As
someone who normally balances college, a part-time job, and a hobby
as a game critic, it has become more and more difficult to dedicate
large chunks of time to long, hundred-hour epics. Time is a precious
commodity, so signing onto lengthy campaigns can be a lot to ask for.
When Dragon Age: Inquisition touted a playtime of over 100
hours, I was not too happy to hear it. After buying, playing, and
beating the game, my opinion more mixed than I was expecting. It
makes an interesting series of design choices, demonstrating a new
philosophy for Bioware; one that I am still unsure what I think of.
One of
these choices was to utilize mechanics typically associated with
free-to-play, microtransaction laden game, without actually including
said microtransactions. As the head of an organization dedicated to
restoring peace and order, the player character has several advisors.
Each member of this war counsel has their own specialties: They
consist of the chief ambassador, the spymaster, and commander of the
army. At the war table, each one can be assigned a mission to
undertake in the player's stead, which they will accomplish in a
given period of time. The trick is that these missions do not take
game time, instead relying on real-world time. Many of them take only
an hour or less to complete, which fits perfectly into what should be
a standard session. Others take several hours, even a day to two in
the most extreme case. Assigning these operations fits neatly into
the average person's schedule, subtly encouraging the player to take
a break and/or do something else for a time.
On top
of that, quest design has been noticeably simplified. Previous
entries in the franchise had fairly involved missions, with their own
more personal tales from ordinary people. While some of them could be
quick, many could take an hour or more. This is not the case in
Inquisition. Eschewing the questing philosophy of the other Dragon
Age games, Inquisition aims for conciseness more than anything else.
Any one side-mission is designed to be completely quickly, within the
span of about 30 minutes or less.
Even the
dungeons in Inquisition seem to be made with this shorter running
time in mind. Dragon Age: Origins included old temples and
ruins that would take several hours to explore, up to 6 or 7 in the
most extreme cases like The Fade or The Deep Roads. Although these
places took a long time to explore, so much of that time is padded
out with long corridors and endless fighting, without much in the way
of meaningful content, making it difficult to keep the player's
interest. Often, it would take several play sessions to complete one
of them, whereas Inquisition's various old manors, ancient
sanctuaries, et cetera, were compact in their layouts. Taking no
longer than 30 minutes to fully explore any one of them, the
locations were just big enough to have something interesting occur,
but not enough to spend large chunks of time.
Another
appreciable change that occurred in the making of Dragon Age:
Inquisition is the new “open-world” structure. Unlike games
like Skyrim and Grand Theft Auto, Inquisition does not have one
large, complete and dynamic area to explore. Instead, there are
almost a dozen distinct, yet massive, zones of operation in which
players can explore to their hearts content. Populated with the
dungeons and quests mentioned above, along with a myriad of
collectibles, these fields of play offer tons of things to do. Though
it takes a lot time to complete everything in an area, one can
quickly enter an area, find something to do, and complete it.
Lastly,
character progression is not as fast as that of previous Dragon Age
games. Unlike previous entries, Inquisition grants only a minor
amount of experience when dispatching normal enemies. For example, at
level 19, with a required 50000 XP to level up, a single soldier will
only offer about 10 XP. Significant experience boosts, of 1000 XP or
greater, will only be awarded when defeated strong monsters or
completing quests. As a logical consequence, players advance more
slowly than they ever have before in this series.
In a
rush to play catch-up with everyone else, I binged for several days
on Inquisition. However, as I sat on my notes and reflected upon the
choices Bioware made for the game, I realized something: Bioware did
not want me to squeeze 95 hours of play into my week off. In the
context of the war table's subtle nudging to stop playing, bite-sized
quests and dungeons, open-world design, and slow progression, it
became clear that I was supposed to only play for an hour or so per
day, over the span of months. In theory, I should be okay with this,
since time is so hard to come by for many people who, like me, keep
playing games as they start to mature into adulthood. To the game's
credit, it largely succeeds at what it sets out to do. However, there
were consequences to using this methodology, and I am not sure that
Bioware's games are equipped to handle them.
Because
of the focus on many faster, more compact quests, very few of them
have the chance to leave an impression upon the player. Missions in
Dragon Age: Origins and Dragon Age 2 all told stories
about the people and places involved in them. Even if they did not
tie-in to the main story, each one says something, however minor,
about what life is like in the world of Thedas. It is only because
Bioware decided to give each quest enough time to develop, no matter
how long that way be, that this was possible.
Inquisition
changes this dynamic. With the more streamlined quests, there does
not exist enough time to fully develop any one in particular. The
result is that there is a lot of surface-level content, tasks meant
only to serve as a minor distraction. This lack of deeper content,
which tells its own story and connects with the player, makes it much
less likely for one to become invested into the world and the plot. I
barely connected to the people I was meeting when roaming through
these large areas. Like a Diablo game, they did little more than give
me an opportunity to find more loot and crafting materials. Rather
than people, they felt more to me like bulletin boards telling me
where I can go get a new shiny sword and/or what I can find in order
to make them give me a new shiny sword.
Bioware
also failed to realize that style also ruins the pacing of the main
campaign. Many people report spending significant amounts of time,
typically around 10 to 15 hours, in the Hinterlands before moving on
with the story. In fact, these anecdotes are so widespread that
leaving the area as soon as possible is one of the most
common
PSAs to new players. It is very likely that players will end up
working on completing places like The Hinterlands nearly to the
exclusion of the main quest. Since many other such locations open up
once the main plot gets underway, this temptation is always looming
over the player. For my playthrough, I went over 20 hours without
advancing the campaign by even a single quest, and this happened to
me on two different occasions after my experience in the Hinterlands.
My old completionist instincts, honed after years of gaming, worked
against me. Even though I was fully aware that these quests were
unimportant, and that I was beginning to grow disinterested, I kept
plowing through the optional content. Sadly, my experience is far
from unique.
I once
wrote that Dragon Age: Origins did not respect
my time, especially given the context of Dragon
Age 2. Inquisition makes a different mistake. Although it
clearly acknowledges that I have other things to do with my life, it
does so without addressing the issue of undue focus on raw game
length. Because of this error, the content is on display here is
purely surface-level, lacking the depth that Bioware was known for
even at their worst. Despite my Inquisition playthrough lasting
nearly twice as long as my nearly complete journey through Origins,
it was not anywhere near what one could consider to be comprehensive.
I cannot claim that I was “burnt out,” but nor can I say that
much of the what I experienced was particularly interesting outside
of the decidedly few main missions. Inquisition is not Bioware's
worst game, but nor is it memorable.