[1] It's a bad thing when a necessary mechanic is embedded in a character with unlikable dialogue and RP. I am not saying that healing is necessary in nightmare, and I personally do not hate Anders, but the point stands.
[2] But what is the meaning of necessary? As some people have pointed out, Anders-as-healer is not *absolutely* necessary on nightmare. So what leads to this perceived necessity? Maybe having at least one healer was a psychological precondition. Maybe having a non-mage Hawke was a psychological precondition. Maybe not resorting to potions was a precondition. Is the game punishing us for not using Anders, or is the game punishing us for not saving gold to buy pots? Which punishment is primary here may be more of a toss-up than we are willing to admit.
[3] Or perhaps we can salvage the case against the game design by the argument of customization and choice. It seems like a good argument, because it can at least negate the argument of "roll a healer Hawke." But then, how about customizing the morality of our squadmates instead? On my first blind nightmare run, it was jarring how Anders' ultimate choice could not be prevented in any way. And it's not like the hardening mechanic wasn't around since the heydays either. But no... some fans would not like this. The appeal they seek is precisely an Anders that embodies what they hate, so that they can sate their desire to kill such a person. This is why some would prefer to declone the healer, instead of giving a hardening mechanic that disrupts this appeal. So perhaps after all it was not a question of mechanics to begin with, but a question of message.
[4] In retrospect, the panacea (lol) might have been to rework the sibling mechanic, so that you can access an alternative healer. I don't think Anders fans would object to this, as it would in fact free him up towards the attacking build. But then again, if you are experienced enough to build a main-tank out of Fenris, you can probably build a healer out of pots.
-------------------------Edit:-----------------------
[5] On the other hand, there is a certain appeal to the two-of-everything arguement. I enjoyed playing most of the DA and ME franchise using the two-of-everything model. In fact the ME2 model somewhat encouraged you to do this because upgrades only apply to one class of weapons at a time.
Jack+Jacob with biotics, shotguns, and pistols.
Garrus+Ashley with sniper and AR
Wrex+Grunt in Citadel
Tali+James with shotgun
Kaidan+Javik with everything...
Garrus/Legion/Zaheed with sniper and AR
In DA1 I stacked arcane warriors and spirit healers (Warden/Wynne/Morrigan/Anders/Velanna) and I forced a respec on Sigrun to stack life and wear plate (and it worked on nightmare). I loved it because given any situation, I can have 3 melee, 3 plates, 3 ranged, and 3 heals, just between four people, and it was awesome. It actually made Alistair very impotent because he didn't fit into that paradigm.
All in all, I really wanted to distance myself from gaming paradigms that embeds and conflates "dedicated roles" with "challenging content." This has always been the major BioWare appeal for me since when I picked up ME1, and I do have to agree that DA2 has come up short in this regard... the likeable culture and characters notwithstanding.
Modifié par alexbing88, 28 mai 2013 - 10:05 .