I'm not going to comment on the specific instances cited, but I will comment on the prohibitions against magic from a game design perspective.
On one hand we're okay with
bending the rules, so long as their original purpose is upheld. The prohibition against teleportation is not intended to prevent a mechanic such as being able to jump from one spot to another-- that can be explained by way of a burst of speed, traveling through the ground, invisibility... there are many explanations that don't require someone to literally disappear and then reappear elsewhere. The point, from a game design standpoint, is to not trivialize distance and obstacles-- which is exactly what teleportation does in other systems.
It also becomes a cop-out for a designer-- something they will deny the player (as in either denying them access to the ability outright or coming up with things like "tachyon interference" to explain why
this time their teleportation won't allow them an easy way out) but then proceed to give to every single enemy you encounter. Want an enemy to get away? Teleport. Want to explain how an enemy got ahead of you? Teleport.
And all of this ignores the effect things like teleportation or resurrection have on the setting. If teleportation exists, for instance, why isn't it a service that mages offer? If doing that is very expensive and/or difficult, then why isn't it expensive and/or difficult for everyone who uses it? It's simply a matter of being consistent with the lore.
Now... on the other hand we're also okay with
breaking the rules. But not doing so casually. If something were truly going to break the rules of teleportation, dimensional travel or resurrection it should be an
event. It should be a
game-changer. Something Big Happened. Every time someone talks about things like the cardinal rules of magic it should mentally be appended with "...according to what we know." There are all kinds of mysteries in a fantasy realm like Dragon Age that don't neatly follow the rules, and assumptions are being challenged all the time.
Modifié par David Gaider, 20 juillet 2010 - 02:47 .