Do not want:
- Too many pointless "collect this crap" quests. I was really annoyed with the shard quests and similar filler quests in Inquisition.
- Story and character sacrifices made for a more "open world". It's not that I don't like open worlds, in theory, but games seem to often have issues balancing worlds being open and being well developed. No repetitive search quests for carbon copy NPCs in large, empty spaces, please. Make the world as open as you can without becoming more Skyrim than Bioware.
- Resources and alliances being just a number towards the best ending, or something similar. Don't boil down decisions to asset hunting. Decisions should have effects to more extent than just what kind of shock troops you get for the final battle and whether it's enough for the best outcome.
- Favored characters of the writers being unable to be denied recruitment/unable to leave when it doesn't make sense. If a character could clearly have views that jar as much or more with the protagonist than one that can be shot down for recruitment and they don't come up with a VERY good reason why you will definitely die without them, they shouldn't be essential.
- Locking out character development for LIs when playing a gender that can't romance them. The only difference between a romanced companion and a friend should be some tonal shifts, sex scenes and maybe something like a date night, or some relevant fluff outing. I shouldn't hear less about their history, or have less ability to help them work through their problems by being there for them as a friend. Bad examples: Jack only opens up and grows emotionally when romanced. Anders won't tell a female that he had a sexual relationship with the Tranquil "friend" they try to help.
Do want:
- Well written side quests that I care about doing, rather than just do compulsively to get some loot or stat boost. Tell me about a new alien culture. Tell me a story about this NPC that I'm helping. Tell me about the planet I'm on and its history. Don't just tell me, "fight these stock enemies to fetch x random item from z location". I want side quests that make me invested in completing them, not that just pad out the length of the game.
- Companions react realistically to your choices. I liked the choice in Inquisition to have companions only have approval/disapproval for smaller choices when present, but for larger choices that they obviously would find out about regardless of whether they were present. Within reasonable expectations, I'd love to see more conversations based specifically on big decisions and being able to debate choices, with multiple possible reasons WHY you did these things (like 3-4 possibilities), maybe with sometimes being able to get them to see your point, depending on which reason you choose and how central the issue is to them.
- Companions can leave if you keep pissing them off or they might make unfavorable decisions based on their lack of trust in you, but aren't as likely to be chosen for randomly selected deaths. I'm not really into the "if you didn't get high enough approval then z will randomly die in an explosion at the end" ways of dealing with this. This makes zero sense. No friendship shields, please. Instead, maybe you didn't improve your relationship enough with z, so they decided to go do their personal quest on their own and died in the process. I think that could be interesting. Maybe you'd be informed a companion has gone missing (like Blackwall in Inquisition) very near the end of the game, but when you go to find them (if you choose to) it's already too late and they failed to complete whatever it was on their own. Alternatively, maybe they just do it without you and don't come back afterwards.
- Strongly developed lore and history for new aliens they'll introduce and their histories, but Bioware usually can be trusted for this. Specifically, if I were going to name something I'd like to see, it's an AI/tech based race that's never had clashes specifically with organics as a general. I would honestly love it if you came to this system after the Starchild asserting there was NO WAY that rivalry could be avoided between AIs and organics to find that this system is already having only the normal types of alliances and infighting between AIs and organics with no such problems. I can see opinions on this varying, though.
- More scenes where you do things with companions instead of just getting random new dialog trees. I liked this a lot about Inquisition, how sometimes when you talked to a companions or advisor it would trigger a little event sequence instead of just letting you ask them a few new things. I think it gave the relationships more depth.





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