- Joined
- May 29, 2010
- Messages
- 36,683
I can't remember if the game allowed you mechanically to leave the Deep Roads once you went some way in. Of course narratively it makes no sense to just "leave it for later" when you realize its too hard, and meta-gaming it feels like shit to have such a realization, but even just mechanically, not sure you could leave.
Yep, you could leave. Also there's a tough-for-low-levels combat encounter at the entrance of Orzammar that's supposed to be your indication of whether or not you have what it takes to complete the area. Georg Zoeller wrote a post about their goals http://web.archive.org/web/20100808015654/http://dragonage.gulbsoft.org/doku.php/challenge_scaling
In simple terms, there are three types of areas.
Areas that are really easy (such as maybe a cave filled with rats).
Areas that feel 'just right'.
Areas that feel very dangerous'.
Gating Encounters
We tend to put so called 'gating encounters' at the start of many areas to allow the player to get a sense of how dangerous the area is. In theory, a player having trouble or being defeated a number of times in an areas should trigger a 'maybe I should come back later' reaction from them (it does in MMOs, doesn't it?), in practice, well, there are too few games to that give you the freedom of doing this, so many non veteran RPG players are not trained for this mechanic.
The High Dragon is a great example for that. Nobody needs to fight him right there, yet there are dozens of posts on the forums of people that think they are stuck because there is a dragon sleeping nearby on the rock…
Comes across as a jerk in some parts, but that's a Bioware dev for ya.
My one comment is why in the hell BioWare kept those paddle shaped swords and thick weapons in general. When you swords look like nerf props, you've got problems.
Confirmed dev explanation: so you can see the weapons when you zoom out to pseudo-iso mode.