Forum Discussion

l_Fire_St0rm_l's avatar
l_Fire_St0rm_l
Rising Rookie
2 days ago

🤮The Absurdity of Breaking Objects for Resources🤮

😐😐😐This is a point that truly defies RPG logic and immersion. Someone thought it was a good idea to have players break barrels, vases, and parts of the scenery to collect valuable items, as if it’s normal for honorable characters, respected leaders, or noble warriors to destroy everything around them in search of coins and resources. 😒😒😒

 

  • Well, you honorable warrior, why did you destroy the scaffolding in the first place? It was in first hour of game play and your actions got Varric almost killed and another companion badly hurt. Not to mention that your "honorable" actions brought Thedas on brink of destruction. You should take this argue to those who said "this is a Disney game" misleading you so bad that you though the main story is breaking barrels. Loot is a concept present in any RPG games in case you wonder. Even Mario (despite the game type) was collecting stars spoiling the view so you should got use to that already.

    Can't make an omelet without breaking eggs.

  • elajt_1's avatar
    elajt_1
    Seasoned Novice

    What bothers me most about the breakable objects is the inconsistency: either make all small, loose objects breakable, or make none of them breakable. The current mix makes the game feel less immersive. Breaking stuff here also feels more like a chore than a fun mechanic, as it’s tied to finding items needed to upgrade equipment. If I don’t break every object, I risk missing out on important resources.

    Instead, there could be a more engaging way to farm gold and valuables—something fun and creative. Breaking objects could then be more about immersion or optional gameplay rather than a requirement. For example, you could make breaking things in town affect your reputation, leading to consequences like NPCs reacting negatively or other implications. This could add a deeper layer of strategy and role-playing. I realize this would be more complex to implement, but for a triple-A game with a 10-year development cycle, it feels like a missed opportunity.

    Another issue: treasure chests. Why are they randomly scattered across the world? It feels absurd. Finding a rusty item or coins lying around makes sense, but stumbling upon a massive treasure chest in the middle of nowhere? Not so much. Chests should feel logical and intentional—hidden in places like a dragon’s lair, a villain’s backroom, or a locked chest in a looted house.

    If lootable items must be placed in other areas, there are better ways to do it. Replace random treasure chests with more immersive options: coins in a ruined cart, a weapon leaning against a wall, or valuables dropped by defeated enemies. It’s not rocket science, but it would make the world feel far more believable.

  • From a roleplay perspective, I don't smash crates in city streets or populated locations. In unpopulated areas I will if I think there may be a chest or crystal hiding behind some. There seems to be more than enough resources in-game to make it unnecessary, it's kind of the equivalent of Elfroot, there's more than is needed but it can be picked up.