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Have all the Cardinal rules of Magic been broken?


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#51
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I thought part of the charm of Dragon Age was that very little of the lore is supposed to be cut and dried, it's all based on how the people of Thedas currently believe the world works, which is subject to change. For instance, the Codex entry itself says, "No one... has found any means" -- not that there aren't any means. And the entry also says that one of the rules was, in fact, overcome (entering the Fade), although whether that actually happened or not is debatable.

As far as the immortal thing goes, I guess the crux of the matter can be answered by one question: if the ancient elves were indeed immortal in the sense they were described to be, would they have broken that cardinal rule of magic? They could still die, but they didn't age. The rule states that "Life is finite," but does that mean that you have to be completely immortal to break that rule, or simply biologically immortal?

Modifié par filaminstrel, 20 juillet 2010 - 01:29 .


#52
Mecha Tengu

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uh....



someone make me a TLDR version of the OP?

#53
Riona45

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filaminstrel wrote...

I thought part of the charm of Dragon Age was that very little of the lore is supposed to be cut and dried, it's all based on how the people of Thedas currently believe the world works, which is subject to change.


I agree with you, that's one of the things I like about the setting.

#54
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Riona45 wrote...

filaminstrel wrote...

I thought part of the charm of Dragon Age was that very little of the lore is supposed to be cut and dried, it's all based on how the people of Thedas currently believe the world works, which is subject to change.


I agree with you, that's one of the things I like about the setting.


And it is the one thing tha allows you to speculate..... :wub:

#55
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Good. Now we can continue on this unobstructed.

#56
iTomes

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hmmmm idk with this immortality thing. i mean, if youre in the fade, without a physical body and without going into this other place mentioned by justice you are -practically-imortal.... as long as noone kills you of course. so if you manage it to leave youre own body and isolate yourselve on a nice island in the fade you can practically live forever.

#57
David Gaider

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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 .


#58
Arrtis

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David Gaider wrote...

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. 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.

Or stopping time then walking to your destination and to everyone but you would say teleport.

#59
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David Gaider wrote...

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. 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.


Wow..... So you actually avoid comic-book death and Deus Ex Machina teleports and pocket universes for small villains.. This is getting better and better. Seriously! I feel like reading Ultimate Marvel... <3

Just one question....

So breaking is an event EVERYTIME even if it happens in say a "deep secluded forrest, that nobody ever ventured?"

That is a terrible cop-out too!

Modifié par SirShreK, 20 juillet 2010 - 02:50 .


#60
Arrtis

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Well maybe only temporarily breaking the rules....Like because oh the work of what is assumed to be the maker and an Old God truly dying you are sent to the fade physically.

#61
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Arrtis wrote...

Well maybe only temporarily breaking the rules....Like because oh the work of what is assumed to be the maker and an Old God truly dying you are sent to the fade physically.


I think the word Cardinal is an absolute: So you can or you can't break the rule. Temporary would be as good as can.

#62
Darth_Trethon

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Dragon Age is a different story with different rules that is in no way tied to the way magic or anything else functioned in other games. The end. Go crawl under a rock and cry for the rest of your life. I am amazed that David still has the patience to explain anything when it's rather obvious it won't change anyone's mind no matter how dead 100,000,000,000,000% WRONG they are.

#63
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Darth_Trethon wrote...

Dragon Age is a different story with different rules that is in no way tied to the way magic or anything else functioned in other games. The end. Go crawl under a rock and cry for the rest of your life. I am amazed that David still has the patience to explain anything when it's rather obvious it won't change anyone's mind no matter how dead 100,000,000,000,000% WRONG they are.


Then I totally mis-interpreted him I guess...

#64
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^ Which was sarcasm.

#65
Riona45

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SirShreK wrote...


I think the word Cardinal is an absolute: So you can or you can't break the rule. Temporary would be as good as can.


And who used the word "cardinal?"  An in-setting Circle mage with an agenda?

Modifié par Riona45, 20 juillet 2010 - 05:03 .


#66
iTomes

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SirShreK wrote...

^ Which was sarcasm.


*shocked* i didn't see it coming!

#67
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Riona45 wrote...

SirShreK wrote...


I think the word Cardinal is an absolute: So you can or you can't break the rule. Temporary would be as good as can.


And who used the word "cardinal?"  An in-setting Circle mage with an agenda?


I would refer you to David Gaider's post. He states that the writers wanted there to be some solid rules which were EXTREMELY HARD but not impossible to breach. He has given a succint explanation for that. Me giving another would be desultory and superfluous.

#68
Riona45

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SirShreK wrote...
I would refer you to David Gaider's post. He states that the writers wanted there to be some solid rules which were EXTREMELY HARD but not impossible to breach. He has given a succint explanation for that. Me giving another would be desultory and superfluous.


Oh, well excuse me princess.

#69
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Riona45 wrote...

SirShreK wrote...
I would refer you to David Gaider's post. He states that the writers wanted there to be some solid rules which were EXTREMELY HARD but not impossible to breach. He has given a succint explanation for that. Me giving another would be desultory and superfluous.


Oh, well excuse me princess.


More like the Ogre...

#70
iTomes

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well imo two of the rules have a very simple sense: gameplay. teleporting would really give some logical breaks and ressurection...well how do you want to make an "ooohh my god he/she/it is dead *cries in horrible pain* if you always can resurrect someone...- it would be dramatical nonsense.so the remaining rule is "no physically entering the fade"- so id say that THIS rule is much more important then the other two and propably is a center of the game (darkspanw-golden/black city).

#71
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iTomes wrote...

well imo two of the rules have a very simple sense: gameplay. teleporting would really give some logical breaks and ressurection...well how do you want to make an "ooohh my god he/she/it is dead *cries in horrible pain* if you always can resurrect someone...- it would be dramatical nonsense.so the remaining rule is "no physically entering the fade"- so id say that THIS rule is much more important then the other two and propably is a center of the game (darkspanw-golden/black city).


THIS.

#72
David Gaider

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SirShreK wrote...
So breaking is an event EVERYTIME even if it happens in say a "deep secluded forrest, that nobody ever ventured?"

So you're asking whether a hypothetical event could be an exception? I have no idea. At a gut level, I'd say since breaking the rules requires an event of some magnitude that hiding it away would be the cop-out.  "Oh, this huge event occurred but since nobody saw it or knows about it nothing actually changes." But it really depends on the situation.

#73
iTomes

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David Gaider wrote...

SirShreK wrote...
So breaking is an event EVERYTIME even if it happens in say a "deep secluded forrest, that nobody ever ventured?"

So you're asking whether a hypothetical event could be an exception? I have no idea. At a gut level, I'd say since breaking the rules requires an event of some magnitude that hiding it away would be the cop-out.  "Oh, this huge event occurred but since nobody saw it or knows about it nothing actually changes." But it really depends on the situation.


well IF a rule is broken you propably want to make it known... i mean IF the tevinter mages broke the physically entering rule the consequences were huge, and if that counts for the other two too you propably want it to be known... besides saying "someone was brought back to life somewhere far away" is pretty much nonsense in a gameplay perspective. so if you want to break the "no resurrection" rule the player should feel it for example the PC or a LI could be resurrected.

#74
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David Gaider wrote...

SirShreK wrote...
So breaking is an event EVERYTIME even if it happens in say a "deep secluded forrest, that nobody ever ventured?"

So you're asking whether a hypothetical event could be an exception? I have no idea. At a gut level, I'd say since breaking the rules requires an event of some magnitude that hiding it away would be the cop-out.  "Oh, this huge event occurred but since nobody saw it or knows about it nothing actually changes." But it really depends on the situation.


First.  I want to thank you. I understand you are busy and every time you respond is eating into the quality of DA2. 

I am really glad that there are NO COP OUTS in this game. It justifies the entire theme of Mature Dark Fantasy. DA universe, at least in my accord then is the first COP-OUT free venture of its kind..... And then I can understand what you meant by Low-fantasy settings.... Every cop-out you reduce, makes is closer to that genre (which I like way over the High-fantasy).

If I may ramble on like this, I would like to point to the character Dr. Strange in Marvel U. This guy has some crazy spell up his..ahem..sleave.. that he concs up just in time to save the universe... I cry foul... Real heores do not resort to Deus Ex Machina... They are real Heores because they don't need to.

So. WOW!

#75
Coridan

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David Gaider wrote...
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.


I am curious as to why no explanation like this was given to the opening of Dragon Age Origins Awakening if your character ended up making the ultimate sacrifice.  I'm not meaning to complain, I'm just curious why the team working on Awakening thought the best route would be to pretend the whole thing never happened.

Just thought I'd ask.

P.S. Dragon Age 2 looks awesome. <3