Why being a mage can't matter (From a game design perspective)
#226
Posté 05 avril 2011 - 05:31
#227
Posté 05 avril 2011 - 06:52
The mage staves would need to be hidden. Perhaps they could look like regular weapons until you press a button and it becomes more magey.
#228
Posté 05 avril 2011 - 08:15
Meredith herself says that she can overlook your use of magic so long as you're helping the city. Saying basically, she could get fudge-all about it so long as you're of use to you. And then she'll execute you when you're no longer useful.
Look at it this way, you're doing stuff for the Viscount and the Chantry. They'll overlook the obvious for the help. Plus, they can use the fact that you are a mage to lure out other hidden apostates.
#229
Posté 06 avril 2011 - 12:35
#230
Posté 06 avril 2011 - 12:59
There were several, but I believe there should have been more obvious reasons to explain why you are essentially above the law from day 1.Hatchetman77 wrote...
All I really want is dialouge options that acknowlege that the person is a mage (or at least subtly hint that the person knows but isn't going to do anything about it). It could have been a funny in joke in the game.
In Mass Effect you are a Spectre which puts you above the law. Same thing with Dragon Age Origins; You are a Gray Warden and effectively exempt from any rules regarding mages.
Dragon Age 2 doesn't really have that and they don't explain with any satisfaction why you can murder people all around you and use blood magic in the gallows. I mean at the very least Aveline could have deputized you or something. Even if you play as 100% good guy you are essentially no better than one of those gangs you fight at night.
Modifié par Jman5, 06 avril 2011 - 12:59 .
#231
Posté 06 avril 2011 - 02:34
Jman5 wrote...
There were several, but I believe there should have been more obvious reasons to explain why you are essentially above the law from day 1.Hatchetman77 wrote...
All I really want is dialouge options that acknowlege that the person is a mage (or at least subtly hint that the person knows but isn't going to do anything about it). It could have been a funny in joke in the game.
In Mass Effect you are a Spectre which puts you above the law. Same thing with Dragon Age Origins; You are a Gray Warden and effectively exempt from any rules regarding mages.
Dragon Age 2 doesn't really have that and they don't explain with any satisfaction why you can murder people all around you and use blood magic in the gallows. I mean at the very least Aveline could have deputized you or something. Even if you play as 100% good guy you are essentially no better than one of those gangs you fight at night.
There was still some bugs in Origins like the possibility of making Wynne a blood mage which is against her character. Plus I don't think the above the law really applies to a Warden, they just deleted certain things otherwise the broken tower quest would of been all for nothing.
#232
Posté 06 avril 2011 - 05:49
Rockpopple wrote...
Well since we're just pitching spoilers all ovah the place...
Not only is Hawke a noble in Act II, he's got the Viscount's ear.
We've been shown nobility doesn't stop you from being sent to the Circle(Emile de Launcet) and you don't really have the Viscount's ear until after you find his son. If you recall your steward won't allow you near him. So really the mage thing is an issue up until the end of Act II.
#233
Posté 06 avril 2011 - 06:56
One way to solve the problem would've been to introduce a plot armor against a mage Hawke, like the Warden had in DA:O. The problem there, of course, would've been that since no such thing was ever mentioned in DA:O, it would've felt a bit forced to have something very similar in DA2.
I would not have appreciated random fights with templars, though. I never really liked those fights with the Cowled Wizards in BG2. And there, you were just a visitor. This is a city you live in for several years. If the templars encountered you that many times, they would recognise you sooner or later, and just hunt you down completely. Wouldn't feel right if they just attacked me whenever I perform magic, or in random encounters, but not at the house.
One reason why Hawke's so difficult to find for templars, though, might be Aveline? I mean, I would assume that the city guards sometimes get reports about apostates, if people don't want to talk to the templars direclty (and risk guilt by association), so they're like a go-between. Now, if a report about Hawke landed on Aveline's desk ... it might just accidentally disappear? Would have been nice if that had been mentioned, in that case, though. Something similar could've been implemented for the templars as well; give mage Hawke a strong ally among them, who could cover his tracks and keep the templars off his back. And maybe some kind of side-quest would involve helping that ally doing just that.
Modifié par Taura-Tierno, 06 avril 2011 - 06:59 .
#234
Posté 06 avril 2011 - 06:00
#235
Posté 06 avril 2011 - 06:09
In the city, the fights take place at night. There are very few witnesses, most of them are guards - not Templars. Guards can probably be made to look away since you're doing their job for them.
Honestly, after looking at it last night, I'd say Cullen is the biggest thing that weird's out the Mageplay in Act I. I'll have to replay Act II to see how things go there.
#236
Posté 06 avril 2011 - 06:27
aftohsix wrote...
FellowerOfOdin wrote...
A plot hole as large as a black hole still is a plot hole, no matter how nice it may look.
Yes. I get that. What I'm asking is how could Bioware have handled this better, given the lore and the time limits on development?
You guys can't all want to whine about it but not discuss it.
Well, just thinking about it for 30 seconds, I lean towards some sort of "special permit" (or "artifact", in high fantasy terms) for magery that only the PC has. Maybe having something to do with the PC's father, who was supposedly a well-known and uber-powerful mage.
So, despite the fact that Kirkwall is anti-magi, the PC has inherited an artifact of some sort which guarantees the Templars won't touch him.
And there's only ONE artifact so of course Bethany is unprotected.
OR...
Have the original "Sir Carver" remain alive and well, although not in charge. What influence he DOES have, he uses to keep the PC protected
from Meredith up until the Arishok battle (maybe he dies heroically in that battle) - and of course, AFTER the Arishok battle the PC has become
untouchable due to transforming into the Champion of K.
In short, there are a bunch of ways the creative writers of BioWare could have implemented this. We know they could have, because they did similar
things in previous games. Perhaps if they had an extra year something could have been done...
#237
Posté 06 avril 2011 - 06:29
The mage staves would need to be hidden. Perhaps they could look like regular weapons until you press a button and it becomes more magey.
You mean like light-sabres?
Or more James Bond-ish?
That's a nice idea for a mod!
Oh wait, no toolset... never mind.





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