Shades of grey

March 22, 2011

This post contains spoilers for both Dragon Age games.

Judging by the reactions I’ve read, I’m in the scant minority of players who not only enjoyed Dragon Age II but preferred it to the original. I thought I would try to explain why.

I wrote this at the end of 2009, after finishing Origins:

In most RPGs, I either fall in love with the narrative elements (the story, the characters, the plot) or the mechanical elements (the classes, the combat, the strategizing). Even in games where the two are particularly well-integrated, the dichotomy still exists in my head and I invariably like one better. I then alter my playing style to maximize my experience with one at the expense of the other.

Dragon Age: Origins fell squarely in the first camp for me. I enjoyed the combat, and eventually even got pretty good at it, but the lengthy dungeons and tactical tweaking took a lot of time and effort. By the fifteen-hour mark I had dropped the difficulty to Easy so I could get through the dungeons faster and spend more time with my favorite part of the game: chatting up my companions.

It would be easy (and true) to say that I preferred Dragon Age II because of it was more of what I liked and less of what I didn’t, but I think that undersells what BioWare has done here. I found Dragon Age II more narratively sophisticated than Origins, and closer to what I think the series ought to aim for.

I argued last year that moral ambiguity lies at the core of the Dragon Age series. When at its best, it asks the player to make decisions where all of the choices seem unacceptable, whether because they will anger friends, betray allies, break laws, or allow some unscrupulous group to go unpunished. Getting anything accomplished requires accepting shades of grey, the consolation being that if you couldn’t do the right thing, you could try to do the least wrong thing.

Origins mostly got this right, but the writers were too sometimes too soft; some tough decisions can be circumvented with a third option that has little or no downside. You can get the Circle of Magi to intercede in Redcliffe and save both Connor and Isolde, for example, or you can break the werewolves’ curse instead of choosing between their genocide and the elves’. These alternatives were satisfying to discover (and I took them when I could because I always play goody two-shoes characters), but they felt like copouts nonetheless.

Dragon Age II, by contrast, is not in the business of providing happy third options. From a metagame perspective, it often refuses to even provide a second option. Anders will destroy the Chantry regardless of Hawke’s assistance; Marethari will submit to the demon whether she is warned of Merrill’s plan or not; Leandra will always die by Quentin’s hand before she can be rescued; and, most surprisingly, Meredith and Orsino must both be slain whether Hawke sides with the templars or the mages. You can “choose” what to do in these situations, but your decision makes no functional difference — they are all unavoidable tragedies.

The lack of meaningful choices when compared to Origins is a sticking point for a lot of fans — not only in the above situations but in (for example) the predetermined race and backstory for your character. Those are fair complaints, but I also think that it made for stronger and more focused writing. In a forum thread where fans were lamenting Leandra’s inevitable death, lead writer David Gaider had this to say:

If you’re of the opinion that every story should have an outcome that the player can directly control—I’m not going to argue with you. Not everyone is going to like that sort of tale, and certainly I think there’s a limited amount of that you can really do inside a game. But this is the sort of thinking that led to the “Save Everyone” option in the Redcliffe Quest, which ultimately became the quest option that everyone thought was the only “real” solution even though it was the least dramatic. I don’t really intend to do that again, and I’m not about to re-write it simply because some people feel uncomfortable about it.

In other words, the ability to always make things turn out okay, or even to turn out how you want, does not fit with the series’ thematic underpinnings (compare Mass Effect 2). Dragon Age II is designed with that in mind. It was a polarizing change, but one I was very happy to see.

Following the same analysis, the best conflicts in the Dragon Age games are driven by characters who are unable or unwilling to see anything but absolutes. This is reflected throughout Origins on a small scale in bit players like Zathrian and Cullen and on a large scale in Loghain. These characters work because they are not mustache-twirling supervillains; they have believable and reasonable motivations — Zathrian’s hatred of the werewolves, Cullen’s fear of mages, Loghain’s devotion to Ferelden — which they refuse to compromise on, and which the player must reconcile with her own.

There is considerably less ambiguity with the Archdemon and the darkspawn, however, who are thoughtlessly hell-bent on destroying the world. (BioWare seems to have realized this, what with Awakening’s attempt to humanize them.) The Archdemon was functionally an antagonist, but narratively it was a structural conceit: at the beginning you vowed to kill it, you spent the bulk of the game preparing to kill it, and at the end you killed it. It was a vague epic backdrop for the more interesting stuff going on with the real characters.

Dragon Age II has no epic backdrop, the idea presumably being that it is all “interesting stuff” now. Instead, the story comes out piecemeal as the Hawkes find their place in Kirkwall and deal with new situations as they arise. This has also been polarizing — the pacing is inconsistent, and the companions’ motivations for palling around are necessarily weaker than in Origins. Despite its flawed execution, though, I thought the change was an improvement. It effectively turned Dragon Age II into a character drama, allowing the writers to foreground the personal interactions which I consider BioWare’s strength.

Dragon Age II has headstrong but misguided characters like Loghain in spades. The Arishok’s unwavering devotion to the Qun makes him harsh and unforgiving, but his disgust with Kirkwall’s depravity is not entirely unjustified. Meredith and Orsino make reasonable arguments about the mage-templar problem, but are so entrenched in their opinions that they are blind to compromise.

Hawke’s companions have their biases too: Anders is so fervently pro-mage that he resorts to terrorism, but still despises blood mages like Merrill; Sebastian is so pro-Chantry that he demands Anders’ execution, but sees Merrill as a target for proselytizing. This makes for more nuanced interpersonal conflicts than Origins, where you can count on Alistair, Wynne and Leliana’s approval (and Morrigan’s disapproval) for doing generic good deeds.

All of this is not to say that the story went off without a hitch. As mentioned earlier, the pacing needs work. Act 2 has the lion’s share of the character development, including the best companion quests, the consummation of the romances, and the most cohesive chunk of the main plot. By comparison Act 1 feels like a plodding extension of the prologue, a bit of filler while Hawke makes enough money for something interesting to happen. Most disappointingly, the endgame in Act 3 goes a bit off the rails; Orisino’s transformation and Meredith’s psychosis undermined what would have been a perfectly legitimate climax.

I can understand why Dragon Age II was polarizing. The changes ran deep, and it’s strange for a sequel to have a largely different set of strengths and weaknesses than its predecessor. For what BioWare is good at, though, I think they compromised in the right areas and ended up with a stronger title.

There’s more to come, including thoughts on the frame narrative and the actual gameplay, but for now I’m going to borrow the conclusion from Kris Ligman’s review at PopMatters and bow out:

I’m making this impassioned plea right now: we need more quality games. We need games like this that court a more cerebral sort of controversy and subtlety in equal doses. Perhaps eventually we’ll work up to “quality” being a general descriptor and not simply refer to the themes of its premium cable cousin, but for now, I’ll take poorer production values as a more than acceptable trade off if I get characters even half as dynamic as Anders or half as quirky as Merrill or Isabela. It’s been too long.

3 comments

I couldn’t agree more. While I really enjoyed Origins, I consider this to be a far superior title. I have to say that I am a bit disappointed with the Orisino/Meredith’s ending, but I’m working under the theory that there is more to this story that hasn’t been revealed yet. I think that there are other powers at work – that the idol was meant to be found, that someone meant Meredith to have it. Orisino’s transformation was based on research supplied by someone else and someone (the Qunari?) supplied Anders with his explosive formula. What is Flemeth doing? Even the Wardens are up to something behind the scenes.

I think that there are threads throughout the main narrative to suggest a much bigger game being played behind the scenes. I think the next episodes (DA3 or better, DLC) will start to reveal the true players in this game.

by Craig Jorgenson on March 23, 2011 at 7:31 pm #

I’m a frequent reader of your site, though not a frequent commenter, and I generally agree with you in your posts. But surprisingly, this time around I’m nearly completely at odds with your take on the game.

I believe that a large part of the reason DAII has been received much less favorably among the gaming populace (at least, that is how I perceive the situation to be) is due to expectations for a Bioware game. The easiest expectation that was not met is the level of polish we all expect from Bioware. Take, for instance, the “infinite money” trick that was revealed nearly day and date with the game’s release; such an obvious exploit would almost certainly not have made it into previous Bioware games. The various graphical bugs and glitches are another example of this lack of polish that we are used to from Bioware. The fact that the game was in development for at best two years (18 months is the generally agreed upon time frame, though work on the game probably started at some point during Awakenings’ dev cycle) does it no favors. The fact that Bioware is now owned by EA and is receiving mandates from them about what games to release when works against the polish expectation.

But in my mind, Bioware has failed to live up to their heritage with Dragon Age II, creating a sharp disconnect in the minds of many players between the Bioware of old and today’s corporate RPG factory. This misstep is, in fact, a reason why you loved the game as much as you did: it is character focused. OR rather, DAII is character focused at the expense of being world-oriented. This is not entirely my own thinking, as I have heard the theory advanced on podcasts and such, but nevertheless I believe it to be true. The Bioware games of old were successful because they created a living, breathing world for you to play in. I don’t think anyone played KOTOR for the oh-so-nuanced Revan or to see how Bastila’s story panned out (though I will admit that HK-47 is my favorite video game character of all time). You played it for the story, to see how the world was changed and affected by your actions. The character arcs were tangential at best to your enjoyment of the game. The same reason why I (and I suspect nearly everyone else) loved KOTOR is the reason why I played Neverwinter Nights for more than 100 hours: the world was utterly engaging. I couldn’t care less about Aribeth’s fate, but the changes being wrought in Neverwinter had a profound impact on me as I played. Seeing what was once a mighty city brought to its knees and working fervently to revitalize it was utterly engrossing. In a way, the worlds were the best characters in old Bioware games. Even as recently as Origins can this phenomenon be witnessed: yes, the characters were mildly interesting (though I never had quite as powerful a reaction to any of them as many others had) but the fact that they were shunted to the side, only really interacted with in any meaningful way at your campfire at night, points to the focus on the world and the overarching narrative in Origins.

This expectation of Bioware games to be focused on world-building is what works against DAII even more than its own faults, such as they are. As you note in your post, Dragon Age II is “a character drama” – the focus is squarely on the personal hero story and the inter-personal interactions between Hawke and the cast of characters she encounters. The world-building element of Bioware’s previous games has been abandoned in DAII wholesale, so much so that the vast majority of your adventures take place in and around one (in my opinion, not very well crafted) city. The recycled environments, while occasionally a problem in Bioware’s previous fare, have been so overdone in DAII that I can conclude that the focus on world-building was nearly entirely absent in Dragon Age II.

That is not to say that the lack of world-focused story was DAII’s only problem. The moral ambiguity, which you laud in your post, was a major turn-off for me and I think for many others. I tend to play my games as a form of escapism; real life is a series of shades-of-grey decisions, and I play games to get away from that. While I don’t particularly mind a difficult choice or two in my games, the overabundance of them in DAII was off-putting to me. This is what made Origins and Mass Effect so delightful to play: there were occasionally difficult decisions, but for the most part the choices could easily be parsed into “good” and “bad” decisions, or “paragon” and “renegade”. It seems to me that this difference of opinion you and I have is based on why we play games: it appears that you play games to emulate real life, whereas I play them as a form of escape.

An underlying fault of the choices in DAII was that many of them had little to no impact on how events played out. As you explain in your post, siding with Meredith or Orsino has no functional difference in DAII (though I hope it will play a part in the inevitable DAIII) – they both end up dying whichever path you choose. This lack of true power in the player’s hands pervades the entire game. And taking away agency from the player is extraordinarily dangerous in an interactive medium; we play games to be active participants, to succeed or fail based on how we play, not to be reduced to bystanders as DAII does so well. In a game that is so heavily predicated on making choices, it is dissonant to make choices that have no differentiated impact on the plot. This is another reason why, in my mind, DAII was not well received.

And in the end, what personally disappointed me the most was the lack of quality characters. If we are to accept lower production values for characters like Anders then I may have to abandon video games entirely. Anders does not hold a candle to Mordin, and Merrill’s quirkiness pales in comparison to Francis York Morgan’s depth and complexity. Even GLaDOS bests any character in DAII in terms of my emotional attachment to her.

All of my complaining is not to say that the game was unenjoyable; in fact, I did have a good time with the game. Yet I feel that it is one of Bioware’s weaker offerings in years, and I’m consequently concerned for Dragon Age III. But I have faith in Bioware, and know that whatever they do next it will be worth my time to play it.

by Anders Goodwin on April 10, 2011 at 11:58 am #

Hi Anders,

Thanks for your comment! This is one of the most cogent criticisms of Dragon Age II I’ve read.

I’ll agree with you on many of the game’s weaknesses — there were too many bugs, the recycled environments were overdone, Kirkwall was shallower than it should have been, and so on. I will also say, though, that I’m less convinced any of this has to do with EA. All developers, independent or not, have to deal with the reality of limited resources, the demands of publishers, etc., and I see no reason to assume that Laidlaw is being disingenuous about his reasons for streamlining the game. I don’t pretend to know any details about BioWare’s strategic planning, but I suspect that the release window for Dragon Age II had more to do with The Old Republic than any mandate from EA. I’d bet that EA’s strongest influence was in the development of the Facebook game Dragon Age Legends — but that’s just my conjecturing.

I’m interested in the dichotomy you’ve drawn between focusing on characters and building a world, because I always thought of them as tightly coupled. Origins had a more expansive setting by necessity since the world was new, but it hooked me because of the characters. This is Dragon Age lead writer David Gaider in an interview with Zam:

“Players will not care about the issues unless there is a character that he or she cares about that cares about the issues. Otherwise it’s too abstract. It’s like saving the world. ‘The world’ is an abstract concept; saving the world doesn’t really mean anything to you unless you’re saving someone — a face — that you do care about. We use followers and other things in the game as potential hooks. We never know what, necessarily, the character will care about, so we offer lots of potential hooks, and we just need one of those to sink in. If none of them work, then we’ve failed.”

So for me, positioning the “character drama” front and center in Dragon Age II is a vast improvement. (We’ll have to agree to disagree on the quality of those characters, I think — but that’s for another post!) I can certainly understand the criticism that the actual scope of the world was too small this time around, but a) I don’t see that as a zero-sum sitation with regard to developing strong characters, and b) I think leaning on the already-established fiction is accceptable — and even preferable if the alternative is gobs of exposition in every new game.

(As a counterpoint to this world-building point, consider the tendency of Elder Scrolls fans to treat the main questline as an ancillary part of the experience. Since Bethesda invests considerably more effort in the setting than the plot, those games are often more enjoyable as open-world sandboxes.)

As for the morally ambiguous decisions: as I wrote in the 2009 post on Origins linked at the top of the page, I see these as a defining aspect of the Dragon Age franchise. The easily parsable decisions you mention are, in my mind, much more the domain of Mass Effect — which, to be clear, I also enjoy! Overall, though, Dragon Age II seems closer to the game that BioWare intended to make than Origins.

Thanks again for writing!

by Dan Bruno on April 10, 2011 at 3:13 pm #