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.
15 comments:
Honestly the biggest change I noticed was the beginning. Inquisition's just happened and dumped tons of stuff on you at once. Probably trying to go for the "big explosive intro" thing everyone seems to be going for. Like, it's not bad per say, but it really doesn't help some games, this I feel being one of them. It starts with an explosion then you in someplace odd then spiders chase you then you're saved by a golden women then you're in the normal world then a prisoner then you learn the divine is dead the conclave is a failure and peace for templars and mages is not going to happen. It dumps a LOT on you in a very short amount of time, and even as someone who plays these games a ton I still found myself going "wait, the hell is even happening? WHO died?! WHAT?!"
DA2 was like that as well. You're running from the Darkspawn in Lothering which is in Fereldan and are trying to get to Kirkwall which is in the Free Marches. Not as bad as Inquisition but still, a lot to dump on a new player like that. Compared to Origins, which eased you into the world and society of whatever origin you chose. Yes it took a while, but I much prefer having exposition given over a longer period of time compared to one giant dump all at once right at the start. Origins really did have trouble with respecting the player's time, but I think the individual Origins up until Ostagar were really good.
Of course, that would take time and as you said time is not something lots of people have. But I still feel it would have been better if, say, you spent an hour or so in whatever race's background you chose to ease you into the world a bit. And maybe then I'd care when those war table quests relating to your background came up. Not much more, granted, but it'd be better than "oh right I'm Dalish and have a clan/family I forgot about that".
I agree with a lot of the points you're making here. The fact that Inquisition starts in medias res is a big problem, specifically because of the reasons you stated. Furthermore, because you're lacking the context that comes from an Origin story, you're not given a grounding. You've no idea what was going on before, so all of this exposition is hard to take in.
What I would've probably done there is give the player an hour or so to hang out at The Conclave to talk with various dignitaries to establish the plot and maybe even introduce some the characters that will play roles in the various missions for the main campaign. This would give the player an opportunity to understand what's happened in Thedas since previous games (or in general if this is their first DA), give them relationships and a backstory to build on as the game progresses, and avoid the confusion that came from the start of the game in its current state.
My point for this article is that Inquisition naivelymistook breadth for depth. Somebody reported that one could mainline the story missions, only doing enough side content to accrue the needed Power, and completed the entire game in about 20 hours. For an RPG, that's not long. They could easily do what you say while still making for concise, succinct levels. The two are not mutually exclusive.
Oh, you sad little fucker. Why don't you blow your fucking brains out, you whiny little shit. God, I'd love to see pieces of crap like you beaten to death.
Have you considered therapy? I may not fully agree with the article, but dude that's some seriously misplaced rage. Did the babysitter touch you when mommy and daddy went out at night or something?
What the hell is the matter with you? You have issues. Get help.
Troll account, Tom. Don't feed the parasprites.
Hm. I was considering getting this but to be honest I think i'll spend the money on Pillars of Eternity. Thank's for the excellent write up.
I haven't played this game but just watching the trailers for it gave me this impression. I couldn't tell if it was trying to be funny or serious and it bothered me that something that could have taught a valuable lesson failed at it.
I honestly think it's BioWare's worst game. I was pretty burnt out by the end and so happy to be done with it.
Pillars of Eternity is fantastic and in-depth with tons of roleplaying options.
I honestly think you should have an axe slammed through your thick retard skull.
The writer of this retarded bullshit deserves to have his neck snapped, and so do you.
You're very welcome.
To each their own. I think this start is one of the best, for the same reasons that you dislike it for. I simply love that you are thrown into the events right at the start, that what's happening is as mysterious to the player as to the game characters. It reminds me a bit of the start in Mass Effect 1 (although that had a bit more growing-in, I agree).
When I started playing DA:I, I felt disappointed. I was one of the players that spent way too much time on the hinterlands, without really progressing the main quest. I've now come to terms with how the game is set, and have found a nice balance between exploring and the main quest. I think my problem in the beggining was (as always happens, to everyone) comparing it with DA:O and DA2. That, added to all the problems you listed. Now that I've found middle ground with DA:I, I'm enjoying it very much. It probably has to do with taking months to complete it. I got it in pre-order, played a bit in november, then came back to it in january and have been playing it since. Spacing it out is definitely a good idea (which I REALLY didnt do with DAO, DA2 and the mass effect trilogy, all of which I completed in a 4 month period). Very nice review, thank you.
Post a Comment