kris
Arcane
Sol Invictus said:So you're saying that if the developers add a spell that allows you to walk through walls and find that it has the potential of breaking quest paths when you use it, the game is at fault, rather than the spell itself, and the design of implementing it in the first place?
I just said that escaping from the dungeon without completing the quest would be potentially game breaking and thus exploitable, especially if you could re-enter the cave even after it was 'sealed' from the inside. If it were sealed on the outside permanently, and were you unable to return to the interior, it would be game breaking.
Oh yes, I'm sure you could argue that a 'good designer' wouldn't implement such locations, but I don't care about your arguments because such arguments would clearly be meant to demean the quality of Bethesda's work. No, the simple solution is to remove a potentially game breaking feature like mark/recall.
It's what you want it to be then. Being locked in is a little overused thing in many RPGs, regardless of it being plot or not. In a supposedly freeform game people that have a magic that could be used to escape situations like that should be able to do it. I see that as very refreshing, I see that as having another option of escaping a trap, having more options of solving a problem is a good idea in my book.
There is several options to solve it if it is plot critical. the first is mentioned before here and that is having the door/dungeon/room reset after the spell have been casted. The second is to have the spell disabled in it, preferably with a explanation as to why it is like that, like the classic "Magic don't work here". Or it could be explained in some way that it is obvious to the player that he can't go back in the dungeon.
Personally I never liked artificial ways of stopping or limiting the player, even if I can live with them.