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"Well, your honorable warrior, why did you destroy the scaffolding in the first place? It was in the first hour of the game, and your actions nearly got Varric killed and another companion seriously injured..."
First, bringing up a scripted event from the main story to justify a globally repetitive mechanic is as fragile as the scaffolding you mentioned. Confusing a planned narrative decision with a systematic mechanic that turns the entire game into a nonsensical treasure hunt shows a glaring misunderstanding of the issue. The problem here isn’t what happens in the story but the absurdity of turning Dragon Age into a “break-everything” simulator where collecting resources feels more like clearing out debris.
Second, trying to divert to an isolated plot incident only highlights how difficult it is to defend the mechanic itself. A loot system based on destruction has no logical or emotional connection to the narrative. It doesn’t enhance roleplaying; instead, it breaks immersion. Why would an honorable warrior or a charismatic leader be smashing barrels and vases randomly, like some medieval warehouse raider?
Third, comparing Dragon Age to Mario is, at best, laughable. Let’s make this clear: Dragon Age is a AAA Western RPG that positions itself as a mature, narrative-driven experience. Mario is a platformer designed for casual fun with simple mechanics. Making this comparison is like trying to justify "Game of Thrones" using "Tom & Jerry" logic. Dragon Age deserves more respect than being placed on the same level as games with such vastly different purposes.
Finally, the cliché phrase “you can’t make an omelet without breaking eggs” is an insult to the discussion. Sure, you can make a good omelet, but BioWare clearly used rotten eggs when implementing this mechanic. Cheap comparisons and generic metaphors won’t hide the fact that breaking barrels as a method of progression is not only lazy but also a disrespect to the level of complexity and maturity that Dragon Age fans expect.
If you genuinely believe that loot “justifies” this primitive approach, perhaps it’s time to reevaluate what you expect from a quality RPG.
Such a refreshing post! I absolutely love how clearly and logically you’ve articulated both the 'whats' and the 'whys' here. Your breakdown not only dismantles the flawed arguments but also highlights exactly why this mechanic is such a misstep for the series. Truly a masterclass in reasoning! Didn't BioWare have anyone with a shred of logical reasoning on hand when making these decisions? 😂
- l_Fire_St0rm_l3 months agoNew Scout
Ah, my friend, you’ve hit a nerve here! Ten years, man... ten long years waiting to find out how Solas and that whole epic story would unfold. We spent all this time scouring every corner of Dragon Age, revisiting Origins, mentally interrogating poor Varric, theorizing over every line of dialogue, every mural, every single easter egg we could find. I know it wasn’t just me; there was a legion of fans doing the exact same thing while we waited.
And all of it... for what?
To smash vases and barrels like we’re at some aimless medieval yard sale? Not only is the mechanic tedious, but the game essentially forces you to go back and farm if you want to progress in "adventure" mode, as if nobody’s time has any value. And don’t even get me started on the so-called "puzzles." If you can even call them puzzles, solving an obvious sequence of symbols that even a child could figure out blindfolded isn’t challenging; it’s downright depressing.
Honestly, it’s the kind of thing that makes you want to cry. But, as you rightly pointed out, let’s laugh, because laughing is all we have left in this circus. What did they do? Hire interns to design these "mechanics"? These ten years could have been so much better spent creating something truly memorable. Instead, here we are, cracking jokes about the situation just to hold on to the last shred of sanity we have left as fans.
But hey, we carry on... because, let’s face it, we’re stubborn. 😂
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