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I just realized something in the mage origin makes absolutley no sense


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#1
Tonya777

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I just realized

How the hell do they have a cave ... inside of a tower? What the hell? Caves are naturally occuring things in land

The tower is clearly not built into the side of a mountain or anything , it clearly has no surrounding land around it , its in the middle of the ocean for craps sake

So they either :
A.Had a cave floating in the air above the ocean (Wow , thats impossible)
B.Made a man made cave on purpose and then made it their stockroom? (Wow,  thats really stupid)

#2
Asante81

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Uhm... tower on island means land beneath water? Or... something like that...

#3
cglasgow

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The problem is that the cave entrance is on the second floor.

#4
Pennoyer

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My guess......magic.

#5
Tonya777

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Uhm... tower on island means land beneath water? Or... something like that...


cglasgow wrote...

The problem is that the cave entrance is on the second floor.


Exactly , and that means it would have to have been floating in the air above the water , or be a (stupid and for no real reason) man made cave

#6
Endurium

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There is a basement under the tower, so the cave must be next to the tower, yet there's not enough rock to support that theory. It wouldn't be the first time a game has bigger interiors than the exterior could support, and it probably won't be the last time either.

#7
Netraphim

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Maybe there are stairs leading down that we don't see? Or it's magic...

#8
ruleonecardio

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Just because the tower is on the island doesn't mean that it was necessarily built on a flat surface, they could've incorporated the land (in this case extending two stories up) into the structure/base of the tower. Or it's a video game and w/e.

#9
Asante81

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I guess the loading screen means going down somewhere... Or there's a mountainy area at one side where the second floor entrance can dig into... (forgot it was on the second floor... thought about the first floor cellar entrance for some reason... thought that's not particularly a cave)

#10
Endurium

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Anything's possible I suppose. This isn't Ultima IX where insides and outsides made sense.



I know that when leaving the cave, I'm definitely using the same door I used to enter it. Or so it seems.There's no reason to assume otherwise.

#11
TheWarProdigy

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hat - check, fluffy rabbit - check, wand - check. now let's get this magic show on the road.

#12
Asante81

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Ah, they're just making us think it's a cave. It's a pocket dimension in truth... the door just visualizes the portal... *grins*

#13
F3ralCr

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Lollercaust mental gymnastics FTW

#14
Korva

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Endurium wrote...

Anything's possible I suppose. This isn't Ultima IX where insides and outsides made sense.


Ugh. Pagan and Ascension ruined that awesome series. Now I'm all nostalgic for Ultima IV-VII. :crying:

I really wish future Bioware games would have buildings that you can actually enter as part of the zone. Just make the roof transparent and in you go. Something as big as the Circle Tower could be an exception, but do we really need loading screens for each piddly shack?

#15
andybuiadh

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Haha! It's all smoke, mirrors and a dash of magic, OP. ^.^

#16
heretica

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Look at this concept art:



Posted Image



It has small mountains surrounding the borders of the tower so it might be there where the cave is.



(uhh spelling!)

#17
MrIsidor

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If I remember correctly, the books describes you're arriving with the boat somewhat below the tower and has to take stairs up. So the first floor can very well be below ground, and thus second floor could partly be below ground too, or at least not all that much above ground, making it perfectly reasonable to reach a cave from it.

#18
Kesshi

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Korva wrote...
Ugh. Pagan and Ascension ruined that awesome series. Now I'm all nostalgic for Ultima IV-VII. :crying:

I really wish future Bioware games would have buildings that you can actually enter as part of the zone. Just make the roof transparent and in you go. Something as big as the Circle Tower could be an exception, but do we really need loading screens for each piddly shack?


My favourites are the "exit to *area*" instead of "exit to world map" which then cause me to have to go through another area before going to camp.  Yet I can walk from camp right back to that new area.

Some examples:

The Dalish Camp and Brecilian Forest
The Ruined Temple and the Drake's Lair
Orzammar and Frostback Mountains

I can walk from my camp to the Brecilian Forest.  However, should I want to go back to camp, I am forced to walk all the way through the Dalish Camp to get back to my own camp, moving my camp spot.  From here, if I want to go back to the Brecilian Forest, I have to either walk through the Dalish Camp, or risk a random event...apparently bandits attack people right in the middle of the Dalish Camp!

At least I learned early on that Orzammar has "The Deep Roads" and once I'm permitted to enter there, I can just exit to the Deep Roads to get to my camp faster.  It is amusing, though.  The few times I exited Orzammar via the Fristback Mountains, each time I went directly back to Orzammar I got a random event.  I mean, seriously, how many times is that merchant going to show up and pester me?

#19
Guest_Yenaquai_*

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www.penny-arcade.com/comic/2009/11/2/  <---- Problem solved :P


My guess? Maybe there's a staircase leading down into the caves, or there really is some magical portal leading to it.
I found it funny too, though.

#20
Guest_Magnum Opus_*

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Never actually gave it much thought, personally. After BG1, Bioware moved to a far more "discrete" area-based representation of game world geography in their games -- by which I mean that nothing ever actually lined up straight. Interiors became massively larger than exteriors, and sometimes had a completely different orientation than might be expected from looking at the building from the outside; area transitions that give the appearance of stretching off to the horizon... just very small, totally isolated... levels, almost, instead of small maps that depict a continuous physical space.



I either just don't pay any attention to things like "caves being on the second floor of a tower in the middle of a lake" any more for a Bioware game because I know that they're not going to line up right -- nor are they really supposed to, implementation-wise -- or when I do notice, I assume that the area transition simply glossed over the mile-long passageway connecting the two places because there were no plot points or fights in there.



One of my first rules toward maintaining a happy illusion regarding any game world, whether it be Bioware's plot-based ones or Bethesda's more sandbox-ish designs, is "Don't think about that too much". There'll always be things that don't make much sense, strictly speaking.

#21
Maria Caliban

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The Circle doesn't have any teleport magic.

#22
kevinwastaken

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Maria Caliban wrote...

The Circle doesn't have any teleport magic.


*mana clashes Maria*

#23
REH1967

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The Tower could have been built upon a pre-existing rocky outcrop/pinnacle. Additionally, it's not 100% certain that the door to the store room leads directly into a cave, there very well could be a winding stairwell down to the cavern level unseen by the PC.

#24
Sabriana

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Maria Caliban wrote...

The Circle doesn't have any teleport magic.


So they say.... <insert 'Twilight Zone' music here....., or perhaps 'Jaws'?> :P

Gawd, imagine the uproar amongst the templars and the chantry, if the mages somehow or other acquired/secretly had such a possibility.

But seriously, looking at the concept art, it certainly does look like an explanation for the cave.

#25
LdyShayna

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Well, were there windows on the first floor? It's possible that both of the first two floors are underground. I don't recall, as I didn't think to check. Hmm...