Kerg3927 said:
As one of those aforementioned OCD gamers, the concept of skipping content, especially on a first playthrough, just does not compute. To me it's like picking up a new book and skipping chapters or watching a new movie and fast forwarding through parts.
That's an incredibly inaccurate comparison; an interactive entertainment medium is world's apart from a fixed linear alternative - books or films don't typically have
optional content, but games have pretty much always had that (options are arguably one of the medium's defining traits).
RPG's in particular have long since had tiered content; main quest, side quests, and miscellaneous tasks. Different games approach that differently, funnily enough, but the principle remains of presenting content of varying importance and/or relevance, and it's down to personal preference as to how much the player engages with.
If you've never played the game, how are you supposed to know which parts are boring, tedious, and inconsequential filler until you take the time to check them out? How do you know that something that seems like just another fetch quest is not going to lead to real, worthwhile content?
If someone's had passing experiences with RPG's, then they'd almost certainly be able to sniff out filler content. By less than a third of the way through [the MQ] I'd sussed DA:I not only had filler content, but filler
regions of the world map.
In the ME trilogy or up to DAII, fans might be driven to tick off certain filler areas/tasks for the sake of continuity flags going into the next game, given they relied on file transfers. But DA:I relies on the Keep, and so nothing in a given file actually generates any flags.
I've been playing through Fallout 4 for the first time recently, too, and anyone with any passing experience of a Bethesda game (where consequences of actions haven't really mattered since Morrowind) can smell a radiant quest a mile off...
To make matters worse, games that are too massive and flooded with filler content have zero replay value to me, because by the time I've completed it, I generally have no desire to ever slog through the game again. It was like that with DAI, and even with TW3. Yeah, on a subsequent playthrough, I now know what parts I can safely skip, but there's never going to be a subsequent playthrough.
Well, that is obviously subjective. I certainly agree that DA:I is full of filler that tends to border on the meaningless/worthless (all the shards, for one major time wasting example. does the Keep even track that?), but as I said, most of it's optional and the game is actually quite short if the player focuses on the narrative (or even just the main task in each [inessential] map region). DA:I is as time consuming as the player wishes it to be.
And whilst it's not at all helpful on a first run; the Golden Nug dumps about 301 schematics/recipes on me for a new character, so initial effort is certainly rewarded in schematics being carried forward - that
drastically reduces the amount of faffing required to get good gear/weapons.
I'd rather they just make the maps smaller, minimize the filler content, and move on to make another game rather than stretch and bloat each game to make it as large as they can possibly make it just so they can brag about the size of it in their marketing materials.
Well, this thread isn't a post-mortem of DA:I, but I've no real idea why they went with an SP MMO design. If ME:A takes too many cues from it and doesn't compensate with giving me characters I care about and an interesting world, I may end up rather loathing it. Time will tell.
As much as I enjoy BioWare's [SP] games, they do tend to suffer from wild dev mood swings... The Mako was, rightly, criticised in ME1, but instead of refining the idea they just axed it from 2. DAII was criticised for--- well, lots of reasons, but one was its single location (something I actually loved, despite the flawed execution due to the dev time), and it seems they kneejerked again with DA:I's 'wouldn't it be cool to be like Skyrim! or some shitty MMO!' scale and gameplay loops.
Pseudonym said:
There is no reason another mass effect should exist and a good reason why it shouldn't. Mass effect ended with mass effect 3 and its ending. Even though that ending sucked, it was an ending. Bioware could have made a new IP but no, money had to be made.
I generally agree the world didn't really need another Mass Effect, but it's not exactly unusual to want to explore a created universe in different ways. Personally, I much prefer DA's universe, but if BioWare can come up with some nifty new species and concepts for Andromeda's probable trilogy, then I'm not exactly going to complain (if they have to do sci-fantasy/'sci-fi', then frankly I'd rather they just made KotOR 3 than any more ME's).
...so far ME:A
does look almost impressively unremarkable, but they've barely showed more than a few glimpses.