Vault Dweller said:
toro said:
VD is actually correct, however he had chosen the wrong quest.
Like someone said above, the problem with the Redclife quest is that you can leave for the Circle of Magi or some-other-place, but the boy will still be locked in his room until you come back. Because of this, the entire enter-Fade-save-boy quest is feeling artificial and unnecessary. This is a thing that it will break immersion for an experienced gamer.
First, when you are told about the Circle, you are told that it's only a day away, which makes the trip logical.
O.K., that is a good starting point. But does it make the whole trip logical?
- When you enter the circle grounds, you're presented with another quest with even bigger urgency
- The quest that brought you to the tower in the first place is not ever referenced once!
- CoM option totally removes the C&C from the quest. It screams "bad option 1.) bad option 2.) the right option" at you.
Vault Dweller said:
Second, for it to "break immersion for an experienced gamer", all other games should handle the effect of long trips on quests better, which they don't.
Oh come on, even Sengoku Rance handles effects of sidetracking better (even if it means just a game over screen). It has been done well in games, can be done well in games and is no fucking rocket science either.
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I simply do not understand how you can find the quest design in DA laudable. Maybe if you compare it to other recent games, yes they've made a good effort. But the state of recent 'RPG' games is not much to celebrate.
I've not yet finished all the main quests, but so far most of them have had very unsatisfactionary designs. You are presented with seemingly multiple paths, but in the end the result is very similar no matter what you choose, or the right choice is made too obvious.
It seems that in many quests the designers simply quit halfway through. Mild spoiler on trivial side quest follows:
For example, in the wood elf camp there is that one love-struck moron who gives you a quest involving his loved one. So, since I've put all those points into persuade, I proceed to persuade the chick to taste my hyper weapon in the haystack.
So now I have only the option of lying to the guy that she doesn't love him or telling him that I boof'd the broad. If I tell him the truth, he runs to the woods and the quest ends.
In its current state the quest screams "irrelevant side quest" all over. O.K., it
is a trivial side quest and so on, but the way it is resolved also trivializes the whole quest area. It would've just required a few more lines of writing and maybe a scripted encounter later (find his dead corpse in the woods, get attacked by him etc.) to make the quest seem meaningful, but the designers opted out.
Optional, additional content of no value. And DA:O has presented me with a lot of that lately. I feel I am not making choices with the quests, but rather trying to select the (glaringly obvious) optimal end result.