@texasgoldrush In terms relating though, many of Fallout 3s side quests were required to complete the overarching storyline of "Find Dad" and "fix water purifier." They were parts of the means to the end. I digress. Ok, after you work your way out of debt you're approached by Varric to go to the deep roads. But why? I mean, who cares what this dwarf wants. Then, since you have to agree anyhow, you go on endless sidequests to obtain money to fund the expedition. Meanwhile, there is no sense of urgency to do any of it. Why? To go look for gold! So what... What am I struggling against? Where is the sense of "we need to do this now or X Y and Z are going to happen." The sense of urgency falls flat. There is no looming peril. No search for your destiny. Its simply, "to get rich!" Come on, that's rather juvenile in terms of a compelling narrative.
@texasgoldrush Based on what you wrote, I'm assuming you're saying, in terms of conflict, the story was Man vs. Self (human nature) and not nature (bees and trees). I don't really agree as there is no internal monologue or display of introspection on Hawkes part. Most RPGs are Man v Man or Man v destiny. While I agree that Merills clan/mirror quests and Anders side quests were well done, I still feel that most of the story felt like it was simply thrown together. I think were going to have to agree to disagree. I feel that DA2 was vastly inferior to DA:O in terms of freedom and actual RPG elements but improved upon the combat/action aspect. I can't arm wrestle you to my point of view ;)
@texasgoldrush What story, pray tell? Where is the antagonist introduced as a focal point of the journey? How does that thread pull us through the story and make us work toward some sort of end? Merrideth is mentioned early in the game but doesn't even become visable until later. Until then you're doing a bunch of side quests with little relation to one another. *spoilers* So it goes: work your way out of slavery....oh now you need money to go on this adventure, wait, now do a bunch of tasks for citizens, oh yeah, templars and mages are still fightings...maybe help them or whatnot, more side quests that don't relate... OMG the Viscount is dead! Hey its Merrideth and shes taking over Kirkwall with her brand of justice. The game is 2/3rds over with and heres the bad guy! This is a flowing story line? Explain how character relationships are better? You barely get any backstory in comparison to DA:O. You can have entire discussions on the DA:O allies entire pasts. And then, through exploring those options you obtained quests. They weren't simply handed to you when you went to their home base. And, last I checked, the characters in DA2 didn't lack arms. While I don't think a mage should be able to dual weild bazookas, per say, wearing my robes of choice doesn't seem outlandish.
All I heard in this interview is "Blah blah blah, we justify our poor decisions because we know whats best and that makes it more immersive!" BS! DA 2 was a linear corridor crawl with a scatterbrain quest line. What the combat awesome? Yes. Admittedly. Was the character skill system better? Yes. But the inventory system, ability to build companion relationships, overall story line, and open world feel have all been obliterated. They called this dumbing down, "streamlining." When you slash these you slash the RPG elements of a game. Yes, I want to control all aspects of my party. No, wearing leather armor doesn't suddenly change the fundamental aspects that make a character unique. If Varric wore plate mail he wouldn't suddenly cease being Varric. Just like if Morrigan weilded nunchucks her personality wouldn't suddenly change. What a weak argument.
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