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Imagine noble heroes rooting through piles of rubble to find items, and going into people's home and rooting through boxes and chests to take their items - because that's what you did in previous DA games.
- l_Fire_St0rm_l2 months agoNew Scout
First, it’s important to clarify a key difference: searching through chests or cabinets in a classic RPG doesn’t have the same impact as destroying random objects like vases and barrels to gather resources. In earlier Dragon Age games, item collection was always contextualized. If the player chose to inspect a chest or drawer, it was a deliberate action, logically justified by the setting itself; chests and safes were placed intentionally as sources of resources.
However, breaking barrels and objects as a method of collection is different and contradictory, especially in a game that relies on narrative and character development. In story-driven RPGs like Dragon Age, a player’s actions go beyond simple mechanics; they influence the protagonist’s relationship with their companions. Actions... whether heroic, ethical, or questionable; directly affect how allies perceive the protagonist, creating a system of approval or disapproval that deepens character interactions and the narrative. Imagine a respected leader, such as a paladin or a noble mage, choosing to respect property and values around them. Companions with a strong moral compass, like Leliana, Cassandra, or Alistair, would recognize and value these actions, seeing the protagonist in a consistent and positive light. However, Vailguard’s mechanic, which forces players to break objects for resources, compels them to act inconsistently with the moral code they aim to uphold, resulting in negative reactions that don’t reflect their actual choices.
In a game where a player’s actions are monitored and judged by companions, being forced to vandalize objects creates a narrative conflict. Companions who expect respectful behavior may react negatively to acts of senseless destruction, which are not genuine choices by the player but mechanical impositions. This breaks immersion and turns a collection mechanic into a point of disconnection between the player and their allies. In Inquisition, for example, Cassandra would disapprove of dishonorable actions, while Solas might criticize senseless destruction yet in Vailguard, the player has no choice, leading to artificial and unnecessary disapproval from companions.
With that in mind, I suggest that next time you reflect more carefully before posting simplistic and unfounded arguments. If you really want to debate, bring specific and detailed points about the other games, clearly emphasizing your comparisons. I had to explain how the mechanics worked in previous titles myself. Something you should have addressed from the start to support your position. If you lack the knowledge for a proper discussion, I suggest avoiding generic comments that only confuse the analysis.
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