Wednesday, November 25, 2009

The Player: Dragon Age: Origins



I’ve played about a day of Dragon Age: Origins (the game told me so) and a lot has happened in that time.

Keeping it spoiler free (because I really think you should play this game and discover what happens on your own) I’ve killed a bunch of stuff, talked (and grown) with my ever-expanding band of companions and continued slutting around the countryside of Ferelden with the hopes of stopping the major bummer of a full-on Darkspawn invasion known as a “Blight.”

It’s serious business, even with all the slutting around.

I’m sure you’re saying to yourself: “My friend, at a milestone such as this, it is time for some deep reflection upon your many long travels thus far.” (That totally sounds like you, BTW) And you’re right.

So: what have I learned so far?

Again, what with the non-spoilers thing, I can really only talk in broad strokes and generalizations – things you probably aren’t accustomed to reading anywhere at all on the Internet, so I apologize.

The main thing that starts to sink in as you play Dragon Age: Origins is dread. Deep, dark, deepening dread.

Where does it come from?

You would think it out of place in one of these epic fantasy tales of heroic deeds and elven maidens and whatnot, right? And, the thing is, for the most part, that’s what DAO is so far: a big ole ball of fantasy goodness.

My character is completely awesome. I don’t just mean that because he’s like Aragorn and the Knights of the Round Table combined -- with a little 1960s Mick Jagger thrown in for the ladies; I mean it in that I’m playing him to be an incredibly noble person, with bottomless honor and bravery and a willingness to back up all his friends no questions asked. Sure, I play it so that he basically can’t say no to rolling around with women – high born, wenches, elves alike – but he’s always honest about what’s going on. So basically, so far Dragon Age has been me and my friends going around on awesome adventures being awesome.

So why the dread?

Well, I think it seeps in there in a number of ways and on a number of levels, starting with the glorious and simple menu screen.

Let me set it up: We see two war-ravaged swords stabbed into the earth, abandoned – as storm clouds ominously churn above. The music is sad in the background. A drop of blood (almost mournfully) rolls off the guard of one of the blades. Unclear debris (bodies?) is strewn into the background. Is this the aftermath of an epic clash of armies that shakes the world? Is it one fought by a small brave band of companions, one that changes the world forever though none shall notice? Whatever has happened, it is over and it isn’t (entirely) good.

Here, watch and listen:



That’s the menu screen! What has happened here? There’s a reason they went with this one and not some sexy sorceress fire-balling a shit-ton of orcs hurlocks, right? Shoot, they could have even gone with the blood dragon Dragon Age motif (at the top of the entry) – that’s pretty sweet looking, right? But they didn’t. They went with this scene and it seems like it was for a reason.

Sure, at first, I was all like, “That’s pretty much standard fantasy code for the kickassery that is about to ensue – gimme!” But soon it felt like more. Soon, I felt the dread of impending doom and tragedy.

Maybe it was the clouds that started it. The clouds definitely can’t be a sign of anything good to come. Look at those! They’re all sepia and stormy and orange and roiling like a fire that’s going out.

Then the swords – chipped, abandoned, sad somehow. And bloody. (Keep an eye on the sword on the right for the blood drop…) It feels like they want to tell me their tale – to experience their tale – rather than just be plunder. How did they wind up here, forgotten? Who once wielded them? Was it/is it me? What happened?

Throw in the mournful tune, the plaintive lady singing – and then the build up to a pounding, ominous march that comes out of nowhere.

Dread, dudes. Dread.

And that’s just the menu screen.

Before I talk about anything grounded in the actual play of the game itself, I thought I’d draw your attention to a couple of side points related to the game that fill me with dread as well.

First off: BioWare describes the game as a “dark fantasy epic.” They don’t describe it as a “fun fantasy epic” or a “bitchin’ fantasy epic” or even an “epic fantasy saga” or anything like that. It’s their “dark fantasy epic” and they use the word “dark,” specifically.

Now, of course, they could mean that in a sort of, “it’s violent, there’s sex, people die but it ends on a heroic, happy note after it all” kinda way – but something tells me this isn’t the case.

That something is my second side point: Of all the possible (and probable) influences on the game (Tolkien, Jordan, Kay, etc.) the developers constantly reference George R.R. Martin’s A Song of Ice and Fire series as the main one. That says a lot.

If you haven’t read these books, and you are a fan of fantasy, you should definitely pick them up. In a nutshell, it’s an unsentimental tale of a kingdom’s fall into anarchy through treachery and court intrigue – meanwhile an impending invasion by evil demon-like beings is coming from the north. That’s a simplification, of course but you get the idea. Main characters die on a regular basis and ugly things happen all over the place. More importantly: survival often depends on one’s ability to remain in moral gray areas, manipulating others to make bold moves and suffer the consequences while you reap the rewards. Notions of honour, heroism, glory (the usual fantasy fare) get characters schooled pretty quickly – if they don’t wind up dead in a ditch first.

This brings me to my next point about the dread.

Game narrative is evolving at an incredible rate currently. I’m not going to debate about what makes it up or how it’s created and blah blah – I’ll let the usual suspects do that. What I’m talking about in relation to Dragon Age is that I’m detecting a certain form of manipulation from the narrative that may lead to some very dark things in the tale.

BioWare tells some real bangers when it comes to stories. Yes, you get the usual epic plot arc RPGs require, but you also get character arcs that are just as epic. There are romances and friendships that hang in the balance of what you choose to do. And BioWare really, really has a knack for creating interesting characters. It makes the moral choices in the game (yes, I know the morality in games is artificial and all that but for the sake of this discussion – shut it) that much harder when you’re invested in the characters.

When I played games like Fallout 3 and Oblivion, I wasn’t finding this. Sure, your choices had consequences but it all seemed arbitrary. And the characters were usually ciphers, placeholders, fonts of info I needed. They weren’t characters, really. Do something good to someone and they probably did something good for you and vice versa. The game, the NPCs, everything meant as much as you allowed it to. The storytelling was very passive, in the background. If you let it affect you, it would, otherwise you could just run around, kill things, collect stuff and finish up the quests. Or not. Whatever.

With a Dragon Age, the game actively forces you to care about what you’re doing by throwing so much character and emotional beats that you can’t help it. The “Origins” portion of the introduction is integral to this, indoctrinating you in the game’s world. It takes an active approach to engaging you, as a film or TV show might.

So, where am I going with this?

Well – again without getting all spoilery – I think I’m being played. Manipulated. Hoodwinked. Had. I keep getting a sinking feeling that one of my companions is using my admittedly 2D Sir Lancelot-style heroism for their own gains. It’s not overt. Not yet. They don’t wink at the camera or anything like that. It’s just a feeling. A feeling of dread.

I feel like the game may not reward the standard fantasy hero in the standard fantasy manner. Time will tell. Ask me how it’s going after my next 24 hours of game time.

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