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Anyone else feels like Inquisition could have used Origins Prologues?


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#1
Lezio

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Topic title, basically

 

I just feel like it's quite difficult to roleplay in this game because we are litterally dropped into the center of things, with no real character establishment or anything like that

 

Like, for example, my Inquisitor is a Tal-Vashot and in the codex it's stated that he was hired to keep watch on the Conclave, it would have been awesome to actually get to know the emrcenary band, maybe see the bonds, establish how my character feels about his work and his mercenary-companions and then BOOM, the life he knew was over and it's Corypheus' fault, it would have made the rivalry between Cory and The Inquisitor feel a lot more personal.

 

Instead there is never even the chance to talk about the guys he probably knew back at the Conclave whom died because of the explotion.  At one time, i actually thought the character was supposed to have total amnesia since he felt so estranged to hsi life Pre-Conclave. Which would have been quite awesome if only during Here Lies the Abyss we could actually choose how s/he behaved in regards to Cory and Justinia, instead of just going the generic hero route (which, luckily, fit my character just fine but doesn't really fit ALL kinds of characters)


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#2
Taki17

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Absolutely. It would have been nice to have 20-30 minutes long prologue before the big bang. Something that is set during the preparations to the conclave. Like when you arrive with your family if you are a human noble, and have a little discussion about the conclave with your brothers/sisters or fellow mages who might subtly introduce new players into the world and currents state of events, pointing out key characters like the divine, seen talking to Leliana and Cassandra and sending them to the village for some business. The same with the elf and dwarf spy, just instead they talk to their contacts, and the qunari merc talks to their band.

 

You could get some optional sidequests, like check security if you are a qunari, gather information if you are a spy and mingle with peace talks participiants if you are a human, where you could get more information about the world if you want. In the end, you'll get a quest like "Investigate the commotion in the conference room", then your character opens the door, we see the boom like in the main menu, fade out, and the game continues with you in the prison cell. Corypheus shouldn't be revealed until the attack on Haven.


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#3
Darkstarr11

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They actually had at one point considered starting the game by opening the talks at the Temple, but ultimately felt that it slowed down the pacing of the game.  As such, `BOOM` and there you have it.  While the idea of getting to know your particular background IS interesting, I mean, I think it's a grand idea, as far as casual gamers go, it might not have sold.  MIGHT NOT, as we don't actually know what the majority would have felt (no, a poll DOESN'T tell you what they think, a small sample size is not a realistic...you know what, it just won't work), so it could have gone either way.  However, once you add in marketing, publishers, and management...the original intent may be diluted and/or lost.  So I count us lucky they didn't chop a whole lot more on the way to the finale.  More filler quests, less story, ya know what I mean?



#4
Medhia_Nox

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I find it really irritating that the designed this storytelling device called "Origins" for their first game... and then totally abandoned it for parts 2 and 3 of the series. 

 

When you have something that works for a majority of the people - there's no reason to just abandon it.  EXPAND on it instead.

 

DA;2 and Inquisition would have both been better as Origins. 

 

Trevelyan Mage at Ostwick Circle.

Dalish in Sabrae clan.

Dwarf in Cartel. 

 

Etc. etc.

 

And then you could still make the beginning of the game we have work by simply having us leave for the Conclave and then cut to us fleeing the Fade and discovering what happened in between.  (Entire stories are made from a premise like this.) 


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#5
straykat

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Of course.



#6
Dabrikishaw

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Like Darkstar said, the player would have originally been able to walk around the Conclave and talk to attendees pre-Breach. It was cut because they felt it dragged the pacing down. 

 

Personally, I don't have a problem role-playing my Inquisitors even with the more explosive opening. I find it incredibly easy to headcanon a backstory for all my characters, explaining how they grew up and why they ended up at the conclave.


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#7
In Exile

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Absolutely not. Origins are a waste of resources. Not only do they have absolutely no connection to any other part of the game if done like DAO, but they create conflicts and narratives that the game then refuses to follow up on and actively ignores.
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#8
Rex Dayman

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Yes same here and what's with all having the same name Lavellan they should have made it more like origins a bit of a lead up to the story instead of dropping us in the deep end  



#9
JadeDragon

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At the very least I think they should have made the racial wartable missions eventually lead to a quest midgame. Similar to Mass Effect but just a little bigger. Completing the Race Wartable chain then at the end of it actually meeting up with whatever respective family, group or clan we were involved with as Inquisitor and resolving what issues they had would have been nice.


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#10
Abyss108

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Naw, the last thing I want to do when I start a new game is a bunch of unimportant small quests before anything important happens, only to have the people I did those quests for immediately get blown up proving the entire thing pointless.


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#11
Cute Nug

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I can understand them leaving the storytelling device of origins for different reasons. Personally I wish they had kept it. I actually liked the DA2 prologue even.

 

To me DAI seemed stretched too thin trying to cover to much content. I think the game developers would have done more if they had more time and resources. I'm not a fan of open world games if they just mean they weaken storytelling content but maybe that wasn't the reason.

 

I do wish, as JadeDragon says, that at least the Race Wartable chains led to meeting who you knew before the big boom. Feels redickulous that can we travel hundreds of times to all those places in Southern Thedas often for completely pointless reasons (Forbidden Oasis) but never go see who we knew before we got blown ... up.

 

For me the race origins in DAI seem an artificial game construct throughout the entire game only addressed in siloed wartable mission that don't effect the game at all. 

 

The first of my two playthroughs was as human male mage. I don't remember them even mentioning who they knew that died in the blast or the war. And why don't they have any friends or family visiting them during the game. I can understand maybe friends and family of the Dalish, Quanari, and Dwarf having race/work concerns that keep them from visiting but the human must have been a real douche before they got blown up since they have no one that visits them. It seems like every worthless noble in Southern Thedas has time to attend a ridiculous party to see which twit gets to rule Orlais yet the nobles the human knows never come to visit. Just have to accept that origins in DAI are meant to be siloed away from game content or the human Herald was just a douche with no real friends before they got blown up. 

 

I wish they had had more time and resources (even as paid DLC) to add in origins content but you can't get everything.


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#12
Beren Von Ostwick

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  • Why can't the whole damned game just be DA:O redone?!

 

DRINK!


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#13
lynroy

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Like Darkstar said, the player would have originally been able to walk around the Conclave and talk to attendees pre-Breach. It was cut because they felt it dragged the pacing down. 

 

Personally, I don't have a problem role-playing my Inquisitors even with the more explosive opening. I find it incredibly easy to headcanon a backstory for all my characters, explaining how they grew up and why they ended up at the conclave.

This. I actual preferred not to have playable origin stories.


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#14
vbibbi

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Absolutely not. Origins are a waste of resources. Not only do they have absolutely no connection to any other part of the game if done like DAO, but they create conflicts and narratives that the game then refuses to follow up on and actively ignores.

 

But when has an element from a Bioware game ever been directly copied into the next one? If they had included origins in 2 or DAI, I would not assume they would have been identically to DAO's. Hopefully they would have improved on elements people didn't like and added more to it. As it is, the racial choices only come up in war table missions that are not referred to outside of the table, and a few dialogue options.



#15
ArcadiaGrey

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Personally no, I'd rather have had specific race-related quests popping up in the game itself.

 

As the HoA you become famous, so having people from your past or old problems that needed sorting out would've been fantastic.  I honestly expected that anyway, I was waiting for some carta dwarves to turn up and try and profit from their connection to me.  Kind of sad they didn't.  :(

The way in which you handled those situations could then have increased the RP, letting you denounce your old life or be faithful to it.

 

So I'd rather the content was drizzled throughout the game, not lumped at the beginning.  


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#16
In Exile

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But when has an element from a Bioware game ever been directly copied into the next one? If they had included origins in 2 or DAI, I would not assume they would have been identically to DAO's. Hopefully they would have improved on elements people didn't like and added more to it. As it is, the racial choices only come up in war table missions that are not referred to outside of the table, and a few dialogue options.

 

But when people talk about an Origin, they're specifically asking for something detached from the main plot. I'm just addressing the topic as posed. 



#17
Medhia_Nox

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@In Exile:  I want them to evolve the "Origins" from DA:O.

 

I want the Origins to assist in defining the main story. I feel the "Origins" were very strong... but then needed to be threaded into the main plot.  


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#18
Face of Evil

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No, not really. I didn't find it difficult to roleplay. You're supposed to start off confused, not sure what the hell's happening.


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#19
Ghost Gal

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Yes, but what's past is past.

 

I hope they do better next game.



#20
sjsharp2011

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Like Darkstar said, the player would have originally been able to walk around the Conclave and talk to attendees pre-Breach. It was cut because they felt it dragged the pacing down. 

 

Personally, I don't have a problem role-playing my Inquisitors even with the more explosive opening. I find it incredibly easy to headcanon a backstory for all my characters, explaining how they grew up and why they ended up at the conclave.

 

 

Indeed neither do I in fact it probably made that part of it a bit easier as then it's a bit more left to your imagination


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#21
sjsharp2011

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Personally no, I'd rather have had specific race-related quests popping up in the game itself.

 

As the HoA you become famous, so having people from your past or old problems that needed sorting out would've been fantastic.  I honestly expected that anyway, I was waiting for some carta dwarves to turn up and try and profit from their connection to me.  Kind of sad they didn't.  :(

The way in which you handled those situations could then have increased the RP, letting you denounce your old life or be faithful to it.

 

So I'd rather the content was drizzled throughout the game, not lumped at the beginning.  

Yeah it would have been good as it would have been a bit like ME1 where you do have to clean things up about your old life in a couple of the quests.


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#22
BansheeOwnage

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Like Darkstar said, the player would have originally been able to walk around the Conclave and talk to attendees pre-Breach. It was cut because they felt it dragged the pacing down. 

 

Personally, I don't have a problem role-playing my Inquisitors even with the more explosive opening. I find it incredibly easy to headcanon a backstory for all my characters, explaining how they grew up and why they ended up at the conclave.

I don't think a player should need to rely on headcanon to have a solid background from which to roleplay.


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#23
nightscrawl

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No. I greatly prefer the DAI method and was able to RP perfectly well, in fact, the most out of any of the DA games. I like having bare bones information about my character and their background, leaving me to have whatever headcanon I want. I felt too constrained by all of the DAO and DA2 origins, the established families, and so on.

 

 

Personally no, I'd rather have had specific race-related quests popping up in the game itself.

 

As the HoA you become famous, so having people from your past or old problems that needed sorting out would've been fantastic.  I honestly expected that anyway, I was waiting for some carta dwarves to turn up and try and profit from their connection to me.  Kind of sad they didn't.  :(

The way in which you handled those situations could then have increased the RP, letting you denounce your old life or be faithful to it.

 

So I'd rather the content was drizzled throughout the game, not lumped at the beginning.  

 

I don't like this either, to be honest. Or well... I suppose it depends on how it's presented. I do NOT want some person popping up that my PC is supposed to care about, or anything of that sort.

 

For me, it would be ideal to base such selections on player/character input. For example, a Trevelyan can state the kind of relationship they have with their parents during that Josephine dialogue. If the succeeding family quest could be based on the player's dialogue choice, that would be great. Imagine that there are two base quests, one for a good relationship and one for a bad one, and the player is given the one based on the relationship they selected.


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#24
vbibbi

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But when people talk about an Origin, they're specifically asking for something detached from the main plot. I'm just addressing the topic as posed. 

 

I would like a combination of an origin and ArcadiaGrey's idea of later bringing in a personal quest that continues the origin narrative.

 

I would also have liked that each background automatically had one of the dialogue perks by default and we had to "buy" the rest. Nobility knowledge for human warrior/rogue, arcane knowledge for any mage, history knowledge for Dalish warrior/rogue, and underworld knowledge for dwarves and Vashoth warrior/rogue.

 

No. I greatly prefer the DAI method and was able to RP perfectly well, in fact, the most out of any of the DA games. I like having bare bones information about my character and their background, leaving me to have whatever headcanon I want. I felt too constrained by all of the DAO and DA2 origins, the established families, and so on.

 

 

 

I don't like this either, to be honest. Or well... I suppose it depends on how it's presented. I do NOT want some person popping up that my PC is supposed to care about, or anything of that sort.

 

For me, it would be ideal to base such selections on player/character input. For example, a Trevelyan can state the kind of relationship they have with their parents during that Josephine dialogue. If the succeeding family quest could be based on the player's dialogue choice, that would be great. Imagine that there are two base quests, one for a good relationship and one for a bad one, and the player is given the one based on the relationship they selected.

 

To me, though, it makes the PC exist in a vacuum. We have a brief conversation which defines our relationship to our background (and that's still a limited amount of options, we can't upload a written background) and that's the extent of our connection to the world prior to the game.

 

This can work in games where other characters don't have as much detail to them or established relationships, but in Bioware games it's harder. When we ask Cassandra about Nevarra or Seekers, or IB about the Qun, I want to be able to react based on our background. Maybe the Vashoth is interested in the Qun or abhors it, maybe a mage Trevelyan wants to learn more about Mortalitasi or a warrior Trevelyan about Seekers.

 

The good example in game is when mage Trevelyan speaks with Vivienne about the Ostwick Circle. There needed to be more of these instances in conversation. I think any Trevelyan should have been able to speak to Blackwall about being a Marcher, for example.


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#25
ArcadiaGrey

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This can work in games where other characters don't have as much detail to them or established relationships, but in Bioware games it's harder. When we ask Cassandra about Nevarra or Seekers, or IB about the Qun, I want to be able to react based on our background. Maybe the Vashoth is interested in the Qun or abhors it, maybe a mage Trevelyan wants to learn more about Mortalitasi or a warrior Trevelyan about Seekers.

 

The good example in game is when mage Trevelyan speaks with Vivienne about the Ostwick Circle. There needed to be more of these instances in conversation. I think any Trevelyan should have been able to speak to Blackwall about being a Marcher, for example.

 

Bearing in mind I've only played once so far, I still noticed that the game would benefit from that.  

Being a Qunari could bring up lots of conflicts here and there, acknowledging them and having different racial versions of conversations could have been enough to let people feel more attached to their IQs. (As I've read many people felt they didn't really know their characters very well).

 

This would especially be true for dwarves and qunari as they suffer from being late additions to the game, and have less of a grounding within it than human and elves.

 

I recently played a templar warrior in DA2, and there were a couple of moments where I could use a special templar dialogue option.  I loved that, and given the amount of dialogue BioWare put in their games, surely they could allocate some space to more class/race dialogue options.


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