Bostur said:
Some guys that we never meet or see needs to be bribed or something. It's all very foggy and theoretical. My reaction was that Hawke should spend the 40G to get a better house and become known in the community.
Again, it's very clearly explained why he has to.
His first motivation is, well, Ferelden refugees get the short end of the stick in Kirkwall, and he doesn't want his mother living in squalor. He wants her to be able to live in comfort, and not with their uncle who is an ass.
Later, he finds his uncle (who is an ass) sold the deed to the house. However, it is discovered that the deed never belonged to his uncle (who is an ass), it was bequeathed to his mother. So, -legally-, he can get the house back for his mother.
The problem is that his uncle (who is an ass) informs him that Kirkwall establishment won't allow it to go through unless he he has influence and money. Thus his initial 'get money so mom doesn't live with Uncle Ass anymore' has a definitive solution beyond get money.
You start Act 1 with the plan:
Step 1: Finance Deep Roads Expedition
Step 2: Go on expedition, reap benefit
Step 3: ????
Step 4: PROFIT!
But going through Act 1 solidifies the Step 3 into 'Get house back using influence and money.'
It's not bad storytelling when the hero doesn't have the ENTIRE plan during the exposition.
It's possible that the story makes sense in the end, I wouldn't know I couldn't bear to play through anymore random quests with no purpose. I'd prefer a story to make sense along the way as well. Otherwise it is a bit boring, wouldn't you agree?
Every quest in Act 1 has repercussions and effects in future acts. Every single one. It seems like a random 'Let's escort this Qunari mage for the Chantry woman' quest that has nothing to do with the plot... but it actually is there to set up the primary conflict of Act 2.
Act 2, by the way, is generally accepted to be excellent.
But to say they didn't explain it? That's the fault of the player for not paying attention to them saying exactly why things are going on.
They did a whole lot of explaining. That might be one of the major faults. The story needed to explain itself constantly to make sense. But there was very little storytelling. Most of the important plot points gets explained to us by others. We aren't part of it at all. It's a bit like explaining why a joke is funny, that doesn't make it funny at all.
I suppose but am I wrong for thinking you're still in Act 1? It's the longest act, but what it does is establish your place, and its job (like every Act 1) is to set the stage for future Acts. The story of Act 1 is very simply 'Do odd jobs, make money, fund expedition' but every single one of those jobs is potentially important.
You're complaining they're not telling a story by letting you participate... but the entire Act 1 IS letting you participate in the story elements that set up later conflicts, rather than dropping 'btw here's a monster rawr' bombs later on.
The conflict with the Qunari should NOT be a surprise, because it's something you've interacted with in multiple ways during Act 1. The conflict between the Mages and Templars pervades so much of Act 1 that I'm surprised people don't notice it.
The fault with Act 1 isn't that you're not a part of the storytelling... it's that you're not keyed to -remember- it. A simple escort mission for a Qunari mage makes you go 'Well that was something different and unrelated to anything', and you might not remember it until Act 2 when the characters involved in it rise to central antagonistic forces. You probably don't think twice about that job you took on the Chantry board to deal with blood mages... until the survivors of your actions come back and kidnap your loved ones during Act 3... which becomes a very central point of the Mages vs Templar arc.
It's ALL related, and it fits together well... you just have to pay attention to the 'unrelated' things because it's ALL tied together.