I find to be meatier, more engaging quests is what makes "exploring" the zones in DA:I a total waste of time for me and not fun in the slightest.
And yet that sude content exists in DA: I... As has neen repeated time and again. The companion content alone matches most RPGs for "meanigful" content that meets the criteria. And there are at least two judgements born out of simply wandering and completing the "filler/fetch" questing.
But apparently that side content does not count for reasons that no one has yet explained. And the simple facts that TW3 has a similar offering of meaningful and filler content, this continued posturing that DA: I suffered for it but TW3 is a shining example of revolutionary quest design is shown for pure monsense. DA: I gave us quite a rich and deep side offering. People are cherry picking what counts just to make a false statement.
I take it you didn't actually play TW3
You really cannot compare the two's side quests
And yet that sude content exists in DA: I... As has neen repeated time and again. The companion content alone matches most RPGs for "meanigful" content that meets the criteria. And there are at least two judgements born out of simply wandering and completing the "filler/fetch" questing.
But apparently that side content does not count for reasons that no one has yet explained. And the simple facts that TW3 has a similar offering of meaningful and filler content, this continued posturing that DA: I suffered for it but TW3 is a shining example of revolutionary quest design is shown for pure monsense. DA: I gave us quite a rich and deep side offering. People are cherry picking what counts just to make a false statement.
Clearly the side content you find to be entertaining, we find to be crappy. What you find to be meaningful, we find lackluster and boring.
We keep explaining but it seems you don't actually read the posts you reply to before being set off. Why do we not complain about the companion quests? Because the companion quests are fine. They could use some refinement but they're not the quests we have a problem with. The quests we have a problem with are the hundreds of "find my ring" "find my goat" "follow notes around the desert" "get me 3 bear hides" etc...quests with:
-no cinematics or even close shots of the people talking
-little to no dialogue
-no choice of how to resolve
-little to no story
-little to no development of the NPCs involved that would make me care and want to do something for them, little to no connection to the main plot, no reactivity
-little to no humor, creativity, emotional elements, etc...
These are the only quests available in the zones. They lack the things I like in a quest and are therefore utterly worthless to me. It's fine that these quests exist, the problem is that they are the ONLY quests that exist out in the zones. If the only things of substance are going to be in self contained areas or Skyhold then why have the optional zones in the first place?
I'm 100% sure you won't read this post but will quote it and say that I just hate EA or something like that and claim to not understand what myself or others are telling you and I'm also pretty sure at this point that you're probably around 13 years old and will just continue the over-the-top emotional responses without backing up your arguments and both of those things together means you're not worth arguing with and are going on my ignore list. Bye.
I take it you didn't actually play TW3
You really cannot compare the two's side quests
Actually a MMO is a rpg. MMO is a descendant of MUD (Multi-User Dungeon circa 1978) which is based mainly on the D & D ruleset and inspired by the Dungeon variant of Zork (circa 1977) which was based on Colossal Cave Adventure (circa 1975).
.
All of the so-called particularities of MMOs come from sp rpg games of the past. In fact early crpgs had no cutscenes or cinematics. BG series had no cutscenes and are still considered to be at the pinnacle of rpg goodness. Planescape Torment no real cutscene or (shot reverse shot cinematics) still considered one of the best (if commercially unsuccessful) rpgs.
So what particularities of the MMO are you specifically talking about that has crept it way in that was not present in many of the early crpgs?
Except all you've done is whine and resort to cheap insults at the drop the hat. It has been explained to you countless times... There is substantial side content (the main damn argument... Do you get it yet?!), and it sometime is even in the zones with *gasp* dialogue (the mage you find and can chose to kill or judge, the agents you can recruit, the desire demon...) but you keep hand waving it away and ignore the very same issues in other games. And let us not forget banter.. You know character development only available in zones : O. Damn, making your arguments look as brittle as they are with such ease.Clearly the side content you find to be entertaining, we find to be crappy. What you find to be meaningful, we find lackluster and boring.
We keep explaining but it seems you don't actually read the posts you reply to before being set off. Why do we not complain about the companion quests? Because the companion quests are fine. They could use some refinement but they're not the quests we have a problem with. The quests we have a problem with are the hundreds of "find my ring" "find my goat" "follow notes around the desert" "get me 3 bear hides" etc...quests with:
-no cinematics or even close shots of the people talking
-little to no dialogue
-no choice of how to resolve
-little to no story
-little to no development of the NPCs involved that would make me care and want to do something for them, little to no connection to the main plot, no reactivity
-little to no humor, creativity, emotional elements, etc...
These are the only quests available in the zones. They lack the things I like in a quest and are therefore utterly worthless to me. It's fine that these quests exist, the problem is that they are the ONLY quests that exist out in the zones. If the only things of substance are going to be in self contained areas or Skyhold then why have the optional zones in the first place?
I'm 100% sure you won't read this post but will quote it and say that I just hate EA or something like that and claim to not understand what myself or others are telling you and I'm also pretty sure at this point that you're probably around 13 years old and will just continue the over-the-top emotional responses without backing up your arguments and both of those things together means you're not worth arguing with and are going on my ignore list. Bye.
Um no one is saying you have to worship anything, stop taking everything so personally. I never said TW3 was revolutionary, it was just better done than DA:I. A lot better. You can disagree with me all you want, that's fine. TW3 has a lot more interesting side content than DA:I AND it's integrated into the world rather than being tucked away in self-contained areas.
It's not fun to me, that is fact. I really don't get why people disliking something you like is somehow some unforgivable personal affront that you feel the need to rage against at every turn. You're satisfied with DA:I? Cool, I'm not saying you're not. I was very much NOT satisfied with DA:I, I don't know why you can't accept that.
Nothing you've brought up has "defeated" anything. You brought up companion quests and judgements but as I've repeated to you over and over:
-Companion quests have been done in every DA, they are not something unique to DA:I
-They are mostly set in Skyhold or self contained areas (with judgements being entirely in Skyhold) leaving the vast zones empty of anything but filler
-TW3 also has companion quests which are integrated into the world and are IMO still better (though companion quests are by far the best sidequests in DA:I)
-Previous BioWare games have had the more fleshed out, meatier sidequests alongside companion quests. They had both, not just companion quests.
The lack of what I find to be meatier, more engaging quests is what makes "exploring" the zones in DA:I a total waste of time for me and not fun in the slightest.
Nothing you said conflicts with the logic I used.
We do not like the particularities of MMOs, period. Doesn't matter what begat those particularities. Doesn't matter if Darth Vader is Luke's father. Doesn't change the fact we don't want these MMO traits in current SP RPG games, OK?
Those particularities include rote collection quests that lack depth or quality, relevance to either lore or story, cinematic orchestration, etc.
Their arguments only work with cherry picking. Origins had as many fetch quests, but with a non open world setting, the travel from point to point was much shorter. Many quests was simple ferrying things around or finding lost things with little option other than "do it/don't do it". Seriously, the only real difference is that in DA: I, the cutscenes that offer nothing but facial close ups were switched out for a quicker dialogue delivery.Since when is the Hinterlands tucked away anywhere? A lot of the early game takes place there, and some mid game stuff too, depending on how good you are at fighting dragons. A lot of them weren't fun for me either. Chasing rams around as a melee surely wasn't fun. However, I understood what I was doing it for, and didn't try to claim it had no context, when context for it is given by the guy Cass suggests you talk to right after you talk to Gisselle. The fault, if there is any, lies with the player that didn't catch, or chose to ignore, Vael, who will give you a rather detailed account of what needs to happen in the Hinterlands, and why. You mean like 95% of the Deep Roads, or, according to the Origin forums, the Fade in the Circle. I suppose you found the Chanter's Board side quest highly entertaining, since they did have a cutscene, of a Chanter that can't say anything that's not part of the Chant of Light. Except for the time you get to trip him up, once.Did you play Baldur's Gate at all? In BG 1, there are, for the time, absolutely huge maps that have absolutely nothing to do with the main plot, but are still quite fun to explore. Every single thing in them was filler. Almost every ambush when world travelling was filler. The expansion pack was nothing but filler, and yet, it was really fun to play, to the tune of over 100 completions by myself, trying every class/MC option and alternate dialog choices. Origins must have driven you totally crazy, with all those cutscenes with people talking at your character instead of to them. I'll wait while you type out the usual "but you're supposed to imagine all that dialog being spoken" when even when dialog is spoken, you didn't enjoy it. How did you ever get through Origins, where all of your "emotion" was imaginary?
Since when is the Hinterlands tucked away anywhere? A lot of the early game takes place there, and some mid game stuff too, depending on how good you are at fighting dragons.
By "a lot of the early game" do you mean when we talk to mother Giselle for 2 seconds and immediately send her to Haven, grind 4 power, and if we choose to recruit the mages talk to Dorian in the Chantry and then Fiona in the bar? That was the most plot interaction we got in any of the zones and it was quite minimal. The part where you talk to Alistair/Stroud/Loghain in a cave in Crestwood was really out of place and would have suited the story better if he arrived at Skyhold with Hawke but it felt like they were trying to at least include something of the main plot out in the zones. You can't deny that most of the main plot and companion quests take place in their own areas or in Skyhold/Haven.
A lot of them weren't fun for me either. Chasing rams around as a melee surely wasn't fun. However, I understood what I was doing it for,I understood what we were doing it for just fine.
and didn't try to claim it had no context, when context for it is given by the guy Cass suggests you talk to right after you talk to Gisselle. The fault, if there is any, lies with the player that didn't catch, or chose to ignore, Vael, who will give you a rather detailed account of what needs to happen in the Hinterlands, and why.
Nobody is ignoring Vael, we just feel the quest was poorly presented. "The people are cold and will freeze to death!" yet they're sitting in the middle of a sunny summer meadow with flowers in bloom and more than enough house space to fit everyone. "The people are going to starve!" yet 20 feet outside of town are numerous wild goats, foxes and nugs with no enemies between the town and them. "The mages and templars are terrorizing the people!" yet the only time they actually attack anyone is during the scripted event when you first get to the Hinterlands and they're attacking your soldiers and each other. At least with this one they added some burnt buildings as a visual cue but the village is never attacked, you never have to build up fortifications or protect it. My problem with so many of these side quests is that they "tell" rather than "show."
You mean like 95% of the Deep Roads, or, according to the Origin forums, the Fade in the Circle. I suppose you found the Chanter's Board side quest highly entertaining, since they did have a cutscene, of a Chanter that can't say anything that's not part of the Chant of Light. Except for the time you get to trip him up, once.What about the deep roads or the fade? I did actually find the part of the chanter's board quest where you can trick the chanter into saying "what" and the little boy will say "oh he cheated!" when he kind of awkwardly recovers with more of the chant. The actual quests for the board were boring fluff but I appreciated that little detail. Not everything has to be grand and epic, but give me something.
Did you play Baldur's Gate at all? In BG 1, there are, for the time, absolutely huge maps that have absolutely nothing to do with the main plot, but are still quite fun to explore. Every single thing in them was filler. Almost every ambush when world travelling was filler. The expansion pack was nothing but filler, and yet, it was really fun to play, to the tune of over 100 completions by myself, trying every class/MC option and alternate dialog choices.
I've only played KotOR and on.
Origins must have driven you totally crazy, with all those cutscenes with people talking at your character instead of to them. I'll wait while you type out the usual "but you're supposed to imagine all that dialog being spoken" when even when dialog is spoken, you didn't enjoy it. How did you ever get through Origins, where all of your "emotion" was imaginary?Though I prefer a voiced protagonist, I didn't mind the silent protagonist of DA:I. I don't need the player character to be emotive, the game can even be in first person since that one character represents me. I don't need the game to show me how I'm saying something or what I'm feeling but I do need other characters that are not me to be fleshed out and emotive at least to some degree. The characters in origins even when crudely animated had emotion on their face and in their voice. I hate the distant, disembodied camera. It gives me a huge disconnect.
Since when is the Hinterlands tucked away anywhere? A lot of the early game takes place there, and some mid game stuff too, depending on how good you are at fighting dragons.
By "a lot of the early game" do you mean when we talk to mother Giselle for 2 seconds and immediately send her to Haven, grind 4 power, and if we choose to recruit the mages talk to Dorian in the Chantry and then Fiona in the bar? That was the most plot interaction we got in any of the zones and it was quite minimal. The part where you talk to Alistair/Stroud/Loghain in a cave in Crestwood was really out of place and would have suited the story better if he arrived at Skyhold with Hawke but it felt like they were trying to at least include something of the main plot out in the zones. You can't deny that most of the main plot and companion quests take place in their own areas or in Skyhold/Haven.
A lot of them weren't fun for me either. Chasing rams around as a melee surely wasn't fun. However, I understood what I was doing it for,
I understood what we were doing it for just fine.
and didn't try to claim it had no context, when context for it is given by the guy Cass suggests you talk to right after you talk to Gisselle. The fault, if there is any, lies with the player that didn't catch, or chose to ignore, Vael, who will give you a rather detailed account of what needs to happen in the Hinterlands, and why.
Nobody is ignoring Vael, we just feel the quest was poorly presented. "The people are cold and will freeze to death!" yet they're sitting in the middle of a sunny summer meadow with flowers in bloom and more than enough house space to fit everyone. "The people are going to starve!" yet 20 feet outside of town are numerous wild goats, foxes and nugs with no enemies between the town and them. "The mages and templars are terrorizing the people!" yet the only time they actually attack anyone is during the scripted event when you first get to the Hinterlands and they're attacking your soldiers and each other. At least with this one they added some burnt buildings as a visual cue but the village is never attacked, you never have to build up fortifications or protect it. My problem with so many of these side quests is that they "tell" rather than "show."
You mean like 95% of the Deep Roads, or, according to the Origin forums, the Fade in the Circle. I suppose you found the Chanter's Board side quest highly entertaining, since they did have a cutscene, of a Chanter that can't say anything that's not part of the Chant of Light. Except for the time you get to trip him up, once.
What about the deep roads or the fade? I did actually find the part of the chanter's board quest where you can trick the chanter into saying "what" and the little boy will say "oh he cheated!" when he kind of awkwardly recovers with more of the chant. The actual quests for the board were boring fluff but I appreciated that little detail. Not everything has to be grand and epic, but give me something.
Did you play Baldur's Gate at all? In BG 1, there are, for the time, absolutely huge maps that have absolutely nothing to do with the main plot, but are still quite fun to explore. Every single thing in them was filler. Almost every ambush when world travelling was filler. The expansion pack was nothing but filler, and yet, it was really fun to play, to the tune of over 100 completions by myself, trying every class/MC option and alternate dialog choices.
I've only played KotOR and on.
Origins must have driven you totally crazy, with all those cutscenes with people talking at your character instead of to them. I'll wait while you type out the usual "but you're supposed to imagine all that dialog being spoken" when even when dialog is spoken, you didn't enjoy it. How did you ever get through Origins, where all of your "emotion" was imaginary?
Though I prefer a voiced protagonist, I didn't mind the silent protagonist of DA:I. I don't need the player character to be emotive, the game can even be in first person since that one character represents me. I don't need the game to show me how I'm saying something or what I'm feeling but I do need other characters that are not me to be fleshed out and emotive at least to some degree. The characters in origins even when crudely animated had emotion on their face and in their voice. I hate the distant, disembodied camera. It gives me a huge disconnect.
Since when is the Hinterlands tucked away anywhere? A lot of the early game takes place there, and some mid game stuff too, depending on how good you are at fighting dragons.
By "a lot of the early game" do you mean when we talk to mother Giselle for 2 seconds and immediately send her to Haven, grind 4 power, and if we choose to recruit the mages talk to Dorian in the Chantry and then Fiona in the bar? That was the most plot interaction we got in any of the zones and it was quite minimal. The part where you talk to Alistair/Stroud/Loghain in a cave in Crestwood was really out of place and would have suited the story better if he arrived at Skyhold with Hawke but it felt like they were trying to at least include something of the main plot out in the zones. You can't deny that most of the main plot and companion quests take place in their own areas or in Skyhold/Haven.
A lot of them weren't fun for me either. Chasing rams around as a melee surely wasn't fun. However, I understood what I was doing it for,
I understood what we were doing it for just fine.
and didn't try to claim it had no context, when context for it is given by the guy Cass suggests you talk to right after you talk to Gisselle. The fault, if there is any, lies with the player that didn't catch, or chose to ignore, Vael, who will give you a rather detailed account of what needs to happen in the Hinterlands, and why.
Nobody is ignoring Vael, we just feel the quest was poorly presented. "The people are cold and will freeze to death!" yet they're sitting in the middle of a sunny summer meadow with flowers in bloom and more than enough house space to fit everyone. "The people are going to starve!" yet 20 feet outside of town are numerous wild goats, foxes and nugs with no enemies between the town and them. "The mages and templars are terrorizing the people!" yet the only time they actually attack anyone is during the scripted event when you first get to the Hinterlands and they're attacking your soldiers and each other. At least with this one they added some burnt buildings as a visual cue but the village is never attacked, you never have to build up fortifications or protect it. My problem with so many of these side quests is that they "tell" rather than "show."
You mean like 95% of the Deep Roads, or, according to the Origin forums, the Fade in the Circle. I suppose you found the Chanter's Board side quest highly entertaining, since they did have a cutscene, of a Chanter that can't say anything that's not part of the Chant of Light. Except for the time you get to trip him up, once.
What about the deep roads or the fade? I did actually find the part of the chanter's board quest where you can trick the chanter into saying "what" and the little boy will say "oh he cheated!" when he kind of awkwardly recovers with more of the chant. The actual quests for the board were boring fluff but I appreciated that little detail. Not everything has to be grand and epic, but give me something.
Did you play Baldur's Gate at all? In BG 1, there are, for the time, absolutely huge maps that have absolutely nothing to do with the main plot, but are still quite fun to explore. Every single thing in them was filler. Almost every ambush when world travelling was filler. The expansion pack was nothing but filler, and yet, it was really fun to play, to the tune of over 100 completions by myself, trying every class/MC option and alternate dialog choices.
I've only played KotOR and on.
Origins must have driven you totally crazy, with all those cutscenes with people talking at your character instead of to them. I'll wait while you type out the usual "but you're supposed to imagine all that dialog being spoken" when even when dialog is spoken, you didn't enjoy it. How did you ever get through Origins, where all of your "emotion" was imaginary?
Though I prefer a voiced protagonist, I didn't mind the silent protagonist of DA:I. I don't need the player character to be emotive, the game can even be in first person since that one character represents me. I don't need the game to show me how I'm saying something or what I'm feeling but I do need other characters that are not me to be fleshed out and emotive at least to some degree. The characters in origins even when crudely animated had emotion on their face and in their voice. I hate the distant, disembodied camera. It gives me a huge disconnect.
I just want some minor/side quests to have dialogue options that allow me to expand on my characters' personalities, preferences and opinions.
I don't mind if there are simple find an item or two, and give/return said item/s, quests. However, if there are multiple large scale areas, I'd prefer if I didn't have to go from one to another to complete a simple quest; like collecting felandaris in late-game Emprise du Lion, and then having to go back to early-game the Hinterlands to complete it (hurts my OC need to complete everything in one area before moving on).
I just want some minor/side quests to have dialogue options that allow me to expand on my characters' personalities, preferences and opinions.
I don't mind if there are simple find an item or two, and give/return said item/s, quests. However, if there are multiple large scale areas, I'd prefer if I didn't have to go from one to another to complete a simple quest; like collecting felandaris in late-game Emprise du Lion, and then having to go back to early-game the Hinterlands to complete it (hurts my OC need to complete everything in one area before moving on).
Most of the side content doesn't really offer you such options though, theres no way to bend the narrative of Suledin Keep in any way, it will always play out the same. Theres no way to develop your Inquisitior by finding ram meat.But there are... Several possible agents have dialogue options (one I didn't know was agent capable til my third run), a mage in the western approach gives you options and a possible judgement, the desire demon, one of those tempted by said demon, the woman you can judge offers flavour dialogue.... There are lots of moments like that in just the initial releasw... DLC adds more.
Most of the side content doesn't really offer you such options though, theres no way to bend the narrative of Suledin Keep in any way, it will always play out the same. Theres no way to develop your Inquisitior by finding ram meat.
These kinds of quests, the ones with no real dialogue variance and minimal if any impact on the game world are the rule, not the exception to DA:I's side content
Most of the side content doesn't really offer you such options though, theres no way to bend the narrative of Suledin Keep in any way, it will always play out the same. Theres no way to develop your Inquisitior by finding ram meat.
These kinds of quests, the ones with no real dialogue variance and minimal if any impact on the game world are the rule, not the exception to DA:I's side content