I agree, FNV definitely nailed it in the absammelresistenten department.
Perfection.gif
I agree, FNV definitely nailed it in the absammelresistenten department.
Nah. In fact there were western RPGs released in 2014 alone which don't have fetch quests.
If anyone goes into The Witcher 3 thinking there will not be fetch quests, and a lot of them, then they are delusional.
And no games need mods. It's on the developers to make the game great, not the community. If people think a game needs mods, they think the base game is bad.
They're honestly pretty bad. I can't think of many games that would be so markedly improved (and lose as much content) as DAI would with the removal of side quests.
If you want to specify some horrible game and say the side quests are better than that, ergo it's hyperbole, that's fine with me. But I still think DAI's side quests are some of the worst out there.
/thread, there will be plenty.
A big problem why the fetch quests in DA:I are so bad is their packaging. It's true, most quests in any game are fetch quests. It's just that most of them try to actually motivate the player to complete them and not just hand them out via random notes lying around (an obvious attempt to save VA costs).
And these games are worse in the sidequest department than DAI? I... do not agree - in neither quality nor quantity.Dunno. Keeping with the theme of acclaimed game with a lot of sidequests: Xenoblade Chronicles, Skyrim, Neverwinter Nights, Baldurs Gate, Icewind Dale, FF8, FF7, FF6 etc.
Just hope the conversations are not as lengthy. It's a problem I had with other WRPGs. The people talk way too much. Need a nice medium between JRPG townspeople's 2 or 3 sentences vs WRPG townspeople telling you their life story.
"Well, my favorite open world game is Fallout: New Vegas," Tomaszkiewicz says about the way it combines quests and story with the open world. It is insanely good to hear from someone who is in charge of the missions in Witcher 3. New Vegas is one of the few almost absammelresistenten examples of modern RPGs, defines your role in his world through deeds and fractions. The drawers do not know where you could grab the residents of Nevada, and withdraws in favor of a neutral perspective the events detected. In short, the players decide who is good and bad, as far as this distinction is relevant.
Did you play through the Dark Brotherhood? Or the Thief's guild? Or the Mages guild? All three are packed with fantastic quests.
Then there's quests like the painting. The quest where a ship you're on gets stolen whilst you sleep and you can either kill everyone or, if you choose the right options, convince their leader to give himself up. There is the quest with the ring in the well which is actually an attempt to kill you. The dark brotherhood quest where. The one when you're locked in a house and have to murder everyone whilst blaming others. A quest where you enter sometimes dreams to try and save them from an everlasting sleep. The finale of the thief's guild which involvesyou have to purge the Sanctuary. The one with the house which is haunted.breaking into the imperial palace and stealing an Elder Scroll
These are all quests I've thought of just off the top of my head. There are many more which are good.
Another fantastic thing about Oblivion is that it's absolutely littered with detail. There are mysteries and stories which are really interesting and aren't even quests. There's one dungeon filled with bandits with a back story and sudden twist half way through involving a sneaky necromancer.
is this an appropriate image?
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I hate fetch quests!
Good thing those quests are optional, right?
That's the wonderful thing about dialog trees! It can satisfy both camps.
And these games are worse in the sidequest department than DAI? I... do not agree - in neither quality nor quantity.
Actually, Xenoblade maybe. But it's unashamedly designed like an MMO so it didn't bother me.
A big problem why the fetch quests in DA:I are so bad is their packaging. It's true, most quests in any game are fetch quests. It's just that most of them try to actually motivate the player to complete them and not just hand them out via random notes lying around (an obvious attempt to save VA costs).
Yeah, the abundance of letter/note quests has that as a factor. Then again, I don't really blame them considering the sheer amount of voiced dialogue in Skyhold alone. Also, some of the letter quests are really well done, like the haunted mansion in the Graves or the trail of diaries leading from the body at the bottom of the cliff (also in Graves).
There are plenty of story quests in Inquisition. There's just that much more objective-collection questing that it really dilutes the story quests.
The problem is that people don't read letter/notes and call the quests meaningless.
Such irony, isn't it?
The problem is that people don't read letter/notes and call the quests meaningless.
Such irony, isn't it?
Part of the problem here, as evidenced by that inane RPG Codex image, is that some things are being called quests which aren't meant to be quests. Requisitions aren't meant to be quests. They are a way to gain additional Power and they never pretend to be otherwise. It's crafted Power, just like you can buy Power at the merchant. Similarly, camps aren't quests. They are simply a consequence of exploring the map. Ditto for landmarks, but those also give you some lore about the surrounding area (but fuck lore, because that's not interesting right?).
Inquisition does have some very very bad mindless questing, though. The shards are truly bottom of the barrel when it comes to creative quest design. There are also quests like building watchtowers in the Hinterlands that are not really compelling since they amount to "go here and press X." At the same time, the Hinterlands has interesting quests like converting the Cult of the Breach down in the south of the Hinterlands to the Inquisition's side. But stuff like that never gets brought up because it's not convenient to the narrative. Still, I agree with the general sentiment that the side quest design needs significant work for the next DA.
Inquisition does have some very very bad mindless questing, though. The shards are truly bottom of the barrel when it comes to creative quest design. There are also quests like building watchtowers in the Hinterlands that are not really compelling since they amount to "go here and press X." At the same time, the Hinterlands has interesting quests like converting the Cult of the Breach down in the south of the Hinterlands to the Inquisition's side. But stuff like that never gets brought up because it's not convenient to the narrative. Still, I agree with the general sentiment that the side quest design needs significant work for the next DA.
Dragon Age's lore is absolutely incredible in my opinion. Arguably the strongest part of the series. But alas, to each their own.Witcher 3 has about 10 odd writers just for quests. I recall reading in one of the hand-on info blast that people thought they were completing a main quest when it was in fact a side quest. Actually, this clever interwoven narrative and quest design is one of the main reasons I am excited for the first time for a WRPG.
It also helps there are multiple layers of plotlines - first being the Witcher who hunts monsters in general, second being the Nilfgaardian and political proceedings, and third being the search of Ciri.
I also saw some trailers of DA:I, but it has custom created characters, and the world design/lore doesn't seem interesting enough. So, Witcher 3 it is.
disses Inquisition fetch quests, praises New Vegas and Gothic
this guy is a Gaffer
problem about lore is that even the most diffuse can appear to be interesting. Only because fans like to think they get the hang of its interconnections (even when there are none or whatever). As for game design it is a far bigger achievement to implement interesting quests than to have a great lore; as the latter doesn't really need any kind of game design.Dragon Age's lore is absolutely incredible in my opinion. Arguably the strongest part of the series. But alas, to each their own.
Eh, what? The plots throughout the Dragon Age series have been good, but it's the lore that sets it over the top. The rise and downfall of the Andrastian Chantry, the exotic and powerful Tevinter Imperium, the elven ruins and symbols, etc...It's all quality stuff.If he were a gaffer he would be defending second-rate game design and heaping praise on what is ultimately a half-baked game in every regard, that doesn't value the player's time nor their intelligence.
Don't mistake lore for plot.
Eh, what? The plots throughout the Dragon Age series have been good, but it's the lore that sets it over the top. The rise and downfall of the Andrastian Chantry, the exotic and powerful Tevinter Imperium, the elven ruins and symbols, etc...It's all quality stuff.
You're implying all the sidequests in DA:I are terrible enough to be called the worst? Or that there are terrible sidequests in DA:I like there are in any of the other games.
By stating the worst sidequests of any game ever, you're essentially stating that the ones in DA:I are the peak of awfulness, when in fact there are terrible sidequests of equivalent quality in all the games I listed. I could just have easily stated that Baldur's Gate has some of the worst sidequests in gaming ever.
Also regardless of whether you think Xenoblade is an MMO or not it still is a single player RPG as such its sidequests are just as valid to be judged by this metric. The OP included JRPGs in his assertion.
The truth about the rise and fall of ancient elven civilization pre-Tevinter strikes me as mighty fascinating too.Eh, what? The plots throughout the Dragon Age series have been good, but it's the lore that sets it over the top. The rise and downfall of the Andrastian Chantry, the exotic and powerful Tevinter Imperium, the elven ruins and symbols, etc...It's all quality stuff.
Good thing those quests are optional, right?
Part of the problem here, as evidenced by that inane RPG Codex image, is that some things are being called quests which aren't meant to be quests. Requisitions aren't meant to be quests. They are a way to gain additional Power and they never pretend to be otherwise. It's crafted Power, just like you can buy Power at the merchant. Similarly, camps aren't quests. They are simply a consequence of exploring the map. Ditto for landmarks, but those also give you some lore about the surrounding area (but fuck lore, because that's not interesting right?).
Inquisition does have some very very bad mindless questing, though. The shards are truly bottom of the barrel when it comes to creative quest design. There are also quests like building watchtowers in the Hinterlands that are not really compelling since they amount to "go here and press X." At the same time, the Hinterlands has interesting quests like converting the Cult of the Breach down in the south of the Hinterlands to the Inquisition's side. But stuff like that never gets brought up because it's not convenient to the narrative. Still, I agree with the general sentiment that the side quest design needs significant work for the next DA.
Dragon Age's lore is absolutely incredible in my opinion. Arguably the strongest part of the series. But alas, to each their own.
I fetched an elf's box a few minutes ago in W2.
Honestly, they could easily replace each of those requisition images with genuine quest images though, he probably just snapped a shot of all the ones in his log at the time.
I fetched an elf's box a few minutes ago in W2.
Your math teacher was garbageWhat a horrible username you have.
I could make a similar image containing only story quests, but I'd get called out for being dishonest and ignoring all the negative examples, wouldn't I?
There are a few in there that are genuine, sure. The companion quests where you collect things or eliminate enemies for example are definitely quests and exist as a checklist of sorts. Similarly I think it was ridiculous to tie the specialization quest to a Requisition that needed gathered mats.
Basically, when Star Wars: The Old Republic has put more thought and care put into its sidequests, you should know you're in trouble. (Yes, although the tasks are comparable, SWTOR actually has more roleplaying significance to each sidequest. And this is from only one class story playthrough, not all of them.)