If you choose to believe that "fantasy" and "realism" are fundamentally opposed, then Hawke may as well be wearing an orange jumpsuit and frying the Qunari armies with eye lazors and beating Archdemons to death with a huge carrot.
"Fantasy" doesn't mean "anything goes". Fantasy means replacing the norms and rules of our world with the norms and rules of the setting. If the rules and norms of the setting seem inconsistent, that is immersion breaking. DA:O introduced us to the world, and to the rules and norms of Thedas. It was a gritty, "high realism" fantasy setting where combat was slow, gory business and - even though we still performed in a way that a real life medieval knight wouldn't be able to pull of - this "realism" made a person feel like he was a real, flesh and blood person in Thedas.
DA:2 (which seems great, my only concerns with the game are aesthetic, and I can live with that) is a completely different beast. Right away, we're swinging swords around swoosh swoosh pew pew like the frenzied blur of hand to hand to combat in DBZ. Doing over the top of stuff isn't the problem, because over the top stuff can be executed in an aesthetically pleasing way that doesn't feel like frames have been cut or make you expect onomatopoeia to appear on screen in big red letters. I would like to be able to appreciate the aesthetics of my warrior's performance, and being able to see the full range of motion and effect in more than just a blink of an eye would go a long way to my enjoyment of the game.
And as much as "immersion" is buzzword for controversy on the forums lately... it matters, at least a little bit. When you know that people can't teleport in Thedas, for example, and you see a rogue teleport behind a guy in a puff of smoke, that is a moment you are drawn out of what you are doing and have to say to yourself "No, I shouldn't pay too much heed to what I'm doing, it is just game mechanics". And the more you to do that and disregard things as game mechanics, the more you are forced to think about what you are doing as a game, instead of as a world or a story. And while I'm sure that kind of loss of immersion isn't even going to be noticed or lamented by most of the playerbase, it is a significant factor in how some folks enjoy the game.
TL;DR: people who would like realism in their fantasy RPG aren't just deluded dumbasses who don't understand their genre. All these "LOL, realism? in a game?? O'rly?!" answers are cute and all, but they miss the point by a huge margin.
Modifié par Red Templar, 24 février 2011 - 08:54 .