Sylvius the Mad wrote...
In Exile wrote...
Sylvius the Mad wrote...
If the designers actually did think that we wouldn't use chokepoints, then they would have no reason to lock the doors behind us.
The idea, I think, is to force players to use aggro.
Why do they care how we play?
I trimmed the portion about the boss fight, because wanting internal consistency is perfectly understandable.
Caring about how your players overcome your challenges, however, is an integral part of challenge design. Good challenge design will allow a player to overcome any given challenge in multiple ways, particularly with permutations along any given avenue, but ultimately, it is on the designer to anticipate how a player might go about overcoming the challenge to appropriately gauge the difficulty of that challenge.
This also ties into ensuring that the player learns the critical skills necessary to complete further challenges. Using choke points is an easy method to trivialize encounters that permit it in both Dragon Age games, but does nothing to prepare the player for the vast majority of encounters they will face. However, proper threat management
is intended to be a critical player skill, so an encounter that breaks versimilitude but forces the player to develop that skill is better designed than an encounter that preserves the verisimilitude of the environment but allows the player to abuse a tactic that will not serve them in further gameplay.
That being said, an encounter that both requires the development of critical player skills and preserves the versimilitude of the environment is a much, much better designed encounter, and certainly possible. And the aforementioned Ancient Rock Wraith encounter fails to do either - it encloses you in an arbitrarily defined arena, and the primary skill necessary is to be able to identify safe havens during its AoE attack, which is never used again.
Obviously, just my take, and it is almost 4 a.m. as I'm posting this. But hopefully it's some food for thought.