In this post I wanted to take you six years back in time, to a moment, when it was announced that Dragon Age 2, sequel to the fantastic (if flawed) Dragon Age: Origins, was going to make a fundamental change in its design philosophy. DA:O
had allowed its players a great deal of freedom in the character
creation process. Following in the footsteps of earlier BioWare games
like Baldur’s Gate and Knights of the Old Republic, Dragon Age allowed the player to wholly customize his or her character. While creating the Warden (as the player character of DA:O
is often called), the player chooses a race, class, and origin story
(approximately two for each race), designs the character’s physical
appearance, and gives the character a name. The Warden never speaks
during the game (except for occasional grunts and order
acknowledgments), although every other character in the game is
fully-voiced. (The Warden is not a traditional Silent Protagonist, either, as the player chooses lines for the Warden to say. These lines are simply not voiced.)
This design philosophy stands in sharp contrast to that of the Mass Effect franchise, another roleplaying franchise developed by BioWare at approximately the same time. In Mass Effect series,
the player character is a human man or woman named Commander Shepard,
and although Shepard’s physical appearance, class, and (in a small
way) origin story is customizable, much more of Shepard’s character
is determined by the developers at BioWare. Shepard is fully voiced
and animated just like any of the other characters, although what,
exactly, he or she says is up to the player.
The Catalyst
Six years ago, BioWare announced that, for Dragon Age 2, they would be abandoning the format put forth in DA:O in favor of a more Mass Effect–like approach. In Dragon Age 2,
the player is put in the role of Hawke, a fully-voiced human man or
woman. All the details relating to exactly how much control the player
will have over Hawke’s backstory or class was as of yet unknown, but
the point was that, without a doubt, the number of choices open to the
player at the start of Dragon Age 2 would be substantially smaller than the number of choices available at the start of DA:O.
This caused quite a fuss on the Internet, with gamers everywhere
often lamenting what they perceived to be BioWare’s cruel,
dictatorial restriction of their freedom, or complaining that
they didn’t want Dragon Age to just turn into Mass Effect with swords. BioWare immediately felt compelled to defend their
decision, and justified the lack of character choices at the onset
by stating that there are more choices throughout the rest of the game to balance it out.
I imagine that if you go to any major gaming website, it will not be
difficult to find a thread on the forums arguing whether or not this
was the right choice.
I’m going to go ahead and come down and state my opinion on the matter: for Dragon Age 2, the move to a voiced, named character was absolutely, unequivocally, and without qualification, the right thing to do.
The Story of Paragon Aeducan
To justify this claim, I want to talk a little bit about the first Dragon Age, using examples from the life of my first completed Warden, stalwart dwarven warrior Dain Aeducan. Dragon Age
is, without exception, the story of its hero. For Dain, the game
hinged upon his actions and relationships. His betrayal at the hands
of his younger brother was what forced him into the ranks of the Grey
Wardens, and it was his actions that led to the defeat of the Archdemon,
the ascension of a new king in Ferelden, and so on. Dain developed
complicated relationships with his fellow travelers: he was the
only worthy man Sten met in Ferelden, was betrayed by Zevran, abandoned by Morrigan, and loved by Leliana. He placed Alistair on
the throne against the latter’s wishes and finally gave up his life to
quell the Blight, redeeming his name in the hallowed halls of Orzammar
and becoming a Paragon.
He did all of these things without speaking a word, and only
conveyed emotion in his face perhaps twice in the entire game. No
one, not his friends, enemies, brothers or lover spoke his name once
in the game, instead clumsily talking about “this Warden” or “my
second son.” While in Orzammar, people would refer to him as “Lord
Aeducan,” but this practice ceased upon entering the surface world.
What This All Means
You see, Dain was clearly meant to be a character, and not merely
an avatar for the player. Some roleplaying games place more emphasis
than others on the concept of roleplaying. For many games,
the player character is given only a rudimentary backstory before
being thrust out to explore the world. The “role” that is being played
is limited only to fairly cut-and-dry differences in basic moral behavior.
The player character never attempts to enter into meaningful
relationships, platonic or romantic, with any of his or her
companions or acquaintances. In short, the
purpose of these games is not to make the player experience what it
is like to be another person, but rather to explore a living and
complicated world.
But Dragon Age is not one of those games. This game’s story
revolved around Dain, his actions, and his relationships with the
other characters. And Dain never once spoke a word, and responded to
every situation with at most a shrug of his shoulders or a raised
eyebrow. His lines were communicated by unvoiced subtitles. It was
a bit like watching a version of the Lord of the Rings wherein Viggo
Mortensen was replaced by a straw dummy of a rugged-looking man.
Mind you, in the Baldur’s Gate era, when no characters
were voice-acted, this would not have been a problem. But to see
Leliana professing her undying love to Dain, with competent voice
acting and emotions registering on her face, only for him to stare
at her the same way he would stare at a stone, or a werewolf, or
a particularly tasty sandwich, did not make for an
emotionally-satisfying moment. Conversely, Ashley or Miranda telling
Commander Shepard she loved him was much more believable, even though
the quality of the writing in the scenes in question was inferior.
Shepard actually responded to the declarations of love, both
emotionally and vocally.
In Conclusion
The primary reason everyone seemed to be mad at Dragon Age 2 six years ago
is because it lowers the number of choices available. But this seems
to suggest that choices are worthwhile in and of themselves, a point
with which I quite disagree. In Dragon Age, no matter which
choice I make, I am confronted with a character that, no matter how
well written, or how consistently portrayed on my part, is
essentially made of cardboard. All the choices in the game’s
character creation seem somewhat pale and hollow– none of my
choices can make a character as believable as Commander Shepard.
This is not to say that choice is somehow a bad thing– if BioWare
had run into an infinite amount of time and money to create six
different voice sets and custom-tweak every bit of dialogue based on
the Warden’s origin story and so on and so forth, such that each of the
six origins was just as deep as Commander Shepard’s emotions and
voice set, that would have been wonderful, and a marvelous
accomplishment. But since BioWare does not have an infinite amount of
time or money, if it is to provide an experience as deep as Mass Effect’s, it is going to have to cut back on the number of options available.
This is emphatically the right choice. What matters is not how
many choices are in a game, but how deep and well-realized those choices
are. One assumes that, if BioWare sticks to form, there will be many
different ways to portray Hawke. Renegade and Paragon Shepards behave
very differently, never mind the fact that most players will
probably play some combination of the two. The same will be
presumably be true of Hawke.
If BioWare takes away my ability to play an elf or a dwarf, but
restores my ability to believe it when a romantic interest tells
Hawke she loves him, or a good friend praises him for his deeds, I will
not even miss what I’ve supposedly lost. What I will have gained is
the ability to believe the story and play the role in the
roleplaying game.
So, what is all this about? Simply put, a multitude of choices does
not a deep experience make. Fewer choices at character creation
can allow for a deeper experience later. And for a character-driven
game like Dragon Age, anything that can be done to make the
characters more believable and relatable is a plus. Hawke will,
hopefully, be more than an avatar, like the Vault-Dweller of Fallout 3. Hopefully he or she will be a character, like Commander Shepard, or the Nameless One, a fully fleshed-out member of the cast.
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