Nomen Mendax wrote...
LinksOcarina wrote...
I disagree, mainly because the issue regarding the mages is handled in the storyline, with the gameplay conceits of being free and throwing fireballs at people being non-essential to the plot, to the point where Hawkes, Anders and Merrills freedom is due to the behind the scenes scheming of party members.
But let me ask this, since Kirkwall is the battleground for a lot of the fights that will occur, what would you want to do then if you played a mage, or had mage party members with you while in a fight in the city? Would you prefer them to be curbed and hidden, would you prefer characters to confront them from time to time? How would the games design fit into that aspect of the story without being in the way?
Story usually trumps gameplay in BioWare titles. But blocking the gameplay mechanics that are the meat of the game would be worse.
The obvious answer would be to write a main plot that wasn't wildly inconsistent with game play. They managed this much better in DAO where being a warden gives you immunity from the normal behaviour expected of mages. Not that I'm claiming DAO was perfect, I thought it was absurd to give players the option to become a blood mage, at least without half your party leaving or trying to kill you.
If the lore and the story are inconsistent with your character running around Kirkwall blowing things up, which they are, then it is the writers job to fix this.
[edit] What I'm getting at here is that it's not like someone forced Bioware to make the templar / mage conflict to be central to the plot of DA2 and they just had to live with it. The plot was their decision, as was the choice to set a lot of the combat in places that your character could easily be seen using magic.
[edit 2] Honestly, I hate to criticize but it came across (to me) as pretty sloppy work in that regard and we should be asking them to do better rather than coming up with excuses for them.
Its a fair opinion, but my point is that giving story conceits only goes so far. Is it sloppy work? You can argue it sure. Of course they can do better, and they should. But in the end some concessions have to be made.
And i'll be honest with you, I liked the fact that we didn't have immunity this time around like being a Warden or a Spectre ot Jedi or whatever, and that the reason for them being safe was background info we didn't fully see. You know that in the next game they will follow that as an inquisitor of some sorts, but thats my guess.
grregg wrote...
Well, there are several possibilities that I would prefer to the current state of affairs. Templars could attack if you used magic in the city. Possibly only in the better districts, so if you blast a slum nothing happens, but if you show off your magic skills in front of the cathedral, there will be trouble.
Also, how about using the night maps? Daylight use of magic would be problematic, but at night it won't. Heck, even an explicit handwave of templars trying to arrest Hawke and Varric appearing out of nowhere and doing the "that's alright officers, everything's fine, here's a little something for your trouble" routine would be welcome.
Now let's look at it from a mechanical POV. For one, if the templars attack you, it extends a already long fight against whoever in the middle of the city, even if its in only two districts. So the chances of combat going on too long, and having death occur quite easily is a huge design problem, because it makes combat tedious (which lets be fair, it was kind of tedious at points in Dragon Age II as it is)
The night time maps already had more combat scenarios like the cleaning up the streets side quests makes it so. And I agree having a moment with Varric in the party to bribe templars would be nice, again that all was implied.
Modifié par LinksOcarina, 27 septembre 2012 - 03:16 .