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Post by Link"Guess"ski on Mar 31, 2017 1:00:41 GMT
The most disappointing element of Inquisition was how the main plot was like only 6-7 missions that you launched from the vague war-table, that took you to something that felt like an almost completely different experience from anything else in the game. The open-world areas were completely open and not at all dramatic in any sense and then main quests were super "epic" and full of action and scenes. I really enjoy with Andromeda how seamless the main plot feels next to other pivotal moments that aren't necessarily plot-related and how each main plot beat happens within the different areas you can visit and not just some isolated thing that happens completely seperately.
It's great you actually have to go to Voeld and do stuff before reaching some NPCs asking you if you're ready to go to a specific mission and then you can tell the main quest sets in, because there's a bigger emphasis on scenes and dramatic flair, and this is better than DA:I because I can sense how I got from A to B.
The Siege on Adamant is a good example in Inquisition. We've done a little groundwork here and there and we know there's this place we need to assault to save the Grey Wardens... but as soon as you press "play mission" it fades to black and the next thing we see is an already ongoing battle with siege-equipment and people fighting on the walls. It was probably because we were the Inquisition and we had soldier to charge on the frontlines but it felt very disconnected and abrupt to me how you started this mission and suddenly there was just an ongoing fight where you'd join in the middle of it.
Suffice it to say, I just wanna raise some awareness for the fact that Andromeda IS an improvement on the formula, that actually made it seem not quite as bad. You'd easily think this wasn't the case if you looked on Metacritic though, which is something that scares me a little bit in terms of the precedent it sets for BioWare and how they or EA will read it.
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Post by Deleted on Mar 31, 2017 1:41:13 GMT
I kept saying it all along. Andromeda is way closer to SWTOR in that respect than to Inquisition, and it makes all the difference between standing on the edge of the huge map littered with diamonds of pointless quests and asking yourself: WHY? And enjoying exploring as you do cool and interesting things. Also the side-quests in Andromeda is a huge improvement on the forgotten pieces of paper scattered around the realm in hopes that the Inquisitor comes along and decided to help out by some unfathomable reason. And the areas have more depth than Inquisitions' shallow caves with anticlimactic killing of a small contingent of random strangers for every quest (as opposite to killing the same random strangers outside the cave that is not a part of the quest).
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Post by colfoley on Mar 31, 2017 1:42:39 GMT
I kept saying it all along. Andromeda is way closer to SWTOR in that respect than to Inquisition, and it makes all the difference between standing on the edge of the huge map littered with diamonds of pointless quests and asking yourself: WHY? And enjoying exploring as you do cool and interesting things. Also the side-quests in Andromeda is a huge improvement on the forgotten pieces of paper scattered around the realm in hopes that the Inquisitor comes along and decided to help out by some unfathomable reason. And the areas have more depth than Inquisitions' shallow caves with anticlimactic killing of a small contingent of random strangers for every quest (as opposite to killing the same random strangers outside the cave that is not a part of the quest). It actually reminds me, so far, a lot of Dragon Age Origins. I didn't really like all aspects of Dragon Age Origins but I did love its Side Quests and I loved how it handled its zones.
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Post by Deleted on Mar 31, 2017 1:49:02 GMT
I kept saying it all along. Andromeda is way closer to SWTOR in that respect than to Inquisition, and it makes all the difference between standing on the edge of the huge map littered with diamonds of pointless quests and asking yourself: WHY? And enjoying exploring as you do cool and interesting things. Also the side-quests in Andromeda is a huge improvement on the forgotten pieces of paper scattered around the realm in hopes that the Inquisitor comes along and decided to help out by some unfathomable reason. And the areas have more depth than Inquisitions' shallow caves with anticlimactic killing of a small contingent of random strangers for every quest (as opposite to killing the same random strangers outside the cave that is not a part of the quest). It actually reminds me, so far, a lot of Dragon Age Origins. I didn't really like all aspects of Dragon Age Origins but I did love its Side Quests and I loved how it handled its zones. Maybe that too. But I really love the planet hopping more than realm travelling. There is something about that going to Tempest, opening that Galaxy map that makes me swoon. So, yeah...
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Post by colfoley on Mar 31, 2017 1:51:51 GMT
It actually reminds me, so far, a lot of Dragon Age Origins. I didn't really like all aspects of Dragon Age Origins but I did love its Side Quests and I loved how it handled its zones. Maybe that too. But I really love the planet hopping more than realm travelling. There is something about that going to Tempest, opening that Galaxy map that makes me swoon. So, yeah... One of my favorite things to do in the game is to actually jump into the system...because sometimes I 'headcanon' that I set a course for a system and then head on back to talk to my crew as the ship is traveling among the stars. So it is one of my favorite things in this game...when I do do that...or like I did last night just quit the game after jumping into the same system with Aya in it.... just sitting back and enjoying the view. The view from the Tempest is AMAZING when you first jump into a place.
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Post by Link"Guess"ski on Mar 31, 2017 2:04:39 GMT
Every now and again there's still too much padding though. It's really a shame when an otherwise interesting objective is over-quantified. "Pieces of the turian ark are scattered about. Could you scan them?" for example. It's interesting because it's such a big story-thing with the Turian ark but the objective is just needless padding that reminds me of how Zelda Wind Waker stretched out its collection of the Triforce of Courage as part of its main quest because Nintendo had to cut an entire dungeon out of the game (or 2 even) so they had to replace it with something to fill out the game-time.
It's the same thing once you get more Galaxy map based quest objectives. It's almost as if some EA playtesting dudes looked at it and said "how can we maximize the time spent in this feature?".
I think there's some sort of employee quota for producers to keep people playing the game which informs the EA servers of how good the attach rate to a game is, so that's why you'll see Mike Gamble say things like "Keep that disc in the tray!" or "When you're done with SP try MP, we're having a good community!" on Twitter. He's doing his job (as much as I actually do believe he appreciates the community building of MP).
They need players to meet their EA estimates because that's how employees live up to expectations as producers and whatnot. This is the thing that's been happening since DA:I, but it feels like BioWare looked upon it as a creative restraint this time and said "so now that it's all padded, how can we make a satisfying context for it?" Because they truly do a better job with this at keeping the player informed of why he'd doing something and why he should care. In DA:I a problem I had was often that I had no clue what/why I was even doing a certain objective. In this one they're a bit more creative with it and they are especially better at ensuring there's some kind of memorable moment at the end of a questline. Sometimes the most boring fetch-filler crap ends up in an important-feeling scene that reveals something akin to the Father Kyle or Luna VI missions in ME1.
Still, I could do without the padding but EA gonna EA.
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Post by suikoden on Mar 31, 2017 2:15:49 GMT
Every now and again there's still too much padding though. It's really a shame when an otherwise interesting objective is over-quantified. "Pieces of the turian ark are scattered about. Could you scan them?" for example. It's interesting because it's such a big story-thing with the Turian ark but the objective is just needless padding that reminds me of how Zelda Wind Waker stretched out its collection of the Triforce of Courage as part of its main quest because Nintendo had to cut an entire dungeon out of the game (or 2 even) so they had to replace it with something to fill out the game-time. It's the same thing once you get more Galaxy map based quest objectives. It's almost as if some EA playtesting dudes looked at it and said "how can we maximize the time spent in this feature?". I think there's some sort of employee quota for producers to keep people playing the game which informs the EA servers of how good the attach rate to a game is, so that's why you'll see Mike Gamble say things like "Keep that disc in the tray!" or " When you're done with SP try MP, we're having a good community!" on Twitter. He's doing his job (as much as I actually do believe he appreciates the community building of MP). They need players to meet their EA estimates because that's how employees live up to expectations as producers and whatnot. This is the thing that's been happening since DA:I, but it feels like BioWare looked upon it as a creative restraint this time and said "so now that it's all padded, how can we make a satisfying context for it?" Because they truly do a better job with this at keeping the player informed of why he'd doing something and why he should care. In DA:I a problem I had was often that I had no clue what/why I was even doing a certain objective. In this one they're a bit more creative with it and they are especially better at ensuring there's some kind of memorable moment at the end of a questline. Sometimes the most boring fetch-filler crap ends up in an important-feeling scene that reveals something akin to the Father Kyle or Luna VI missions in ME1. Still, I could do without the padding but EA gonna EA. He says that because multiplayer is where they're going to be making the brunt of their $$$ from microtransactions from this point on - sales will have already peaked after the first week, and what with all the bad press, not a lot of $$$ is going to be coming from future sales. Fortunately, MP is pretty fun, and there's a lot of $$$ to be made there.
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Post by Link"Guess"ski on Mar 31, 2017 2:30:40 GMT
Yeah but in the Extended Cut panel for ME3 when they announced a free map pack for ME3 he said "we want you to keep that disc in the tray". I think attach-rate matters a lot to the numbers and bragging rights for EA and their investors. It's always good business to have a good attachrate tied to a high sales number so even time spent in the offline mode matters. That's why everything is so padded out. Everytime there could've been an opportunity for atmosphere and quiet like the galaxy map or some of the planet areas it's wasted because every corner needs to have something playable going on that keeps you spending time in that area.
I think still BioWare's or EA's obsession with filling out the game with "content" is obnoxious. ME:A never quite hits home the way ME1's side content did for me because at worst I'd get tired in ME1 and then stop at my second side quest in that particular sitting, but in MEA I can't go anywhere without side-stuff, same as DA:I. It's not something you pursue and it's not just something extra they added for the experience, it's too often there to drag as much playtime out of you as possible and then finding excuses (which are admittedly decent this time) to keep doing random shit.
I just wish BioWare would aspire more to making an experience than a "product" or a service with the game. The overall narrative could be better focused with less content and better control of consistence to quality.
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