Some of these points may seem like nitpicks, but I'm not trying to be too negative. I'm saying this because I want to point out ways the writing can improve, and because I think a lot of the genuine issues are misattributed. The vast majority of problems with the writing don't stem from any one character, but from time. There's not enough time to fully flesh out the characters and concepts.
At its core, Dawntrail's trying to pull off several things at once:
- Wuk Lamat's character arc
- Comparing/contrasting both the other claimants and Sphene with Wuk Lamat
- Krile's character arc
- Erenville's character arc
- The Warrior of Light's transition to mentoring
- Teaching the player about the different cultures in Tural
- Teaching the player about Alexandria
These points are really hard to accomplish in just 100 quests without either some or all of them feeling half-assed. It ends up making Dawntrail function like a speedrun from Point A to Point B. The sidequests help somewhat, but there's only so much they can do to supplement the MSQ. And the pacing leads to problems like these:
- The main party doesn't interact enough with each other outside of what's necessary for the feats and saving Tuliyollal, especially between Wuk Lamat and Erenville. Aren't they supposed to be childhood friends?
- Every major character's arc is either rushed or barely touched upon.
- The Warrior of Light's expected to be a mentor but doesn't get many opportunities to give advice beyond a few lines.
- There's a lot of tell over show in some places and not enough tell or show in other places.
- Wuk Lamat's outburst happens too early.
- Missed opportunity for more friction between Wuk Lamat and her family.
- Missed opportunity for Wuk Lamat to try and fail emulating her brothers' methods.
- Bakool Ja Ja faces zero consequences for releasing Valigarmanda.
- Zereel Ja faces zero consequences for abusing his sons.
- Some of the cultures we see are brushed over (Xak Tural...).
- The second half may be even more rushed.
- Alexandria is introduced too late.
- There's barely any time to get to know Sphene before the heel turn.
- It feels like Zoraal Ja and Sphene are competing for space as the main villain.
In addition to this, there's a second problem that exacerbates the first one. The writers feel the need to insert the main Scions into everything, even when there isn't much to gain from their presence. Alisaie and Alphinaud are by far the biggest offenders. They don't need to be in the main party. Everything they learn that could help them with Garlemald, they already knew. Y'shtola and G'raha have some justification for coming back, but the only two Scions (excluding Krile) who feel like they have to be there are Thancred and Urianger, and that's so they can help Koana.