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What happened to Mage Spell options and School Trees?


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#51
vbibbi

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What are you talking about? It shouldn't exist? It was the first game and first exposure of the setting... for anyone. And how is it so arbtritary. It's a system. They put thought into it. The opposite of arbitrary.

 

Maybe it shouldn't exist on a wider sense of magic per se, but in the Circle, it sounds like something they'd come up with. Hedge mages are limited more by imagination, so they'd come up with different traditions.. and just random wonkiness. This may be closer to how a mage relates to the Fade, but the mages who come from the Circle or learn from books would not be this way.

 

And if there wasn't anything like this, everyone would be like hedge mages. Everyone's fireballs or buffs would be slightly different. You'd run across more mages who were outright bizarre or unhelpful. Especially apostates or these homeless Qunari in this game. It'd be like running into musicians who learn how to play "something resembling music" without ever tuning their guitars properly.

 

What are you even talking about? You can not like it or not think it's fun, but that doesn't mean the feature is nonsensical. Of course it was invented. It was the first game in the series, and they were world-building.

 

And it's much more likely they backtracked on it because of executive meddling after EA produced ME2. They wanted to bring the system in-line with typical shooters, instead of leaving in something unique. It's what EA does.

 

I'm not really sure what your point is. That scifi shouldn't have, you know, scifi elements? Should fantasy not have magic?

 

Yeah I don't get arguments on how the lore which was introduced in the first game of a series (DA or ME) is actually incorrect, and later games correct it. Gameplay, sure, but the lore was the foundation of how Bioware games are developed. Especially since DAO took so long to develop because of building Thedas from the bottom up. The majority of the lore that I found in DAI seemed to stick to the overall mythology of DA that was built in DAO. DAI's development time was eaten up with learning the new engine, not scrapping DAO's lore and starting over.


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#52
BansheeOwnage

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My point is that writers shouldn't just invent lore to justify a gameplay feature subject to change in a sequel that has 0 connection to the narrative. 

Do you have evidence that's the order it happened? Unless proven otherwise, I'm going to guess that the lore came first, then the gameplay mechanics. Or do you mean invent lore to account for the change in ME2?


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#53
actionhero112

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Probably nixt for time.

 

Look to the multiplayer, post release they added a lot of new concepts and ideas to the game including ideas for spell building, elusive mechanics and stances. All of these would have been welcome additions to the base game even if a lot of them used already established assets. 

 

Priorities were probably elsewhere. 

 

My personal favorite was the Virtuoso in multiplayer. You could stack elements to produce different songs which would do different things. With nimble fingers you could dance quickly through several buffs and spells, but it was dependent on your dexterity and positioning to be truly effective. It was honestly one of the most creative ways I've seen a bard archetype implemented in an RPG. 



#54
Fiskrens

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Probably nixt for time.
 
Look to the multiplayer, post release they added a lot of new concepts and ideas to the game including ideas for spell building, elusive mechanics and stances. All of these would have been welcome additions to the base game even if a lot of them used already established assets. 
 
Priorities were probably elsewhere. 
 
My personal favorite was the Virtuoso in multiplayer. You could stack elements to produce different songs which would do different things. With nimble fingers you could dance quickly through several buffs and spells, but it was dependent on your dexterity and positioning to be truly effective. It was honestly one of the most creative ways I've seen a bard archetype implemented in an RPG.

Probably. Looking at this thread: http://forum.bioware...odding-worklog/, it is clear there were a lot of features that never made it into any released version. I guess that happens all the time, and we can only be happy that we got to see some of them in MP, eventually.