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Article on the nature of modern RPG side quests


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#151
UniformGreyColor

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I certainly never claimed that "interactive narrative" is all and anything else is filler. I'm not sure what "intellectual accuracy" is, but it wouldn't be honest of me: I like all sorts of things. I've mentioned the background art as one. As much as I'll continue to rail against the devs relying on the background artistry too heavily, creating a plethora of scenic vistas and rock paintings and such to discover. I've extolled those artists' virtues elsewhere, entreating the devs to bring them back. I'll also stick to another non-narrative, non-interactive compliment I've bestowed elsewhere and that's the appearance of the combat. I'd just come off of DA2 where the effects were waaay overdone, constantly filling the screen and blocking the view, so when I got to see the more modest (not entirely, but...) effect in DAI, I couldn't help but mention how much I like them.

 

The best game is indeed going to combine the talent of a number of different types of artists- musicians, voice actors, graphic artists, creature designers, cinematics creators, dialog and other writers, editors, yada yada- in that "decent balance" way you mention. What it won't do, however, is settle for filler content. Why would it? What incentive was there? You get all that talent together and say, "Make... oh, just make some meh stuff to do. They're mindless cows. They'll graze it up." And it certainly won't settle for a heapin' hell o' a lot of filler content. If DAI therefore being far from the "best game" as a result doesn't bother you, so be it. I have an irrational admiration for this particular game franchise and its devs and highly anticipate a DA4 and all it could offer, even if ultimately in vain for all I know, so this sort of thing bugs me significantly more than if I were wasting my time clearing every minefield across the extensive terrain of Mad Max's game world...

 

I understand you were not saying interactive narrative is everything and everything else was filler. You made a comment about how I was saying I admitted to that and it was my attempt to rectify that. I guess what I meant by intellectual accuracy is really just epistemologically subjective.

 

This might be a difference in opinion but I think the devs are not trying to create "filler content". I think they attempt to work towards working the side quests into the main story arch or at least work side quests into a tangible reward. This does not, however mean that it is received by the public as such. I just can't see BW saying "lets add more busy work". This does not mean that the actual representation of fetch quests were not shallow compared to other more in depth quests. I think its just a matter of opinion at this point and I don't think there is so much different that we want out of DA, but it gets muddled in the few things we see differently.



#152
Nefla

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"This is a job.... for Vesemir!" :D I had tears falling down my cheeks by the end of that. Specially because I did not see it coming, at all. I mean, the mood is super heavy at that point so it was really unexpected. It's the best comic relief I've seen in any videogame.

 

I'm actually one of the (probably few) people who thought the wicked grace scene was super cringy. The way each companion slowly and individually reacts to something that was said 10 seconds ago is just weird. Not to mention, I don't see these characters as a close group of friends, so that scene didn't really have any effect on me. In fact, I found it all very forced. But well, I can see why other people love that moment.

Nah, you're definitely not the only one but I can overlook stuff like that. I also hold BioWare to a lower standard with each game >_< I thought the wicked grace scene was nice because I like more time with the companions but I agree that they didn't feel connected to each other. They didn't feel connected for most of the game IMO. Some exceptions were Cole, Varric and Solas for Cole's quest and Varric in some of Cassandra's conversations. I definitely missed that close knit feeling of DA2 or even DA:O (some of the camp conversations).


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#153
Nefla

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I understand you were not saying interactive narrative is everything and everything else was filler. You made a comment about how I was saying I admitted to that and it was my attempt to rectify that. I guess what I meant by intellectual accuracy is really just epistemologically subjective.

 

This might be a difference in opinion but I think the devs are not trying to create "filler content". I think they attempt to work towards working the side quests into the main story arch or at least work side quests into a tangible reward. This does not, however mean that it is received by the public as such. I just can't see BW saying "lets add more busy work". This does not mean that the actual representation of fetch quests were not shallow compared to other more in depth quests. I think its just a matter of opinion at this point and I don't think there is so much different that we want out of DA, but it gets muddled in the few things we see differently.

I can see them saying that. They did implement a "power requirements" system after all which adds nothing to the game and only gates the main story behind the grinding of fetch quests and other simple boring tasks. What other reason could there have been for that besides fluffing out playtime and making the game seem longer? Also more like "we have to put something in these big open maps we created but have no resources left, just put a bunch of cheap simple tasks in" rather than malicious intent or anything.



#154
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I'd just like to point out one thing that might have lead to a wrong impression. I said "what I love the most about these sidequests is the ability to interact with other NPCs other than the companions" but maybe I should've said "one of the things I love about..." because that's obviously not the only reason why I like sidequests and it's definitely not the only thing that makes a sidequest a good experience for me. But to me there's a huge difference between a sidequest that involves NPC interaction, from a quest where you only need to read a codex entry and go to the X mark on your map to finish the task. It gets tiring having to read so many letters and notes and after a while, I just don't care anymore. I feel a lot more connected to the story, the NPCs and the world when the quest is explained to me by an actual person and when I can respond to that person like a normal human being would, instead of acting like a robot that doesn't react at all to what people are saying. I don't think anyone is suggesting that every quest that doesn't include NPC interaction is filler. But it does make it limiting to how these quests unfold because there's so much you can do when you don't have NPC interaction. For one, you can't really have choices, can you? Because there is no dialogue so there's nothing to choose. I'm not sure if I'm getting my point across, I'm struggling with words today.

 

No, I get you. You hold an opinion that is probably withing the majority of gamers and prolly even RPG gamers at that. I understand that NPC interaction is basically top shelf material, but as a dev team you can only afford so much. That doesn't mean that a dev team shouldn't strive to get as much of that top shelf material into the game as possible, it just means that they might not be able to get as much of the stuff on the middle or lower shelf level.



#155
Nefla

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No, I get you. You hold an opinion that is probably withing the majority of gamers and prolly even RPG gamers at that. I understand that NPC interaction is basically top shelf material, but as a dev team you can only afford so much. That doesn't mean that a dev team shouldn't strive to get as much of that top shelf material into the game as possible, it just means that they might not be able to get as much of the stuff on the middle or lower shelf level.

I think they should have prioritized meaty side quests over map building, keeps (which serve no purpose), implementing things like mounts, etc...:( hopefully in the next game they won't rehaul everything again like they did between DA:O and DA2 and keep the same systems and assets so there will be more resources left over for sidequests :crying:



#156
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I can see them saying that. They did implement a "power requirements" system after all which adds nothing to the game and only gates the main story behind the grinding of fetch quests and other simple boring tasks. What other reason could there have been for that besides fluffing out playtime and making the game seem longer? Also more like "we have to put something in these big open maps we created but have no resources left, just put a bunch of cheap simple tasks in" rather than malicious intent or anything.

 

And I would just argue that gaining power adds to the main story arch, but its really just subjective bias at this point. You can actually buy power and there are mods that allow you to gain as much power as you can bother to double click your mouse button.



#157
Nefla

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And I would just argue that gaining power adds to the main story arch, but its really just subjective bias at this point. You can actually buy power and there are mods that allow you to gain as much power as you can bother to double click your mouse button.

If I played on the PC, that would have been the first mod I'd get (hair would be next). Sadly I played on the XBone and had to grind power. Besides, don't you only get that power merhant guy later in the game? Also you'd have to grind money to buy the power which is the same thing :pinched: The mechanic really added nothing positive. The concept behind it could have been interesting, if there had been large scale and involved quests where you gathered extra troops or made alliances or what have you but as it is it just forced me to waste my time. Why would following notes on the ground telling me I should find 3 bear claws give me power? Why would finding someone's lost goat give me influence? Why would restocking the Dalish supply of elfroot get me either? Having the leader of the Inquisition off frolicking around the meadow picking herbs and reading dead people's diaries seems like it would weaken the inquisition, not strengthen it.



#158
UniformGreyColor

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I think they should have prioritized meaty side quests over map building, keeps (which serve no purpose), implementing things like mounts, etc... :( hopefully in the next game they won't rehaul everything again like they did between DA:O and DA2 and keep the same systems and assets so there will be more resources left over for sidequests :crying:

 

The keeps were great imo. I loved that part of the game. Did they serve a purpose? Well they tangibly showed how the inquisition is growing and provided some of the best accessories in the entire game. Mounts were only useful to me after I had already largely explored an area and just needed to get from point a to point b asap.

 

If you want my opinion on what they will do for the next DA game this is it: they are in the process of ruminating ideas at this point. They prolly have a decent idea relatively speaking on what they want to do with the main story arch. But besides that, the devs have dropped some hints that they are thinking about how they want to implement things like combat namely that a dev created a poll where they asked if people would play a tactical/strategy based RPG game. This isn't much, but I think it shows that they are thinking about what they want to accomplish in the next DA game. This is prolly mostly the higher ups who are even considering these things at this point because they are the ones who have to have the first steps nailed down on what they want the direction of the next DA game to be like.



#159
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If I played on the PC, that would have been the first mod I'd get (hair would be next). Sadly I played on the XBone and had to grind power. Besides, don't you only get that power merhant guy later in the game? Also you'd have to grind money to buy the power which is the same thing :pinched: The mechanic really added nothing positive. The concept behind it could have been interesting, if there had been large scale and involved quests where you gathered extra troops or made alliances or what have you but as it is it just forced me to waste my time. Why would following notes on the ground telling me I should find 3 bear claws give me power? Why would finding someone's lost goat give me influence? Why would restocking the Dalish supply of elfroot get me either? Having the leader of the Inquisition off frolicking around the meadow picking herbs and reading dead people's diaries seems like it would weaken the inquisition, not strengthen it.

 

You can basically power you way through until Skyhold and once you do a few war table missions you should be good to go for buying power. Also with golden nug and having all these great schematics at my disposal early on I no longer even need to buy a single piece of gear and that leaves room for buying power or influence. Then, once you have captured every keep I can craft to my hearts content and don't really need to worry about crafting materials any more, plus there is location resources where I can grab a few mats if I want a specific kind of material.

 

What one person would say is a waste of time I would say I had a great time.



#160
Nefla

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The keeps were great imo. I loved that part of the game. Did they serve a purpose? Well they tangibly showed how the inquisition is growing and provided some of the best accessories in the entire game. Mounts were only useful to me after I had already largely explored an area and just needed to get from point a to point b asap.

 

If you want my opinion on what they will do for the next DA game this is it: they are in the process of ruminating ideas at this point. They prolly have a decent idea relatively speaking on what they want to do with the main story arch. But besides that, the devs have dropped some hints that they are thinking about how they want to implement things like combat namely that a dev created a poll where they asked if people would play a tactical/strategy based RPG game. This isn't much, but I think it shows that they are thinking about what they want to accomplish in the next DA game. This is prolly mostly the higher ups who are even considering these things at this point because they are the ones who have to have the first steps nailed down on what they want the direction of the next DA game to be like.

To me the keeps were a nearly pointless leftover of a mechanic that was scrapped. They're really a looks-only kind of thing. No new characters in them, no need to defend them, no ability to deploy troops from them, just non-interactive NPCs appear and then stand around. You could also only have 3 right?

 

They mentioned the tactical game as a side game though.



#161
Nefla

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You can basically power you way through until Skyhold and once you do a few war table missions you should be good to go for buying power. Also with golden nug and having all these great schematics at my disposal early on I no longer even need to buy a single piece of gear and that leaves room for buying power or influence. Then, once you have captured every keep I can craft to my hearts content and don't really need to worry about crafting materials any more, plus there is location resources where I can grab a few mats if I want a specific kind of material.

 

What one person would say is a waste of time I would say I had a great time.

I stopped playing long before the golden nug came out (except to come back for Trespasser). I would definitely say 99% of the non-companion sidequests were a waste of time to me with 1% being "ok-ish" and I wouldn't do any of them on a second playthrough if the power requirements didn't exist. The power requirements I think breed a lot of resentment from people who don't like the boring side quests, tent pitching, rift closing, etc...and are forced to do them to progress the main story or open an area where a companion is recruited.



#162
AlanC9

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The best game is indeed going to combine the talent of a number of different types of artists- musicians, voice actors, graphic artists, creature designers, cinematics creators, dialog and other writers, editors, yada yada- in that "decent balance" way you mention. What it won't do, however, is settle for filler content. Why would it? What incentive was there? You get all that talent together and say, "Make... oh, just make some meh stuff to do. They're mindless cows. They'll graze it up." And it certainly won't settle for a heapin' hell o' a lot of filler content.


I don't think this is a very useful way to think about the actual design philosophy of DAI. A lot of what DAI is about is exploring and mastering the physical spaces of the game. That's why the maps are designed to be difficult to navigate, why enemies don't scale, why we have jumping puzzles, and so forth. In effect, the maps are the content, and the quests are just a way into the content.

Obviously, this is far different from most recent Bio games, where the maps are merely a delivery system for the real content; the ME games took this to an extreme that bothered some of Bio's long-time fans.

#163
UniformGreyColor

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To me the keeps were a nearly pointless leftover of a mechanic that was scrapped. They're really a looks-only kind of thing. No new characters in them, no need to defend them, no ability to deploy troops from them, just non-interactive NPCs appear and then stand around. You could also only have 3 right?

 

They mentioned the tactical game as a side game though.

 

There were new character, at least three, one for each keep. They didn't play a big role, but they did have a back story that you could ask them about. The keeps also came with more side content and quests, which, you probably didn't like anyways, but I liked the idea that because I got a keep I got more content.

 

That is true the said the tactical game could be a possible spin off. That said I was careful when I said the next DA game and not THEE dragon age game that we are all expecting.



#164
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I stopped playing long before the golden nug came out (except to come back for Trespasser). I would definitely say 99% of the non-companion sidequests were a waste of time to me with 1% being "ok-ish" and I wouldn't do any of them on a second playthrough if the power requirements didn't exist. The power requirements I think breed a lot of resentment from people who don't like the boring side quests, tent pitching, rift closing, etc...and are forced to do them to progress the main story or open an area where a companion is recruited.

 

I have only completed the main story arch once and I have probably completed everything in the Hinterlands about 4 times by now. Different strokes for different folks.



#165
Bhryaen

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If you didn't think that establishing the existence of objective standards was important, why were you talking about it? Anyway, I'll let In Exile handle the substance of the issue.
 
But by saying "loved one" there you're assuming what you're atttempting to prove. Since the person in question has a "loved one" he's by definition already using a system of values that includes "loved ones,." This has no relevance to the current topic since the question is how various gameplay experiences are valued.

Sooo. Right. My statement was: "I never said 'whether objective standards are possible' was the important question. I said, 'how the devs are expecting the player to spend their time' is the most important question." This means that my main concern is how the content is constructed, not about "establishing" objective standards. It does not mean that I don't think objective standards exist, or even that I won't take time arguing some point along that line, but that it's not, you know, what I'm on about, and nor is it the thrust of the thread, is it? If we hash through that one, will it answer anything meaningful? Uncertain. It came up in relation to my main concern, however, so... I responded. But, yes, chasing that argument can become a tangential distraction given the topic of this thread (though not necessarily). As you eschew it, so perhaps will I. And anyway you'll let In Exile do your speaking for you on the subject...

 

This is obviously a joke. The word is evidently "rigour" (or if you prefer the American spelling, "rigor"). You can even see the typo in the next sentence - "rigeur", that swaps the "q" for the "g". 

 

Now we have a definition: "jars the player out of a sense of identification with their own protagonist or their sense of the character being a part of the game's narrative, a living part of the fiction". The definition is meaningless nonsense. 

 

I disagree - because that doesn't describe my subjective experience of "immersion". To me, immersion is about a loss of a sense of self - forgetting where I am and who I am and getting lost in the story.

 

And putting aside your meaningless definition, your "objective" measure doesn't actually measure it. It measures how often the game crashes. You haven't persuaded me - or even explained - why a game that crashes would break immersion. That's not an objective definition - that's a bare assertion. 

 

Not to mention that - even if I accept your nonsense definition, and your non sequitur "objective" measure, your argument doesn't actually follow. Because your illustration of "buggy" breaking immersion in this example, that's predicated on the frequency of crashing. The implicit position in your argument is that 30 minute breaks in the game - outside of the control of the player - are immersion breaking. Let's say that's true. You don't assert DA:I crashes every 30 minutes for everyone. You assert that it crashes every 5-6 hours for you:

 

Even if that were universally true, which it isn't - it's a baseless anecdote - your argument about the rate of crashing wouldn't work. But it's not the argument you use for the rest of your post - the rest of your post is based on the quality of side quests. 

 

Suppose I accept your purported measure, you go on about "side-venturing" as "shyte". But this has absolutely nothing to do with your previous point, nothing to do with your putative objective measure. In fact, you haven't even shown - going to your original point, about immersion - that "shyte" content is immersion breaking. And even if we say that it is, we run into the problem of subjective evaluation. 

 

The subjective evaluation problem isn't that we can't come up with criteria. It's that reasonable people will disagree as to whether those criteria are met. The way to resolve that problem is to survey many reasonable people - and then say that the majority description is the one we accept as "right", because there are good reasons to defer to the majority opinion. You've misunderstood the fundamental issue with taste being measured from an objective standpoint. 

 

As to the rest of your post, I never contested that it's possible to measure quality. I said "immersion" is a nonsense measure, and that you haven't provided a serious definition or a way to evaluate it. 

Nope, not a joke. No idea what you'd meant- actual sincere confuddlement (as opposed to deliberate obtuseness), particularly as you'd spelled everything else correctly but misspelled "rigour" twice and thus left it not in the least "evident." I guessed well though. I sometimes add a British superfluouus "u" myself to add colour.

 

I didn't intend that as a definition of game immersion, though I anticipated you needing one, so I threw over some concepts for you balk at (and me to work with). Unfortunately you seem to have missed that they were concepts about game immersion breaking, not game immersion itself. Easy to call a not-intended-as-definition "meaningless..." well, period, easy to call anything mean names, but also easy to do so when misrepresenting the we'll-pretend-it's-an-attempt-at-official-definition. In fact, I like your own definition of game immersion, though I'd tweak and add to it. As you know, I add a lot... But I don't find myself disagreeing... too much. I've even stated something similar in comments above (just getting to your posts now)... We'll get back to it in a bit as its probably the most interesting point of contention (and agreement)...

 

Another clarification needed... I never said side-venturing- or even DAI's side-venturing- was shyte. I believe I was making another hyperbolic hypothetical to dramatize a point, not stating that outright. I don't actually think that. I just think it's the kind of content I'd expect to find in far less self-respecting AAA game or a rushed game or a game with little narrative strength to begin with. If the player's point of entry into DAI were the side-venturing rather than the whole Fade and such, they'd have a qualitatively different idea of the level of content in DAI and what to expect from the game. But shyte... no.

 

OK, so your major issue was with me claiming that immersion-breaking is an objective fact. Cuz immersion measurement is ridiculous! Do you not concede that a lightning storm that fries your computer and shuts off all the electricity will make it a tad more difficult to, as you put it, "lose your sense of self, forgetting where you are and who you are and getting lost in the story." Hell, it outright ends the story, doesn't it? With a big crash where you think hour IRL house is on fire. Reminds you in a jiffy where you are, who you are, and where the flashlight is stored. That's pretty much the most extreme example of immersion being subject to objective criteria. OK, an earthquake and lightning storm... My previous example about game crashes was quite sufficient, however. One of the criticisms I actually heard articulated in the early days of DAI when bugginess was more prevalent was that the constant issues broke immersion. And why wouldn't it? Of course, it did. I'm not making any profound insight on this, am I? Now, it's probably possible that a person could still sit there in the dark during the lightning storm feeling fully immersed in the game narrative despite all the IRL events around them, but in terms of probability, it's going to be a low chance at that point, much lower than before the power went down. So though subjectivity may make immersion more or less easy for one person as opposed to another, the probabililty for it can indeed vary according to objective factors.

 

Where the argument continued into specifying factors that make the game less narratively-driven, I was seguing from the extreme example of game crashes and bugs to game limitations that affect immersion. Because, you see, if power outages are an extreme case, then you should already be recognizing that there is a continuum within which there are less and less extreme cases. Perhaps you somehow still don't get it about the extreme example, but I'll proceed anyway in case some of it registers. If you're facing nothing but half-assed content, how well will you be able to manage game immersion, feeling like you're there, feeling like the character you've created and conceived regarding the game narrative... is going to be adversely affected. It's like if someone says, "Hey, dipstick. Go hunt eight beavers for a reward. Bye." Actually that might be very immersive in a game where the NPCs usually talk to you that way. ("The Bard's Tale," for instance.) But in DAI? In DAI the uninspired side-venturing dialog tends to go more cordially... and blandly... and all-too-predictably. See that there's a different impact on game immersion for uninspired writing? If the voice actor were lousy, that too would have an impact. It's not the same oomph of impact that a power outage has, but as an objective condition, it factors. Are you asserting that there is an equivalence of immersion condition in every gaming situation regardless of any such conditions? That such a continuum of adverse effects on game immersion doesn't exist. That's your "unfortunate" position on disagreement. If you're willing to acknowledge game immersion as a reality, you have to recognize it can be affected by objective conditions.

 

Is it a "meaningless" distinction to make that an experience you get while more or less immersed in the game feels like fluff? Take a side-quest where you find a letter on a corpse talking about completing a ritual... which auto-places a mark on the map. You go there with a narrative of, hm, a ritual. You find the location, there's an altar. You click on it. A normal demon just sort of spawns... on a nearby rock.... It stands there a moment, then attacks... So... you kill it. You get XP and loot. That's it. Quest done. Now... how immersed in the narrative were you? And that is an actual Hinterlands side-quest. One of a great many of its kind. Can you not imagine any number of ways that could've been more immersive, more engaging, more intriguing as a character in the game's narrative? If not, I have to wonder at your imagination. If you can, you've already conceded that game quality can affect game immersion...

 

All that said, it doesn't really matter whether you accept my Super Official Definition of Immersion (which I still haven't offered you- rascal that I am) or even the notion that objective conditions can affect subjective conditions. The point of it was just to show one other casualty of producing sub-par game content: people are going to be far less likely to enjoy or even sustain game immersion. The term "metagamey" isn't facetious. The more a game is constructed that way, the less impactful the narrative.

 

Resources aren't unlimited. People use TW3 as an example of a game that had higher resource side-quests than DA:I. But TW3 didn't have companions. There was no companion banter. Sure, the banter was designed in an incredibly stupid way that made it impossible to trigger for most people and was a huge waste of resources ultimately, but it was still a huge VO cost. TW3 cuts all of that, and invests it in dialogue. 

 

Companion quests - and companions - should be part of the criticism. Because they are part of the actual reason why the quests were so sparse in terms of dialogue. 

OK, so TW3 has different needs. Not sure what you're addressing- at least regarding anything I wrote- with that mention or the rest of this post, but I'm not disputing it. Not that I know, having never gotten past that first non-tutorial fight scene in TW3 with the annoying jumpy critters. But I get the point about DAI investing a lot more resources in companion content for logical reasons. Yep. Are you saying great content is there but it was just too sparse (and buggy) to appreciate? Not sure on that one.

 

In a different thread I made about bringing back origins for DA4 I mentioned that I'd encourage the devs to make companions- already one of the most important features of the franchise anyway- far more connected to the side-quests. This way each side-quest gets all those resources and the sort of content that works best (and among the most fan-celebrated) in DA already- banter, companion reactions to ongoing events, companion relationship building- but lending it the impact of discovering things spontaneously. Maybe a bit simplistic a suggestion, but I do see your point about how much content each event would then involve given, say, eight companions with varying potential reactions to varying potential encounter elements.

 

EDIT:

Just recognized what you were saying... I think. Yeah, I agree that companion quests are certainly not above reproach or criticism. I've just been saying that their quality was more than high enough that it poses no concerns for me regarding content quality. Could it be better? Are there things they did even worse than in previous DA's? I agree with Nefla and hoechlbear above that there weren't quite the same amount of moving moments, and hoechlbear described the "Wicked Grace" scene exactly as awkward as it felt for me. It's just not the glaring example of content quality laziness I find most needs addressing as the OP's article did.



#166
BansheeOwnage

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but you get a cool wine cellar for the bottles.

 

admittedly i didn't even find it until my second playthrough, but still!

Ha, yeah, me either :lol:



#167
Hiemoth

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I ultimately agree with the central thesis of the article and I think the central question it raises is an important one, and one that DA team really seemed to struggle with when it came to DAI. I know that DA2 is a divisive game, but I felt that all the side quests in it added to the world and not only gave a better understanding of Kirkwall, but also kept them within the narrative themes of the game itself. DAI side quests just kinda were to for me without really adding anything.

 

However, since Witcher 3 came up as the counter-example, I do feel the need to argue it is a really bad counter-example. Not because the side quests aren't good, on the whole they are excellent, but because some of the main reasons they were able to do those side quests was because they didn't need account for the same things as DAI did. First, the main PC of W3 is always a human male withe same frame and face. This reduces a lot, and I mean a lot, of the resources required to make those cinematic scenes. Second, an overriding theme in those side quests was that they either involved people Geralt knew from before the game or the fact that he is a veteran Witcher. By heavily constraining who the PC was, they were able to craft specific side quests fitting that PC.

 

To me, it is important to realize that in game development few things exist in a vacuum. So if the push is for the game character to be as malleable as possible, it will make the creation of quality side quests extremely difficult both mechanically and narratively.


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#168
Bhryaen

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I don't think this is a very useful way to think about the actual design philosophy of DAI. A lot of what DAI is about is exploring and mastering the physical spaces of the game. That's why the maps are designed to be difficult to navigate, why enemies don't scale, why we have jumping puzzles, and so forth. In effect, the maps are the content, and the quests are just a way into the content.

Obviously, this is far different from most recent Bio games, where the maps are merely a delivery system for the real content; the ME games took this to an extreme that bothered some of Bio's long-time fans.

A different point! Well, I didn't mean to say that the devs are actually so cynical about us that they delivered the fluffier content with that level of patronization, explicit or otherwise. I would say, however, that due to the caliber of fluffiness involved, unfortunately it's not precluded... And, as I mentioned before, DAI does seem like a schizophrenic end product where it seems two teams built two different sections of the game with drastically different priorities and tendencies. The side-content seems almost without as much direction or supervision, artists of different talent levels going this way and that. So when I say "the devs," sure, everyone's equally accountable for being part of the project, but not equally accountable for each part...

 

Jumping puzzles... ugh... I kinda liked the jumping puzzles in GW2 (an MMO, just to clarify, not an RPG), but DAI's... The only way that they're even feasible to include is if they first enable the player very accurate control of their character's movement on-screen. If you climb up a step and then stop, however, in fact, you'll drift forward somewhat, falling off the step. So you must make each jump on the run. And often you'll fall through surfaces or actual workable surfaces won't correspond with the visual cues. GW2's greater movement control made this a lot different- i.e., so the player has only themselves to blame when they fail, not a poor engine to work with. I mean, I managed the ones in DAI I found, but the engine made it asinine. Hell, you could climb better by getting on a horse and jumping at a location than trying to take steps intuitively on foot.

 

And really... are jumping puzzles the sort of content DA needs? Is that really what you, as a DA player, would have advocated to the devs to add to DAI?

 

"OK, fans! We're going to work to include your favorite content, so tell us your best ideas. Go!"

"Well, I'd like to farm for resources... for, like, hours. You know, for crafting, I guess."

"Me? Oh, I just want run-of-the-mill fetch quests. Nothing fancy. Please, not at all fancy. Just give me a map marker, I click a few times. I'm good. Story hurts my head."

"Not me. I just like reading stories. Mostly all I like to do. Just give me lots of reading materials, and I'll read my way to victory."

"Got one. Everyone will love it. Jumping puzzles. Yeah, I want my character to jump around getting to difficult-to-reach locations. Makes the game feel so meaningful. Cuz, you know, the Fade and stuff."

 

Jumping puzzles are the sort of thing that's great in a multiplayer experience like an MMO because you go with friends and laugh as you fall to your deaths (knowing you've got assistance to rez), cheer each other on with each hard jump, helping each other out and giving each other tips. Not so much with a single-player RPG, particularly one that's this narrative-driven. I mean, DA bases its integrity on its lore in a way few other games or RPGs do- and lives up to it with each new addition to the franchise. What does something like jumping puzzles add to that? Or is it event congruent to add jungle gyms to a library?

 

I'd argue that everything you get in the game is content, maps included and how well they work. I'm resisting bemoaning the map behavior as well... A purely-game-engine bit of content is jumping. I frickin' love it, love that they brought it to DA3. Works for me! That I now no longer find that my character is unable to hop a fence or has to circumnavigate a small rock on the road- big improvement. Is it narrative-based content? Not in the least except that it opens new avenues to exploration. But jumping puzzles... aren't one of the avenues that rate high on the list of ways to take meaningful advantage of that new engine improvement... Again, for me it all comes to how the devs are having us spend our time. They're making a world and deciding just the content we're going to be involved with...



#169
vbibbi

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The point is what is unnecessary fat? Some posters feel that the shards, astrariums and bottles were unnecessary fat? I happen to like figuring out the astrariums and other puzzles. So that is not unnecessary fat to me. I also like the rewards that come from collecting the shards and figuring out how to reach them. So that is not unnecessary fat.
 
I liked uncovering the archaeology in the Hissing Wastes. Even the Duffalo quest was interesting because I found a way to tackle the rift that was there using the creature. 
 
So who is to define what unnecessary fat is? Who gets to decide what is and what is not a meaningful sidequest?

  

I feel like if there were a poll in several different websites, a majority of people would vote to eliminate/reduce all of the collections. I'm jealous that you enjoyed those so much and am glad that you did, but I think it's a majority opinion that all collections could be considered fat to trim. If we're all being fair here, I think even fans of everything in DAI can see which elements were not well received as a whole not to them personally.

 

Funny how you have to again put companion quests out of the equation in order to keep the agenda going... Put out everything else but the companion quests and the main quest and the game is still massive. In fact, it's not much smaller than Origins. The only way people can continue this argument is by saying companion quests don't count... That is because if you correctly count it as the substantial optional content it is, it destroys the narrative that DA:I suffers in comparison to its predecessors in your case, and in comparison to TW3 in other posters cases.
If I was at a PC to properly take the time to type it out, I'd list out the substantial optional content in DA:I... Even though the naysayers will hand wave it away.


Seriously, though. Can you respond to the lists of examples people are providing instead of just repeating how much you dislike the witcher and how you have no problem with DAI's quests? There have been multiple examples of what people don't like about some side quests, regardless of even comparing the game to TW3.

  

That doesn't make it objective, but the actual point here is that it doesn't matter whether it's objective. If the majority of the audience doesn't like a product - even if it's for totally different and inconsistent reasons - then the product has to change. All that the inconsistency means is that the product can't appeal to anyone in particular and has to change radically. 
 
This strange need to justify taste as objective is a problem. There aren't less "NPC" interactions. How do we measure that? By wordcount. What's the DA:I wordcount versus the DA:O wordcount?  The real issue is that NPC interaction is very heavily skewed toward critical path quests, and then very generally spread out over a lot of quests, so that instead of having a small set of badly designed side-quests with a lot of interaction, you have a lot of badly designed side-quests with very little interaction, which exposes the **** side-quest design that's been a plague on Bioware since ME1 and KoTOR. 
 
didn't claim that people are objectively wrong. Point out where I said people are objectively wrong, please. 
 
All I said is that I think "immersion" is a worthless concept.

 

So you agree that the product needs to change because the majority of people posting have pointed out their desire for improved side quests?

 

*sigh* Are you even reading our responses or just copy/pasting the same reply over and over? No one is saying TW3 doesn't have filler, however it also has a ton of real quests (a lot more than DA:I has companion quests). DA:I has only the companion quests and almost all of them are located in their own self-contained areas. The point is that there is NOTHING FUN TO DO OUT IN THE ZONES. Companion conversations? Skyhold. Judgements? Skyhold. The main plot? Self contained areas. Those zones have tons of quests but they're all shallow. Even the ones you mention as being good are just more than one of the standard fetch quest but strung together. Tell me, what was substantial about going to a place, killing all the bandits there then going into a cave and killing all the demons in the cave and sealing yet another rift? That was hands down the BEST quest set in any of the zones IMO and the only things that happen are: 1) it stops raining and 2) You get to change the water level. Because we at least got to see some effect (unlike the majority) that quest was ok but definitely not good. It's at the same level as your average witcher contract.
 
How am I supposed to know what your point supposedly is when all you keep repeating is that
1) People who think TW3 quests are better are wrong
2) Companion quests are good (no one is debating this)
3)TW3 includes optional filler content as well (no one is debating this either)
 
You seem to be unable to back up or defend your opinion. The only thing you've told us about why you like DA:I's side quests is that you like reading the codex entries. You disregard criticism of the majority of DA:I's quests by upholding companion quests but have not been able to defend any of the non-companion quests. Why do you think the Fallow Mire quest is good? Why do you think the Emprise du Lion quest is good? Why do you think the Crestwood quest is good? You list them as if we should automatically recognize their merits but obviously we don't hold those quests in high regard like you do. Your unwillingness or inability to explain your reasoning or opinions is starting to make me think that you're a troll. If you're not a troll and are instead very young (which is another suspicion) then please tell me now and I'll stop arguing with you.

  

Nah, you're definitely not the only one but I can overlook stuff like that. I also hold BioWare to a lower standard with each game >_< I thought the wicked grace scene was nice because I like more time with the companions but I agree that they didn't feel connected to each other. They didn't feel connected for most of the game IMO. Some exceptions were Cole, Varric and Solas for Cole's quest and Varric in some of Cassandra's conversations. I definitely missed that close knit feeling of DA2 or even DA:O (some of the camp conversations).


I really felt a lack of interaction between companions. The Wicked Grace scene was okay but putting a bandaid on a hemmorhage and didn't feel deserved. I liked the Cassandra/Varric confrontation after meeting Hawke, but it was weakened by the lack of any actual interaction between Cassandra and Hawke. That seemed such a missed opportunity after all of DA2, and her scene with Varric felt like I had missed the preceding scene with Hawke.

The two scenes that stick out the most to me in terms of really connecting with the characters and seeing them as fully realized personalities was Morrigan's confrontation with OGB and Flemeth in the Fade, and the going away party for Dorian in Trespasser. Both felt genuine and the characters' voices were exactly as I would have imagined them. I love Sera's "speech! Speech! Way too much speech!" And the fact that they didn't feel a need to include every companion and advisor in the scene. Not everyone is going to be best buds with Dorian so the scene was really his closest friends. (Although I disliked him saying the Inquisitor was his only friend. So Sra and Varric and Cole and a non-romanced IB are crap?)
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#170
Nefla

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I feel like if there were a poll in several different websites, a majority of people would vote to eliminate/reduce all of the collections. I'm jealous that you enjoyed those so much and am glad that you did, but I think it's a majority opinion that all collections could be considered fat to trim. If we're all being fair here, I think even fans of everything in DAI can see which elements were not well received as a whole not to them personally.

 
Seriously, though. Can you respond to the lists of examples people are providing instead of just repeating how much you dislike the witcher and how you have no problem with DAI's quests? There have been multiple examples of what people don't like about some side quests, regardless of even comparing the game to TW3.

   

So you agree that the product needs to change because the majority of people posting have pointed out their desire for improved side quests?

   
I really felt a lack of interaction between companions. The Wicked Grace scene was okay but putting a bandaid on a hemmorhage and didn't feel deserved. I liked the Cassandra/Varric confrontation after meeting Hawke, but it was weakened by the lack of any actual interaction between Cassandra and Hawke. That seemed such a missed opportunity after all of DA2, and her scene with Varric felt like I had missed the preceding scene with Hawke.

The two scenes that stick out the most to me in terms of really connecting with the characters and seeing them as fully realized personalities was Morrigan's confrontation with OGB and Flemeth in the Fade, and the going away party for Dorian in Trespasser. Both felt genuine and the characters' voices were exactly as I would have imagined them. I love Sera's "speech! Speech! Way too much speech!" And the fact that they didn't feel a need to include every companion and advisor in the scene. Not everyone is going to be best buds with Dorian so the scene was really his closest friends. (Although I disliked him saying the Inquisitor was his only friend. So Sra and Varric and Cole and a non-romanced IB are crap?)

I ran out of likes for today but I definitely agree! I was disappointed with the lack of character interaction in DA:I as a whole (I agree with you that the scene with Morrigan, Keiran, and Flemeth was really good). Not only did they not interact with each other or most of the sidequests (and when they did it was a short comment) but they hardly interacted or commented on the main plot. That was something I thought DA2 did really well. Both the companion's interaction with each other and their interaction with quests both sidequests and main ones. I wish the required companions at least had been more integral to the plot like Morrigan and Alistair were in DA:O.


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#171
Nefla

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I have only completed the main story arch once and I have probably completed everything in the Hinterlands about 4 times by now. Different strokes for different folks.

I finished it several times because I wanted to do all the romances and while doing the sidequests was simply boring the first time, in subsequent playthroughs it was torturous for me lol I ended up just watching Cullen and Sera's romances on youtube because I couldn't force myself to play it again. The fact that I only got 1 party banter every 6 hours or so and no music while "exploring" made it even worse T_T


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#172
vbibbi

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Magistrate's Orders is a good example, though Feynriel is a main quest.

  

They might have meant the optional Act II Feynriel quest?

I agree that big name gaming journalism is currently pretty much anti-consumer and pre-order exclusive content is a bad business practice, but the getting spoiled part only counts for story-heavy games AFAIK.
 
And consumers returning a game they enjoyed parts of but not overall is still sending a message; not good (enough). Waiting for patches is also a message: not good enough, you fix it, I buy it. It's a lot more effective, developers otherwise would have to read through piles and piles of feedback and at least half of both the positive as well as negative feedback is bullshit or subjective. I also doubt they would thoroughly look through feedback as long as they're making a decent profit.
 
But from all the points mentioned, the publishers/developers can only 'fix' the pre-order bullshit. The consumer has a certain level of power, but it's not being properly used. For example; most people think season passes that are more expensive than the actual game are complete and utter garbage and bad business practices, right? Yet they're still being used/sold because apparently they're still profitable; consumers still buy that crap.
 
I admit that it's a lot harder to properly spend your money on the correct games and correct developers, but if you'll have to use your wallet if you want to push something in the right direction while money is involved.


All good points. It's just sad for me, because I remember preordering DA2 and the special edition of ME3 because I was so excited for Bioware's latest titles. I enjoyed both games, despite agreeing with some of the criticism of them, but by this point I really don't feel justified in giving Bioware my automatic preorder money anymore. Maybe it's because I preordered DAI for my PS3, got the Flames of the Inquisition bonus materials, but then when I bought a PS4, bought DAI AGAIN so I could play the DLCs, there was no option to import my purchased preorder materials. They had the balls to tell me I needed to pay $10 AGAIN to get the materials I had already paid for again.

#173
vbibbi

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I ran out of likes for today but I definitely agree! I was disappointed with the lack of character interaction in DA:I as a whole (I agree with you that the scene with Morrigan, Keiran, and Flemeth was really good). Not only did they not interact with each other or most of the sidequests (and when they did it was a short comment) but they hardly interacted or commented on the main plot. That was something I thought DA2 did really well. Both the companion's interaction with each other and their interaction with quests both sidequests and main ones. I wish the required companions at least had been more integral to the plot like Morrigan and Alistair were in DA:O.


Lol I ran out of likes, too. So much in this thread to like ;)

I've said many times and others have also posted here, but the majority of the relationships in the game felt like coworkers. And not the go out for drinks after work coworkers. The ones you say hi to when you get in every morning, but don't know apart from water cooler talk. Even the nature of the relationships between the PC and companions could feel this way; IB calls us "boss" and doesn't have much/any dialogue after reaching Skyhold. Varric feels like he's waiting to return to Kirkwall the entire game. Every time I talk to Sera, the dialogue screen has "you don't fit the Inquisition" as an initial option. A non-romanced Solas' dialogue consists of "these are the things I've seen in the Fade." Leliana clearly isn't close to the Inquisitor as a person, which makes sense, but is very off putting after how close she can be to a Warden.

Heck, Josephine feels like a friggin employee when I'm trying to romance her, until Leliana steps in and asks my intentions.
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#174
Bhryaen

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Lol I ran out of likes, too. So much in this thread to like ;)

I've said many times and others have also posted here, but the majority of the relationships in the game felt like coworkers. And not the go out for drinks after work coworkers. The ones you say hi to when you get in every morning, but don't know apart from water cooler talk. Even the nature of the relationships between the PC and companions could feel this way; IB calls us "boss" and doesn't have much/any dialogue after reaching Skyhold. Varric feels like he's waiting to return to Kirkwall the entire game. Every time I talk to Sera, the dialogue screen has "you don't fit the Inquisition" as an initial option. A non-romanced Solas' dialogue consists of "these are the things I've seen in the Fade." Leliana clearly isn't close to the Inquisitor as a person, which makes sense, but is very off putting after how close she can be to a Warden.

Heck, Josephine feels like a friggin employee when I'm trying to romance her, until Leliana steps in and asks my intentions.

And after all that time agreeing with Kabraxal that at least the companion side-quests were high quality, you hadda bring this stuff up? :P



#175
vbibbi

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And after all that time agreeing with Kabraxal that at least the companion side-quests were high quality, you hadda bring this stuff up? :P


Well I could point out that most companions had a fetch quest along with their actual companion quests, or that if we're just comparing DAO to DAI then both games have companion quests. Or that I felt DA2's companion quests were the best of the series.

but really, The Witcher 3 obviously did better companion quests, and it doesn't even have companions!!!
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