Lotion Soronnar wrote...
First of all, mind control is subtle and invisible. eanign you cna gt away with pretty much anything.
It hasn't been subtle or invisible when we've encountered it. On the contrary, they've gone out of their way to beat us over the head with it. So this argument doesn't really hold any water in regards to Blood Magic as it's *actually* been portrayed. You are instead talking about some other, theoretical, variety of mind control.
The implementation of Blood Magic in the games has been totally mismanaged thus far, and I really do hope they make some serious effort to fix it in DA3. I'm not sure they'll go anywhere like far enough to be taken seriously, though, because there are some serious problems with that entire approach. If they make it as overall as important (powerful AND horrific) as it ought to be given all the hype, that'll mean writing almost an entire second game JUST for blood mages. And if they just throw in a couple of side mentions, it'll be a joke.
What they really
could do which would work great without turning this into DA3: Inquisition: The Blood Magic Story would be to slightly
adjust how they handle the BM hype and how it's handled within the game writing. How, you ask? I'll tell you.
They need to make it so that an individual mage using their own blood for BM is NOT the Big Deal, it's mages using OTHER PEOPLE for that purpose that's the real Macguffin. The reason why people react badly to seeing some mage cut their own hand for power is that, huh, if this person considers power to be so important, I may be next.
This could be worked into the story AND gameplay in a functional way. It'd explain why your BM PC isn't some all-powerful combat god. It'd let NPC's hassle you without trying to cut you down on the spot, because you haven't, quite, jumped over the threshold from "that ain't right" to "clear and present danger".
This could also be worked into the storyline really well without
excluding the other character types. People like having evil options, so what they could do is have a "corrupt" path where you choose to do things like beat people up for information (warrior), engage assassins and criminals to help you out (rogue), and, either use lightning bolts or blood magic (mage). (Those don't have to be the only options per class, I'm just using those examples to point out how each class could quite easily have different but similar-in-effect "corrupt" options.)
If they do something similar to that, then they only have to put in a reasonable number of opportunities for you to use BM negatively and get something for it. It becomes a functional part of the game instead of this huge oversetting problem.
Heck, if they really want to mix things up, there could be times where the only way to avert something nasty happening IS to use the "corrupt" option. They could even use this with companions, in that each companion has a measure of how corrupt they see you as being, with different acts giving different levels of corruption +/- to different companions. (Whether this would replace or tie in with the rivalry/friendship meter I leave up to them.) So if someone REALLY hates blood magic, for instance, being a mage and using BM in front of them to make a witness talk is going to give them a HUGE wad of corruption points, whereas smacking that same witness around might actually seem like a positive thing to them given their particular personality and habits.
Granted, this still leaves the question of demonic possession, which they have not even TOUCHED on regarding a PC mage, and the problem is, you can call something horrible all day and all night but until it actually
affects the PC it has no teeth. Wouldn't it be cool that if you
consistently pursue the BM corrupt options (and there ought to be corrupt non-BM options for mages) and then accept an offer from a demon (and there are going to be demons offering you SOMETHING at some point), towards the end of the game, when it reaches the big "final combat" sequence that they ALWAYS have, you turn into an abomination, mind-control your companions, and get to play out the finale that way?
I think that'd be cool, and there's no reason why it shouldn't work if they keep it to shortly before you ride off into the sunset.