Gorguz wrote...
I'd like to know tooIeolus wrote...
Get fired up wrote...
Hard to say. I'm usually the sort who easily gets disturbed when lore gets shoved under the rug to make way for fancy gameplay, but if there is a reason as to why this is possible within the lore, and it doesn't feel forced as hell, I'm generally okay with it. A good example is teleporting in the DA universe - in DA2 it was a glaring plothole which made me twitch every time I saw it, but in DA:I we have an explanation as to why it suddenly works in DA:I which doesn't contradict the established lore as far as I know at least (note that it still doesn't explain why it worked in DA2 though!), which makes me feel okay about teleporting in DA:I.
I missed that. What is the lore explanation for while teleporting works in DA:I?
David Gaider wrote...
The main purpose behind the ban on teleportation with regards to magic is actually to prevent two things: distance as being irrelevant and obstacles being easily surmountable. Gameplay often dictates that, in order to employ any kind of obstacle in a setting where teleportation exists, you need to create some kind of hand-wave in order to make it happen ("tachyon interference in the atmosphere has rendered the transporters inoperable!").
Technically speaking, what the mages in DA2 are doing breaks neither of these rules-- the mages are jumping between two spots but are neither traveling nor passing through obstacles. It's not supposed to be literal teleportation, either. The idea was to have a visual effect that travels between the spot where they disappear and the spot where they reappear... they're moving very quickly.
But that effect never got implemented, and thus the result really looks like literal teleportation. Which makes me unhappy. With any luck I'll have this fixed in the future as, no, mages are not actually breaking the cardinal rule.





Retour en haut







