EccentricSage wrote...
Taura-Tierno wrote...
Everyone seems to agree about the reuse of environments and how lousy that was, but ...
You know there are plenty of people who actually enjoy the unique outfits, right? And that, had they scrapped the Blood Mage because there was no perfectly logical way to implement it (like the Warden in DA:O), I'd bet we'd have heard tons of rants about how they should've found a way to do just that, because "it should be our choice if Hawke wants to be a blood mage or not".
And whether or not it'd be easy to manage tons of people in the city from a technical perspective ... depends on how the characters are handled technically. Doesn't feel unlikely that you can't have huge throngs of people everywhere. Would've been nice with a bit more, though ...
Why not have the unique upgradable outfits, but optional? I can't stand seeing Isabella dressed like some stripper bar wench. It's beyond retarded to go into battle dressed like that. Same goes for elves with bare feet.
ORLY? And why is that? Please explain how it is IMPOSIBLE to come up with in-game logic for using Blood Magic, or alternatively in-game repercussions for being seen using Blood Magic. The writing team and level design dev should have simply worked tohgether on figuring it out. Only problem is that would be hard work, which this level designer aparently is too lazy to do.
Your last point I agree with. I know they had time contraints, but really... we have moddrs here who have tested it out and say it shouldn't have been a problem, and there are plenty of games on the market that pull off higher population density without problems. Maybe his excuse should be "I suck at my job, and did not think quality is important in a sequel. We already have your money."
Having the unique clothes as optional, I could go with, as long as they're just as good as any armour you can pick up otherwise. If it's easy to implement, and doesn't take much time from other aspects of the game.
Personally, I'm not that big a fan of the blood mage specialisation at all, so I'd rather have seen it unattainable, but I realise that lots of people probably want to be able to take that "darker" path ... but if there were ramifications, they would
have to be immense, since we're talking about Blood Magic. Such as, if anyone sees Hawke using it and survives, Hawke dies. Dies, as in, game over, because the templars would catch him/her, and out of fairness, it'd be a lot nicer to have that happend right away than after a few hours of gameplay. Which would probably that those skills would only end up being usable in very remote locations. Which is how I've always pictured Blood Magic ... but it would make for a boring specialisation, if the abilities can rarely be used, at all. The same should, of course, apply to Merril as well.
But lacking any such ramifications, any other kind of consequences would feel hollow, because that's just how bad Blood Magic seems to be perceived. So anything less would just seem a meek attempt at introducing consequences for the sake of having something. So I'd rather they either a) skip it altogether, or

do as they did here, and not have the consequences.
Pick and choose; I don't really care which option they use for the next game. Optimally for DA3, of course, would be a good in-game reason for being a blood mage that cannot be touched by the law, but I think that seems to be pretty much restricted to the Wardens, unless there are other groups that are universally immune. I cannot imagine what in-game reason would have made Hawke a legitimate Blood Mage in DA2.
As for the population of Kirkwall, or lack thereof ... Yeah, I agree it seems a bit odd that it should be difficult. But then again, I'm always very reluctant to say "it should be easy", since, without knowing how the game is built, I really have no idea how easy it should be. As a programmer, I know that things can seem extremely easy to implement, but that doesn't mean they are. So I won't criticise Bioware on that decision, just wish that there are more NPC's around in DA3.