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I made it about halfway through the game before even realizing you could break objects. I think there are plenty enough chests and resources around the world that if you don't want to smash objects, you don't have too. Maybe it is different at different difficulty levels? I am just playing at Keeper so it might be that resources are more abundant for lower levels.
However, I do wish the health potions didn't require us to smash pots and that we could actually brew them again or just buy them from merchants. So I am in total agreement with that part of it!!!
- elajt_119 days agoRising Traveler
I don’t think anyone—myself included—has an issue with being able to smash objects in the game. For me, the concerns are about:
- **Consistency**: Either make all objects breakable, or none at all.
- **Immersion**: If I smash objects in front of people, like in town, why doesn’t anyone react? In other games, actions like this have consequences. People ignoring or not even acknowledging that I just destroyed half their store isn’t exactly immersive. This is supposed to be an RPG, not a Diablo-style hack-and-slash game.
- **Loot Placement**: The game seems to encourage breaking things for resources. However, as others in this thread have pointed out, there are plenty of other ways to place loot or resources that don’t involve randomly smashing vases in town or finding a *huge* treasure chest awkwardly positioned in the middle of the path.
To me, this is incredibly immersion-breaking—definitely not what I’d expect from a AAA game with a 10-year development cycle. What makes it even stranger is that this isn’t a revolutionary idea. The developers could’ve easily implemented systems already used successfully in other games.
Let’s be clear: we’re not talking about building a cutting-edge engine for something like *Starship*. This is pretty basic stuff in terms of programming and design. If there aren’t any original ideas to improve immersion, why not at least implement what’s worked before?
- cpatterson-evans19 days agoSeasoned Novice
That's true that the reaction around you to breaking things could be improved! Sometimes those reactions or gasps of shock were the funniest things in other games.
- l_Fire_St0rm_l11 days agoNew Scout
I think they’re referring to how, in other games, NPCs reacting to your actions can sometimes be funny, like when someone yells, “What are you doing?!” as you destroy their vase or loot their chest. That little touch of realism adds humor and immersion. Unfortunately, in The Veilguard, there’s nothing no reactions, no consequences. It’s not immersive, and it’s certainly not funny. If anything, it feels like a missed opportunity to make the world feel more alive. I completely support the point about improving these interactions. It’s a simple fix that would go a long way in making the game feel less lifeless.
- l_Fire_St0rm_l11 days agoNew Scout
I couldn’t agree more with your points about consistency, immersion, and loot placement. You’ve articulated exactly what makes the "smash everything" mechanic so frustrating. It’s not the smashing itself...it’s how disjointed and poorly implemented it feels in the context of an RPG. This is supposed to be Dragon Age, where immersion and world-building are paramount. Finding massive treasure chests in the middle of a path or breaking vases in towns without any reaction? It completely breaks the experience.
You’re absolutely right, these aren’t revolutionary ideas. Developers have solved these problems countless times in other games. Whether it’s NPCs reacting with anger or fear when you disrupt their environment or loot being logically placed in areas that make sense, there are so many ways to handle this better. For a game with a 10-year development cycle and the Dragon Age name behind it, this kind of oversight is baffling.
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