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Post by catcher on Feb 7, 2021 23:46:56 GMT
First, a little introduction. Modest Proposal is intended to bounce ideas to improve/change certain parts of the CRPG game experience in reference to DA4. I call it 'modest' because the ideas ideally should target less radical changes to the base of DA:I that would be reasonable for Bioware to execute as opposed to say, rewriting the dialogue system or doing the game in 2D graphics or using the Inquisitor as protagonist. There's nothing necessarily wrong with big ideas or talking about them but there's already plenty of that around. The focus here is on smaller changes that could have big payoffs. I'll kick one off and hopefully you will see what I mean.
One of the common complaints for DA:I (and really, in my experience, any CRPG back to BG2) is on the quality and engagement of various 'side quests'. They've always been something of a necessary evil in CRPGs. game designers need some tasks to build-up your characters, set tone and setting, and to frame the larger quests that will define the larger story. On the other hand, by their very nature, there's really not a lot of time or other resources to give them or else they wouldn't be side quests. For my first modest proposal (actually proposals), I thought I would tackle this ongoing issue. As always, questions, criticisms , and especially better ideas I didn't think about are encouraged. No one from Bioware may see this or do anything with it, but maybe some other person who becomes a writer or producer of a CRPG will. Even if it is just "whistling in the dark" it feels so much superior to talk with people who care deeply about this strange little art. So on with it!
1: Chained Side Quests. One of the great weaknesses of the typical side quest is how isolated it is from the rest of the narrative. It's also why so many of these quests have unlikely sized bribes/rewards attached to them. You need something to get the Player to engage and it can be risky counting simply on the do-gooder impulse to get a Player involved. The concept of chained side quests is to take several of your smaller side quests and build links between them possibly even linking them into a an actual story quest. This isn't a new concept, of course but it seems to be only applied haphazardly instead of as an overall strategy. As an example, let's look at the early part of the Hinterlands. The early main theme of this area is the mudfight between barely templars and sorta mages. One of the minor quests you get are to track down some templar-lites that killed an old man for being a 'mage sympathizer'. You can pickup a paper off the targets that gets you a free pass to Templarland. What if you could find a little lore that the old man was a mage or helped them out? What if that letter was only part of a ticket to Templarland and instead you got some kind of pointer to another side quest helping out the mage side? Just a couple of tweaks and this little, simple side quest becomes part of the bigger story with real consequences for the Player instead of a checkbox to fill. There could even be chains of quests that don't link to a major theme but allow access to some special lore not otherwise marked or accessible. To all indications, we're going to be seeing a lot of the North of Thedas in DA4. It would be nice to reward exploration of the physical environment with exploration of the loreic environment.
2: Varying Conditions. We're all familiar with the well-worn fetch quests. Get 10 ram's meats. Get 4 elfroot and 2 spindleweed. Take these flowers to this shrine. They are the cheapest of the cheap and most reviled of the reviled. Some invention and actual gaming could improve the situation greatly. Again, it's not like Bioware didn't do this (very) rarely in DA:I. Think about Tricky Ritts, you have to find her and get to her aid before a couple of rogue templars kill her. Or the Golden Halla on the Exalted Plains that you 'fetch' by herding into the right place. What if instead of having to track down and kill say 7 rams, you instead have to cover for a hunting party against some rogue templars, crazy mages, bandits or bears? What if doing a better job means mroe meat and less need to cover a second (or third hunt)? What if the elfroot isn't regular elfroot or special ones that grow in the back of the cave that is the mage's HQ? What if you are siding with those mages and can just bluff/talk your way in to collect it? What if you're working with the templars and now you just have another excuse to storm the place? What if the shrine isn't there because it only appears at certain times but you have to track the clues that reveal that little fact? Behind every fetch quest, there needs to be a gooid reason why an adventuring party is the right choice and the party actually needs to do some kind of adventuring to complete it. Cut down the number and make them fuller.
3: Side Quest Impacts. I don't mean just the ping of added XPs and a thank you of some sort from the quest giver. Look at the Corporal Vale quests where you need to get meat, clothing, kill bandits, stop mages, and stop templars. You've got a real village at the Crossroads with as many if not more people around than in Val Royeux. Plenty of ambient dialogue fires around there. Let the people be overheard about being hungry, being cold, concerned about one group or the other. As the party knocks one out, change the dialogue for that piece to how much better fed, clothed, safer, they are. Very small change that would motivate a fair bit of the player base. Not all but no strategy is perfect. Plus, you know I will always go for more of the world responding to the Player's choices and actions and this should be a no-brainer.
thanks for reading if you got this far. Fire away and add your own ideas and thoughts, if you please.
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Post by catcher on Feb 23, 2021 20:25:30 GMT
Hate responding to my own posts but I had another thought to add on so. Sorry, not sorry. 4: Quests Find You. This is especially attractive for a story where Solas should have minions out to foil and/or hunt enemies. Going back to BG2, if you were on Jaheira's Harper Quest, groups of Harpers could/would find you at certain intervals. If it happened to be after you got out of a dungeon and were pretty worn down, well then you either prove your chops or reload. Similar type of thing happened in Neverwinter Nights: a couple of bounty hunters hired by the shadowy forces behind the Wailing Death in Neverwinter are foreshadowed by some talk in town then appear on the road while you are coming back from one of the spoke quests. The trigger might have to be at certain squeeze points if we remain in an open environment but having ambush or other types of quests coming to you can change the dynamic significantly.
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Post by Noxluxe on Mar 7, 2021 12:53:15 GMT
1, 2, and 3 all sound like sensible ways to optimize the player's enjoyment of side quests.
In regards to chained quests for example, I just yesterday decided to add a point of Stealing to my Warden since I'd already had Leliana pickpocket everyone and their mother, and got access to Slim and his quests in Denerim for the first time in 12 years of playing Dragon Age: Origins. And it was really delightful. I had no idea there was an entire flavorful mini-questline tucked away in that one skill, and in the future I'll give serious consideration to making characters focused around that sort of thing to take better advantage of it.
In any case, the quests themselves worked much better and more convincingly than the Chanter's Board/Blackstone Irregulars/Mage Collective quest dumps thanks to the well-written dialogue, consistent theme and dramatic arc of the side-story. If future games put more emphasis on those sorts of questlines and less on randomly scattered short one-off quests that are themselves a chore to find and keep track of then I don't mind that idea at all.
Varying conditions and side quest impacts just seem like no-brainers. Obviously those would make any side quest experience more fulfilling.
Not so sure about quest-givers finding you though. I hate it when I leave a story area with my mind already on a certain important and interesting quest only to be stopped in the street or hounded at the camp by people wanting me to engage with their trivial little sideshows when I'd already put exploration and getting in good with the locals off for later.
A recent example would be Cyberpunk 2077 where you eventually finally leave the prologue area to attend to pretty weighty story matters elsewhere, only for your phone to immediately and non-stop start blowing up with calls from all sorts of 'interested parties' wanting to set you up with side quests as you accidentally cross into every new region on your way between main quests now that you're officially "back in town".
There's something to be said for letting the player take on the content at their own leisure. Though I do appreciate it when I ask an NPC what's going on in the area during the story, and s/he points me in the direction of significant side quests.
That also makes it easier for the player to figure out for themselves how their sidequesting activities fit in between main quests timeline-wise. A big pet peeve of mine is when every new segment of a main quest is presented as being so urgent and time-sensitive that you feel guilty just for exploring the world and engaging with anything else.
Phrases like "We'll need time to decode x now that you found it, rendezvous with us at y when you can." are lifesavers in that they feel like they give you elbow room to go beyond the bounds of the main story for a little while and clear a given area of side content before progressing to the next bit of world-saving. Whereas someone coming up to ask you to help them find their missing sheep when you just heard that you're supposed to be somewhere else like yesterday because the main villain could be making their move makes things a bit awkward.
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Post by pessimistpanda on Mar 7, 2021 13:44:31 GMT
I'm firmly of the opinion that the bulk of the game (and of most games, for that matter) should be the core narrative, and side-quests should form little to no part of it. There are very, very few games where I've ever felt that engaging in side content was particularly worth it, or that having it there did anything to improve the game.
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Post by Gwydden on Mar 7, 2021 13:59:26 GMT
I wouldn't describe sidequests as a "necessary evil." My favorite RPGs of the past half-decade were Divinity: Original Sin 2 and Disco Elysium, in part because both are practically devoid of anything I'd characterize as filler despite having plenty of side content. And then you get games like The Witcher 3: Wild Hunt, where the main plot is horrid and it's (some of the) sidequests that make the game. Hell, the best parts of the critical path are those that feel the most like sidequests. Or what about a game like Sunless Sea, which technically has a main quest—several, in fact, with the player being able to choose which one they prefer—but it's designed more as an all-you-can-eat quest buffet.
Even with Bioware games, a common response to criticisms of DA:I's quests is that older titles also had filler; while true, the point for me is that older DA and ME games had more than just filler and that which existed was easily skippable without an appreciable drop in the game's quality. I never bother with the notice board quests in DA:O, or with N7 missions in ME2. The ME trilogy in particular was pretty consistent: the worthwhile side content was tied to quest hubs or squadmates, with everything else being easy to ignore. Indeed, I found the game was more enjoyable if you did so.
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Post by pessimistpanda on Mar 7, 2021 14:43:19 GMT
And then you get games like The Witcher 3: Wild Hunt, where the main plot is horrid and it's (some of the) sidequests that make the game. My favourite is the one where you meet Yennefer's sisters, Yacqueline, Yuliet and Yolene.
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Post by Gwydden on Mar 7, 2021 14:56:32 GMT
And then you get games like The Witcher 3: Wild Hunt, where the main plot is horrid and it's (some of the) sidequests that make the game. My favourite is the one where you meet Yennefer's sisters, Yacqueline, Yuliet and Yolene. You yorgot Yessica ynd Yannet.
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Post by Noxluxe on Mar 7, 2021 16:09:44 GMT
I find that sidequests are a pretty important aspect of roleplaying games. A big, sweeping narrative might let you make important and intimate choices with vast consequences, but a bunch of side quests let you make hundreds of decisions with much lower stakes that still investigate and explore how your character relates to the world.
For example, the choice of what to do with Zerlinda in Orzammar: 1: You can give her money because you have money and that's what she's asking for, and you're a nice guy. 2: You can tell her to leave her child in the Deep Roads because it - and she - are realistically going to live short, miserable existences in Dust Town, and children dying and being abandoned sure used to be common enough that that wouldn't seem like a huge outrage. And no amount of coin you can give her will keep them fed forever. 3: You can go out of your way and run errands for her to convince her father to break with tradition and try to give the child some kind of life even though they'll always be something of a freak and an outcast to their peers. 4: You can tell her to leave and work hard to make her way on the surface because Orzammar is a mess and isn't worthy of her or her child. 5: You can tell her to fuck off, because you're busy and important and have a fucking Blight to contend with, and don't have time to stop for crying beggars and bawling infants.
A really simple and short quest with barely any mechanics to it that affects nothing else in the game, but the choice your character gets to make can say so much about their relationship with Dwarven culture, surface cultures, poverty, compassion and charity, tradition, death, and the idea of there being justice in the world. I've made each of those choices at least once, and it always helps to define and reaffirm the character concept I'm working with at the time.
And that's just the raw roleplaying benefit. I'd really hate for the games' writers to have a bunch of actually great and interesting ideas for self-contained stories that might happen within their setting with me as a participant, and then not go for it just because it wouldn't be directly relevant to the main story. I mean, I don't know about you guys, but I've certainly had worthwhile experiences and adventures that weren't intrinsically connected to the main conflicts in my life.
I'd even say that it's very rare that the main quest is my favorite part of the game. The Witcher series is full of examples of chunky and flavorful side quests compared to the main story, but the same really goes for basically all the mainstream RPG franchises in my view.
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Post by catcher on Mar 8, 2021 21:58:09 GMT
Thanks everyone for responding. Sorry for the late response, it was a challenging weekend. Why am I not surprised Noxluxe and I wind up in close agreement and pessimistpanda offers a different view. Panda, would you be willing to point out a CRPG where most or everything was main story quests? Or maybe talk a bit more about how you feel side quests fail to deliver for you? I would love to hear more from a different view. On 4, I think I didn't explain that well, Noxluxe. Like you I do not want to be chasing down quest givers. What I was trying to say (and probably being too cute about it), is that I would occasionally like the quests to find the party, especially if its the Opposition acting instead of waiting around for us to find them. The example I used from Neverwinter Nights is very different than say when Corypheus' forces attack you in Haven. You don't have the initiative or even warning and it happens when you are returning from a long adventure sequence (No fancy fast travel in those days! Anyone who wants to complain about going from point A to point B in Inquisition should play a bit of NWN Chapter 2 then come back and complain ). Doing that creates tactical challenges (at least as long as we don't have Caches and Potion Refurb Tables every 30 steps), creates the illusion of an active Opposition force, increases the feeling of urgency if a Player is getting a little too sidetracked, gives the writers the chance to upgrade a minor Villian, etc. A writer/designer shouldn't go to this well too often, but a couple of suprises can go a long way to improving experience. Gwydden, you are absolutely right that I used poor wording there though as panda proved, there are certainly Players that consider side quests an evil necessary or no. I'm afraid I don't have experience with any of the games you have named (I have downloaded Withcher 2 and 3 but haven't played them yet. Looking forward to trying them). If you don't mind, could you pull some of the details of your best experience with those Side Quests? I doubt we will get something like Sunless Sea. It's just not the way Bioware usually flies and I think they will be ultra-conservative (game designwise) with all the issues getting this game off the ground. Personally, I would like to see that in function. Honestly, the complaint about DA:Is quests puzzle me a little. It's not so much how there is or isn't filler but how everything outside the spare mainline in DA:I was roundly deemed 'grind'. For many years, Players had begged Bioware to recreate the feel of Chapter 2 of BG2 which was, largely Side Quests building your party up to head to Spellhold. When Bioware does that in DA:I, it's grind. Not being critical of those who found it so but I'm curious as to the distinction. I will point out that may people pick out the egregious versions in one game (say the 10 rams in the Hinterlands) and ignore the same types of quests in older games (Nug Hunt in Orzammar in DA:O anyone?). As always, I am curious. Thanks to everyone for your input.
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Post by Noxluxe on Mar 8, 2021 22:22:39 GMT
Honestly, the complaint about DA:Is quests puzzle me a little. It's not so much how there is or isn't filler but how everything outside the spare mainline in DA:I was roundly deemed 'grind'. For many years, Players had begged Bioware to recreate the feel of Chapter 2 of BG2 which was, largely Side Quests building your party up to head to Spellhold. When Bioware does that in DA:I, it's grind. Not being critical of those who found it so but I'm curious as to the distinction. I will point out that may people pick out the egregious versions in one game (say the 10 rams in the Hinterlands) and ignore the same types of quests in older games (Nug Hunt in Orzammar in DA:O anyone?). As always, I am curious. Thanks to everyone for your input. I'd say that's where the writing quality and atmosphere comes in. The Nug Hunt quest is tied to Orzammar's unique economy and fauna, is limited to a fairly small area and features a questgiver with real dialogue and an actual personality who'll reward you even if you don't search every nook and cranny for that last rodent, in a dense and gorgeous and interesting urban environment. The hinterlands quests are scattered around empty wildlands and feature NPCs who have nothing much to say except what is mechanically necessary to make the quests happen, and not very imaginatively at that. And they're about things like finding and shooting goats. Ultimately, one is presented to the player as a treasure hunt, the other is presented as a chore. And even then Nug Hunt is still pretty close to just being filler compared to other, deeper side quests.
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Post by catcher on Mar 9, 2021 3:25:31 GMT
I'd say that's where the writing quality and atmosphere comes in. The Nug Hunt quest is tied to Orzammar's unique economy and fauna, is limited to a fairly small area and features a questgiver with real dialogue and an actual personality who'll reward you even if you don't search every nook and cranny for that last rodent, in a dense and gorgeous and interesting urban environment. The hinterlands quests are scattered around empty wildlands and feature NPCs who have nothing much to say except what is mechanically necessary to make the quests happen, and not very imaginatively at that. And they're about things like finding and shooting goats. Here's where different Players can have entirely different takes on the same experience. I don't have a convenient save but I doubt there are many more dwarves in all of Orzammar (all 5 sections) than people in the village of Crossroads in The Hinterlands. Gorgeousness is in the eye of the beholder but I was truly impressed with the vistas, variations, and value in The Hinterlands. It simply fit the setting as a ravaged rural farmland area instead of the last remaining known (at least at the time) bastion of an entire race. I'm still puzzled why most consider The Hinterlands empty. Maybe my lack of experience with more recent games and experience with a real sterile external environment (the aforementioned NWN) is coloring my experience. My memory of the questgiver in Orzammar is likewise less rosy, though I would agree that we needed more character in our Inquisition questgivers. Maybe some of that interesting gossip around town in Haven or Skyhold could have been applied to them or maybe we could have put more of the lore that was written into orally from them. That part definitely showed how rushed the writers were. Ultimately, one is presented to the player as a treasure hunt, the other is presented as a chore. And even then Nug Hunt is still pretty close to just being filler compared to other, deeper side quests. Likewise, the Ram Hunt is filler compared to, say, the Chateaux d'Onterre. I guess my point is that there is so much more value to Inquisition for me than it seems to be given in this space and I'm at a loss for why. Maybe I'm just getting senile. Thanks again for your willingness to help me grapple with this and your perspective.
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Post by pessimistpanda on Mar 10, 2021 13:30:35 GMT
Thanks everyone for responding. Sorry for the late response, it was a challenging weekend. Why am I not surprised Noxluxe and I wind up in close agreement and pessimistpanda offers a different view. Panda, would you be willing to point out a CRPG where most or everything was main story quests? Or maybe talk a bit more about how you feel side quests fail to deliver for you? I would love to hear more from a different view. They rarely deliver in terms of an actually interesting story, or any worthwhile rewards, and I inevitably give up on trying to do them. And even if the sidequests are supposedly very good, if a game has too much content, and I begin to feel like I can never "finish" it, I lose interest and move on to a new game. I have attempted Witcher 3 several times, and have never even gotten to the halfway point, because there is simply too much. I do not want to play a game that never ends, just like I do not want to watch a movie that never ends, or read a book that never ends. In general, I am opposed to the trend in so-called "AAA" games of making game worlds bigger and bigger and cramming in more and more quests. I don't know how you define a CRPG, but I play lots of different kinds of games and most of them probably wouldn't qualify, but content bloat isn't exclusive to CRPGs. When I say that I want the bulk of the game to be "core campaign", I am thinking not of CRPGs, but mainly of the narrative style of traditional JRPGs like Final Fantasy and Dragon Quest where the the bulk of the game's 60-80 hour play time is a lengthy story campaign, and side content is less prevalent, or even hidden, and rewards for completing it are often more significant.
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Post by catcher on Mar 11, 2021 2:16:20 GMT
They rarely deliver in terms of an actually interesting story, or any worthwhile rewards, and I inevitably give up on trying to do them. And even if the sidequests are supposedly very good, if a game has too much content, and I begin to feel like I can never "finish" it, I lose interest and move on to a new game. I have attempted Witcher 3 several times, and have never even gotten to the halfway point, because there is simply too much. I do not want to play a game that never ends, just like I do not want to watch a movie that never ends, or read a book that never ends. In general, I am opposed to the trend in so-called "AAA" games of making game worlds bigger and bigger and cramming in more and more quests. First, thanks for your time and the perspective. I always enjoy talking about how we enjoy our games and how they can do that better. If you don't mind me asking, in this section, do you mean the best game experience for you is when you get most of the game content in one playthrough? Also, does your best experience correspond with the rough range of 60-80 hours? Sorry if this seems probing, but it does seem to run counter to the sentiment I have seen more often that desires replay value and more content. You can probably blame Baldur's Gate 2 (among others) for bragging on 200+ hours of gameplay and virtually requiring multiple playthroughs to pickup most of the content. For a long while, all subsequent Bioware games were measured against that one for better or worse. I think I will agree with you that fewer, more significant quests with interconnections would be a welcome move. On the other hand, having Player choices that make a difference means some content is locked away no matter which path you take so I'm not sure how to reconcile thatwith what you prefer (assuming I understood correctly which I'm not calling safe right now ). I don't know how you define a CRPG, but I play lots of different kinds of games and most of them probably wouldn't qualify, but content bloat isn't exclusive to CRPGs. When I say that I want the bulk of the game to be "core campaign", I am thinking not of CRPGs, but mainly of the narrative style of traditional JRPGs like Final Fantasy and Dragon Quest where the the bulk of the game's 60-80 hour play time is a lengthy story campaign, and side content is less prevalent, or even hidden, and rewards for completing it are often more significant. You got me! I don't really play the JRPGs, but I'm also not some kind of game bigot. The way I see it, there's plenty for game makers to learn from each other without necessarily trying to ape one another. So, given my limited knowledge on that form of CRPG (which is where I put it), how do the more JRPG-types deal with things like the story not really motivating? Establishing narrative slowness between climaxes? Examples of a JRPG typical side quest? It would be interesting to play around (theoretically, of course) with a quest structure that takes as much of the best from both branches of RPGs.
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Post by Quickpaw on Mar 11, 2021 7:31:02 GMT
Playing The Outer Worlds proved to me how ruined I am for quality sidequesting. To explain; it was an INCREDIBLY frustrating experience until I understood what was going on, because the last decade of Jim ****ing Sterling, Son patented "AAA" RPGs have conditioned me towards the "go here, do this, come back, finish quest, never think about it again" style of side content (I love it, but looking at YOU SWTOR).
The Outer Worlds, on the other hand, had me gnashing my teeth in frustration like: "I just want to find the stupid comic book, WHY is this chaining all the way across the map COME ON" but then I realized: that's how sidequesting SHOULD be. Engaging, memorable, giving me incentive to explore the world(s), getting me invested in the people I'm interacting with. Then I was all: "OOOOOOOOOOOOH."
Of course the adult schedule of wanting bite-size content so I don't feel guilty over not having the time for long sidequests exacerbates this problem, but I digress.
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Elvis Has Left The Building
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Apr 18, 2017 15:57:34 GMT
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pessimistpanda
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
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Post by pessimistpanda on Mar 11, 2021 15:28:20 GMT
First, thanks for your time and the perspective. I always enjoy talking about how we enjoy our games and how they can do that better. If you don't mind me asking, in this section, do you mean the best game experience for you is when you get most of the game content in one playthrough? Also, does your best experience correspond with the rough range of 60-80 hours? Sorry if this seems probing, but it does seem to run counter to the sentiment I have seen more often that desires replay value and more content. You can probably blame Baldur's Gate 2 (among others) for bragging on 200+ hours of gameplay and virtually requiring multiple playthroughs to pickup most of the content. For a long while, all subsequent Bioware games were measured against that one for better or worse. I think I will agree with you that fewer, more significant quests with interconnections would be a welcome move. On the other hand, having Player choices that make a difference means some content is locked away no matter which path you take so I'm not sure how to reconcile that with what you prefer (assuming I understood correctly which I'm not calling safe right now ). Generally speaking, yes, I do prefer to see as much content as I can in one playthrough, since I don't end up replaying most of the games I buy, and usually trade them in once I'm done, to help subsidise future game purchases. I pay upwards of $90AUD for a new AAA game, so I like to get my money's worth. If the side content turns out to not be worth it, (either it's not interesting/worthwhile, or there is simply too much), I either abandon any hope of "completion" and make a beeline for the ending (Assassin's Creed games), or get bored and stop playing entirely (Witcher 3, Fallout, Skyrim, etc). I don't have an ideal game length, if a game can deliver a quality experience in a short amount of time, then that's a good thing. Some of my favourite recent games have been quite short indeed, even accounting for their optional content. But those games didn't sell themselves as sweeping fantasy epics, which Dragon AGe does. If I thought Dragon Age Inquisition delivered a quality core experience, then I might not mind that it's side content mostly sucks, but I find the core campaign to not only be short, but rather lazily written (especially the ending), and then the game forces me to engage with its side content through the "Power" mechanic, in order to artificially pad its run-time. The fact that the story is non-linear and has variable outcomes, I don't really consider an issue (although, seeing as there are so few missions in DAI's core campaign to begin with, I do somewhat resent being forced to pick between the Mage and Templar quests). I rarely replay games, even very variable ones. And when I did replay DA2, which is probably the game I've replayed most in my entire life (probably upwards of 10 times), I made nearly all the same choices every single time anyway. To this day, I have never once sided with the Templars or executed Anders. If I liked a game, I'll replay it even if all the content is the same. If I didn't like a game, then I doubt that going through and making choices I already didn't want the first time will make the slightest bit of difference. Well, for starters, if you aren't motivated by the main story of a JRPG, you're probably SOL, they're usually highly linear games (with a few notable exceptions), and typically play out like a traditional fantasy novel, where you have to visit locations in order, usually with a new problem to be solved and minor antagonist to defeat in every area (they may allow backtracking, but the story will not progress and there's rarely any point). The recruits are usually all mandatory, and their character arcs, if they have one, are all personally tied to the main story, and will also be resolved as part of the game's linear progression (it's usually tracking down a missing family member or spouse, or the antagonist's lieutenant just happens to be their arch-enemy, or they're a runaway princess, etc etc). Narrative slowness is enforced at particular moments, there'll be at least a few "campfire" scenes or what have you where the party members have their little heart-to-hearts and reveal their deepest secrets, and you'll get captured and locked up underground at least once, usually. The characters also usually have fixed roles in combat as well, so you'll have a designated Warrior, Healer, Mage, Thief, etc etc, (though again, there are notable exceptions). As for side content, well, these days the MMO-style quests you get in western games tend to appear (this was the bulk of Final Fantasy XV's content, in fact, and one of the reasons I hated it), but there's a lot of other content that won't necessarily show up in the Quest Log or what-have-you. Many JRPGs have minigames, like an original card game, and you'll track down and beat players throughout the setting, similar to the Gwent quests in Witcher 3. Or there'll be an in-game Casino where you gamble for tokens that can be exchanged for top-tier equipment that can't be obtained any other way, or there might be an arena, where you earn gold and prizes, or a race-track for racing on your horse or whatever fantasy creature is used as a mount in that setting, or there might be a monster capturing mechanic. Usually there's a few optional dungeons, with optional "superbosses" at the end, who are harder than the main boss. And usually the rewards are significant, often the best gear in the games is gated behind these various side activities, but there may also be new skins/outfits for characters, or they may unlock powerful spells and abilities, or even entirely new Classes with accompanying skills to learn, or sometimes extra ending content or a different ending (usually the most variation the plot gets). In the more well-known, big-budget JRPGs, they'll have all these things and more. In Final Fantasy X, for example, every character had a "best" weapon, each one locked behind an entirely different secret or minigame, as well as multiple unique special abilities which also had different, hidden requirements to unlock for each character. I'm not suggesting BioWare implement all or even any of these particular things, but by comparison, completing a bunch of tedious join-the-dot puzzles to earn a purple knife that will soon be outclassed by another purple knife isn't very impressive.
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KaiserShep
Party like it's 2023!
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kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Mar 11, 2021 20:21:22 GMT
Personally, I’m all about that day-in-the-life kind of content, where we can participate in a side story that isn’t necessarily some dramatic world-shaking event. When done well, these things can serve to widen up the world and make it feel more lively and lived-in, rather than have it all exists strictly in service of a single overarching narrative.
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catcher
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Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
Posts: 246 Likes: 414
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catcher
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire
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Post by catcher on Mar 16, 2021 2:38:41 GMT
Thanks again to everyone for your thoughts and opinions. No game can cover them all and there are obviously some mutually exclusive elements, but I do believe that a great game is one that can appeal to a larger audience than the Core. So, here are some thoughts I have tried to pick out from what we have so far. 5: Questgivers are people too. Thanks, Noxluxe, on this one. I went back to Origins and looked more at Lothering vs. The Hinterlands. Of course there's a huge variation on scale but there are several side quests of a fairly trivial manner in Lothering. If you wanted, you could just ignore them all (sorry Lelania and Sten) and just blitz through the bandits on one end of the bridge, the darkspawn threatening Bodahn and Sandal at the other end and be onto the Main Quest. They are not truly inspiring side quests either, same kind of get me X mundane items. What sets them apart from The Hinterlands are the fact that each questgiver is a deeper (but not too deep) character with something to say. Sister Miriam needs healing poultices but you will hear what she thinks about people waving around weapons as a solution to issues first (among other things). Barlan is an Innkeeper, store, and has some distinct feelings about protecting his land. The bandits you first meet coming into Lothering actually spend time talking to you and you might be able to bluff them off or pay them off instead of fighting. Try that with pretty much anything in The Hinterlands. Corporal Vale could have been a quest character like that if you had given him a backstory like Lace Harding's (shoot, let the Inquisitor get Harding's backstory first thing and let her point out some good places to help). The broad point here is indeed broad: invest more in your quest givers and in your quest solutions (like those bandits). Put more lore into their mouths instead of on tables beside them. Put more gossip in their dialogue and hints of other quests instead of scattering them out randomly on the ground. 6: Focus without Obsession. First, a hearty thanks to pessimistpanda for some education on an area of gaming I don't experience myself. You are probably right that Bioware games in general are unlikely to go this route but, as I said, there is much to be learned or relearned from the JRPGs about narrative focus. That doesn't and shouldn't mean just the Main Quest or linking side quests directly to the main quest. Narrative's can run all through a game without having to be linked directly to the Main Quest, even if they somehow service that quest advancing. Take three or more smaller quests, weave a real story through them that illuminates something about the area its people, history, culture, and give it life through real people. Sometimes, these smaller narratives should lead to something in the Main Quest as well, just more on the side. I remember a small quest from Neverwinter Nights to escort a servant home in a city area filled with escaped convicts. The servant asks the protagonist to check on his lady who he has not seen for a while. This leads to a couple of small fights and an underground passage that gets you into the prison (which is required for the Main Quest) without having to fight your way through the front door. This shouldn't happen too often, but things that Solas is doing (or at least has set in motion) should have an impact on what is happening in an area. Discovering that generates the illusion of an active opposition, makes the world more believable, and binds even little quests into a larger purpose. One thing to avoid is scattering the pieces too far in space/time or narrative reach. The Red Lyrium Smugglers in The Hinterlands is a good example how NOT to do it. The basic idea is pretty good: mercenaries posing as bandits to drive off refugees and others while others smuggle Red Lyrium out of Valamarr. The problems are many and not limited to: the bandit groups are far away from the center of the smuggling operation (seemingly protecting a port that's already abandoned to a freaking dragon), the headquarters for the mercs is even further away, you have random encounters that literally scream Lyrium Smugglers, you only get half the story if you manage to keep focus through this mess getting into Valamarr itself. It's impossible to keep a narriative focus with so many chances for noise in-between. 7: Show Don't Tell; Tell Don't Write - Something else that's come to me more as I consider DA:I in relation to other Bioware games, the tendency to move more of the lore into written items found. I appreciate the reward of lore (even as I hope they do a better job organizing it in DA4), but this form of interacting with the world needs to follow the formula above. Where you can, show us about our new areas in actions and quests. Where that doesn't work, tell us with the characters we interact with. Resort to scraps of paper or other writings only where necessary and it fits the story. I can't tell you how many great lines and items of information I've swept up in DA:I often way after they would have made a better impact. Use the modern game engine instead of pushing us back to the old text game of yore (and yes, i did play those when they were new, thank you very much ). Keep the thoughts coming!
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