ok but unless you decide to back trach which i personally hate doing, Du Lion and the Waste lets call them tier 3 zones are the hardest zones in the game level wise and require playing through it to get all the shards even some shards in the dragon area. What use is the resistances if the main elemental enemy (The Dragons) are all dead by then. Realistically if you decide to finish everything possible in each zone before you leave All the dragons are dead and now you have a resistance to every element but for what to say you have it?
I've found that focusing only on the frost and fire is the most useful, since not as many enemies throw out lightning damage. So it is certainly possible to have the full resistance of frost and fire before fighting the higher level dragons.
But are we saying that Bioware specifically designed an entire map zone and the occulara zoom and find mechanics in order to provide vitaar, which is for one of four PC background options which was only added in an extra year of development, or elemental resistances? This is the argument?
Can we not be a little honest and say that the shards were added as a filler to expand gameplay time? And yes it can be argued to encourage map exploration, but that seems to be circular logic if people interested in exploring would explore regardless of picking up shards. And perhaps testing out the new jumping capability in Frostbite and how to incorporate that into quests.
From a game developer standpoint, Bioware knew that they couldn't include anything too significant in the temple since players would froth at the mouth if they had to collect dozens of shards in order to access important content. So they shot themselves in the foot by creating an entire zone built around a collection quest, knowing that the content in the final room, treasure or lore, could not be that relevant to the overall game or DA series.
It just seems like such bad resource management to me and a large departure from Bio's previous emphasis on using resources mostly for the narrative.
I think even Bioware would admit that it was filler content, but even filler can be designed with a goal in mind; to encourage exploration, to give players more things to do in each zone, and to give a nominal reward at the culmination of it. Do I think it was the best use of resources? No. But neither do I really mind its inclusion.
Ideally, there could have been some form of day/night cycle, whether it be Bethesda style or DA2 style...
OH! I love this idea! Imagine that, as the main missions progressed, all of the maps slowly cycled into night, similar to DA2. I realize that the higher level zones would be at a disadvantage in this case, but there would still be more variety.