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Interview Dragon Age: Inquisition Interview at CVG

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You didn't answer the question, what did the game gain from resisting the terrifying influence of mechanical storytelling?
It meant there were no elemental-damage spells that would work in every situation on nightmare. You're mostly fighting humanoids, so elemental resistances would be the exception and not the norm if it were handled otherwise.
And what does forcing the player to click the spell for blue magic instead of red magic do?

If the player can't anticipate an enemy having a certain resistance how do they plan for combat?
 

Roguey

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And what does forcing the player to click the spell for blue magic instead of red magic do?
Same thing any kind of immunity/resistance does.
If the player can't anticipate an enemy having a certain resistance how do they plan for combat?
There are many other ways to kill them. You just can't use that one element in particular.
 

Mrowak

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Project: Eternity
You didn't answer the question, what did the game gain from resisting the terrifying influence of mechanical storytelling?
It meant there were no elemental-damage spells that would work in every situation on nightmare. You're mostly fighting humanoids, so elemental resistances would be the exception and not the norm if it were handled otherwise.
And what does forcing the player to click the spell for blue magic instead of red magic do?

If the player can't anticipate an enemy having a certain resistance how do they plan for combat?


Planning for combat in RPGs is highly overrated. Most of the time it boils down save/reload -> adjust spells/items -> steamroll. I wish there was a system favouring improvisation and creative use of available resources over mob-trashing and spastic "preparation". Incidentally, DA:O on nightmere was very close to that (for the given value of "very").
 

LeStryfe79

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SMT: Nocturne probably did it the best, where as any 2nd edition D&D game was probably the worst. Dragon Age never relied on tactics so much as cheap gimmicks. I soloed that bitch on nightmare with a bard/ ranger. I never even died after the first 10 hours. Cheap gimmicks.
 

Delterius

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SMT: Nocturne probably did it the best, where as any 2nd edition D&D game was probably the worst. Dragon Age never relied on tactics so much as cheap gimmicks. I soloed that bitch on nightmare with a bard/ ranger. I never even died after the first 10 hours. Cheap gimmicks.

Is it normal of you to think of Nocturne whenever possible or did something occur to you specifically? As in something from SMT's design in general that can possibly be applied to DA.

Inbefore turn based combat
 

Mrowak

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SMT: Nocturne probably did it the best, where as any 2nd edition D&D game was probably the worst. Dragon Age never relied on tactics so much as cheap gimmicks. I soloed that bitch on nightmare with a bard/ ranger. I never even died after the first 10 hours. Cheap gimmicks.

I guess the millage varies then. All I remember from Nocturne were those idiotic random encounters with doing repetitive stuff over and over. Now, boss battles were a little bit of a different animal, although there were plenty scenarios when you did follow "save/reload -> adjust spells/items -> steamroll".

As for soloing DA:O on Nightmere... well, if something like RoA can be soloed it can hardly be held against DA:O.
 

LeStryfe79

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Lost in translation. (drunk)
 

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