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	Comments on: Dragon Age: Inquisition&#8217;s World is &#8220;Multi-Region&#8221;, Has Elements of Open-World	</title>
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	<description>Get a Bolt of Gaming Now!</description>
	<lastBuildDate>Wed, 11 Sep 2013 23:20:00 +0000</lastBuildDate>
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		By: Nintendo Fan 4 Lif3		</title>
		<link>https://gamingbolt.com/dragon-age-inquisitions-world-is-multi-region-has-elements-of-open-world#comment-201985</link>

		<dc:creator><![CDATA[Nintendo Fan 4 Lif3]]></dc:creator>
		<pubDate>Wed, 11 Sep 2013 23:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=171977#comment-201985</guid>

					<description><![CDATA[I disagree with the part where he says &#039;story is the antithesis of discovery.&quot; It depends on how you tie story into the experience whether it damages that immersion or not. In games like Gone Home and Bioshock, you have to go through the environment to discover what&#039;s happened to your character, which is the story itself. And while the story brings you along, you discover different areas and find out secrets &#039;along&#039; the journey so in a way they&#039;re one and inseparable and at the same time they don&#039;t disrupt each other. I think what he&#039;s referring to is to how the story may not let have as much freedom as you&#039;d like and like I said, it depends on the kind of story you have. If you don&#039;t write a story that fits well into the world, then story will obviously feel intrusive to the experience. Perhaps Laidlaw should go back to the drawing board and reassess the core of Dragon Age so he can find a solution to this problem instead of avoiding it and marring the experience with &#039;create a character, choose your path, and create the story&#039; so that he can have as much freedom with the game as he wants. I&#039;m done.]]></description>
			<content:encoded><![CDATA[<p>I disagree with the part where he says &#8216;story is the antithesis of discovery.&#8221; It depends on how you tie story into the experience whether it damages that immersion or not. In games like Gone Home and Bioshock, you have to go through the environment to discover what&#8217;s happened to your character, which is the story itself. And while the story brings you along, you discover different areas and find out secrets &#8216;along&#8217; the journey so in a way they&#8217;re one and inseparable and at the same time they don&#8217;t disrupt each other. I think what he&#8217;s referring to is to how the story may not let have as much freedom as you&#8217;d like and like I said, it depends on the kind of story you have. If you don&#8217;t write a story that fits well into the world, then story will obviously feel intrusive to the experience. Perhaps Laidlaw should go back to the drawing board and reassess the core of Dragon Age so he can find a solution to this problem instead of avoiding it and marring the experience with &#8216;create a character, choose your path, and create the story&#8217; so that he can have as much freedom with the game as he wants. I&#8217;m done.</p>
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