Article: Dragon Age – Elevating The Narrative
Nov 25
The problem with agreeing to write a series of articles about Dragon Age: Origins is the unfortunate reality that the mere act of writing about Dragon Age is destined to severely cut into time spent playing Dragon Age. (And time budgeted for the little things like work, eating, sleeping, etc. is already deeply, deeply resented.)
Fortunately, I’m a multi-tasker at heart, and have managed to combine sleeping, eating and writing into the same time slot as ‘work’ … *cough* … right, on we go, shall we?
So, here’s the thing. We’re all playing Dragon Age, right? We’re all creating our own personal stories, valiant heroes, duty-bound warriors, ruthless cutthroats and gut-wrenching romances. So, why would anyone be interested in the things I have to say about this game, this … experience?
Well, no reason actually. (In fact, if I manage to convince myself that these pieces will remain unread by anyone, I may get over the crippling fear of posting them at all.)
But, what I hope to present to the ether world of the Internet is a look at some of the unifying themes of Dragon Age from a couple of different perspectives – a literary narrative viewpoint, and a gameplay/technology and societal viewpoint.
That said, I do reserve the right to go on the occasional rant, rampage or ZOMGFANGIRL!1! dance of glee.
What I want to do at this point, is let all of my imaginary readers into the terrifying little place I call my brain. So, let me preface this with a small introduction, and perhaps some context as to where I approach gaming from. I’m a cranky old lady who’s been earning a living for 20 years with nothing but a moderate knowledge of the English language. I’m a tabletop RPG, sci-fi, fantasy freak living comfortably in my alter-ego as a suburban-living corporate drone.
And I have the hand-eye co-ordination and reflexes of a tortoise on Xanax.
True story.
I also came to computer gaming late in life – I played my first real computer game in 2006 – and so have a tendency to view gaming without the cultural baggage that accumulated around the medium in the ‘80s and ‘90s. I’m all about gaming as a viable and legitimate artistic statement.
Geoffrey Rockwell, a cross-appointed professor in the humanities computing program and the Department of Philosophy at the University of Alberta in Canada, says it’s time to stop looking at computer games like they’re separate from the rest of human entertainment.
There’s a lot of anxiety around computer games.
He said and added …
You get psychologists doing these studies about whether computer games make children more violent, when what we should be doing is developing a language similar to the critical discourse we have around literature.
We’ve developed a very sophisticated, critical discourse for understanding how novels work, understanding their traditions, how they’re made. We look at some of the finest work of human imagination, and computer games are very sophisticated works of human imagination.
For me, Dragon Age is the pinnacle of what’s possible in this arena at this time.
And it’s all about the narrative.
There are a lot of games out there with great stories, stories where the player gets to live out that hero fantasy of saving the world, kicking the bad guy in the ass and riding off into the sunset with the girl (or boy) of their dreams.
Where Dragon Age takes this and turns it on its head is by allowing for the possibility of some really, and I mean really, sad endings.
That’s what real literature does, people. That’s what the great films are about.
Sixty-five years after Casablanca hit the big screen, people still remember, people still obsess, the audience still hopes that somehow, some way, Bogart just might get on that plane this time. But, would we remember if he’d flown away with Ingrid Bergman? Why are Shakespeare’s tragedies the ones that lodge in our minds and hearts?
I saw my first sad film at the age of eight. Having been raised, like most children of my generation, on the saccharin happy endings of the Wonderful World of Disney, I was in for a shock when I sat through Yasha-ga-ike or Demon Pond. As the heroes sank, dead, beneath the water of their flooded village, I waited – waited – for the magic to happen that would bring them back to life, for the fairy godmother, for the miracle, whatever … and all I got was the credits rolling up the screen.
And that is exactly how I felt as the credits rolled on my first play through of Dragon Age.
Art, real art, has a place for human pain, for heartbreak. By very definition the interactivity of video game allows for a depth of connection to that emotion greater than words on a page, or even colourful images on a screen, because it’s your character, your adventure, your heartbreak.
How very delicious.
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27 comments
Comment by Adaram on November 25, 2009 at 9:46 pm
Good article. Regardless of your fears, some of us really do read what you write!
Ant to Anonymous who says the game is too short, I am 60 hours in and only 25% done, so it's plenty long for me.
:)
Comment by blaAnonymous on November 25, 2009 at 11:00 pm
It was still short.
Comment by @Wikeed on November 25, 2009 at 10:47 pm
Excellent article, I agree with everything. Dragon Age is one of two games that I experienced and felt every minute of gameplay (another is TESIII: Morrowind, still my favorite). This kind of games hit the market once every 10 years, but I hope for more games like DAO (drools @ Mass Effect 2)
Comment by KethWolfheart on November 26, 2009 at 12:15 am
I have no idea how anyone could call this game short unless they are some mad powergamer rushing through it. I skipped content and my first play through still took me 70:41 hours. I don’t really consider that short although I suppose some might).
I tend to agree overall with the article. It had many more sad aspects to it then I normally see in a game. I felt very immersed and moved by the writing and story.
Comment by @Wikeed on November 26, 2009 at 12:23 am
My first play took 56:25 hours with badly talented mage. Now I'm playing at normal with rogue (ranger/bard specc) and I'm going to explore every corner of the game. Twice. Read every journal page. Twice. This game isn't short at all. It's rich with content, it's just how many hours you play per day. Average playing time is between 50 and 80 hours. Take it you play max 4-5 hours a day, you'll need atleast 10 days to complete it. That is more than good for semi-linear RPG. Cheers
Comment by DyrraDegan on November 26, 2009 at 2:49 pm
I have to admit that I agree with most of what you've written here. Dragon Age has brought my gaming experience to another level that I didn't think possible. At least not this soon. I remember cruising forums when Mass Effect was released and running into multiple comments complaining that there was too much story.
Too much story?!?!
In my opinion, I was convinced that there wasn't enough. I was never sure as to why Commander Shepherd would gravitate to either Liara or Kaidan because I didn't think they interacted enough. I spent a lot of time thinking, "Why do you like each other?"
Now, I am no fan of FPS games. I need a story. Something to fire my imagination, something to pull me in, something to motivate me to give up countless hours to play through. Dragon Age has succeeded beyond my wildest expectations in this. The dialogue is wonderful, with conversations ranging from outright hilarity to absolutely aching sweetness.
Where I diverge with you is when you champion sad, miserable endings. Truthfully, I cannot stand an ending that does not leave you with the faintest glimmer of hope. To be clear, I am no Disney fan and I never have been. It is equally offensive to me to sit through and over the top, cream-filled ending that results in some wispy, dippy female riding off with her prince while all the little creatures of the forest sing them well-wishes, but I demand hope. Simple and beautiful.
Casablanca is undeniably a classic, but in the end, in spite of them being forced to part, Rick is still alive, Ilsa is still alive and who knows where the road of life may lead them in the years to come? I put it to you that any true classic will leave you with a glimmer of hope. Gone With The Wind is an orgy of tragedy and loss. But at the end, in spite of that and her own massive personality flaws, Scarlett rallies with a steely determination that exceeds what we've witnessed previously. Do we see her rebuild Tara, win back Rhett and live happily ever after? No. But her determination in a seemingly impossible situation makes the viewer think, "By God, there's a chance, she just might do it!'
All I ask from DA is a glimmer of hope. I spent 40+ hours playing and in that time I went from casually stand-offish to deeply involved in my little character. At the end I was left with my heart in my hands and absolutely miserable. There was no way out, no path I could take to even remotely fix things. I couldn't believe that I'd invested so much time, thought and careful choosing of paths to feel so absolutely horrible. When I play or read or listen to music, it is a comfort, an escape, a safe place. The real world is generally good to me, but it is often rife with sadness and tragedy. You will see that on any news broadcast, you will see it in your friends at times. The world is very willing to heap real misery on you, on me, on those we care about and on total strangers. I do not need to invest in fiction that will dredge up awful feelings that I've had for real. Perhaps it is a credit to the writers that their prose could actually do that, but I try to avoid that kick in the gut at all costs. For me and people like me, all we ask for is hope. It is a simple thing, one small branch on a path with multiple endings. Something that you can have without having to take the darkest path to get it.
Comment by @adarel on November 26, 2009 at 6:51 pm
@ Dyrra: Maybe you just need to live 20 more years to appreciate a true lack of hope. :)
But, in reality, I appreciate both your perspective and Uilleand's. Dragon Age does too, I think, since it offers multiple endings. The first one I experienced actually ended with quite a bit of hope, though also a lot of sadness. I stepped away from that ending and had to just breathe for awhile, trying not to cry.
I think one of the important things to take away from this game is how we are all focusing on what we experience. This critical discourse we're all searching for I don't think has even realized that what is so fantastic about game narratives is that they are something we as participants actually experience rather than just hear/read/see. They are both narrative and experience which is something we've never, wait for it, experienced before. Perhaps this is why traditional definitions and theories of narratives have failed so miserably at analyzing games.
Hopefully soon, we will find this mystical language and have more offerings like Dragon Age to use it on.
-Ada
Comment by Artemis Entreri on November 28, 2009 at 7:34 am
Good Article.
My first play through left me with around 100 hours of gameplay, though I'm unsure if my many minutes of careful dialogue consideration counts towards that total.
Some may say that it is "too short" not because they are power gamers, but because a game like Baldur's Gate 2 could break the 200 hour mark easily, with an additional 20 or so from the final expansion.
Dragon Age, however, has taken the narrative aspect and blown ahead of anything else I've really ever played. From NPC development to what the author describes in this article, It really was top notch.
Entreri
Comment by David Gaider on November 28, 2009 at 10:04 pm
Interesting article. I must admit, there was some trepidation on my part in allowing some of the story threads to end as they did. Some people really do want their happy Ewok ending… or, barring that, they at least want to make sure that they end up with their chosen romance riding off into the sunset. Perhaps they even feel entitled to it, as a reward for playing the game.
(cont'd)
Comment by David Gaider on November 28, 2009 at 10:04 pm
(cont'd from above)
From my perspective, entertainment covers a wide range of experiences, much as you said. Some movies have incredibly optimistic and happy endings, some have bittersweet or even painful and tragic endings. Some people are only going to be happy if they have one or the other. In Dragon Age, the note made at the end is probably bittersweet — you completed your quest and saved the land, no? If all you were in it for was a happy end to your romance you might argue with that, and I think that speaks to just how emotionally involved someone was if they ended up placing that much importance on the one element. In my mind, that's not a loss. Happy, heroic endings might be more crowd-pleasing, but actual emotional involvement in a game can be tricky to achieve. Dragon Age's story attempted to hit an adult note with its narrative, and on that level I think we succeeded.
Comment by David Gaider on November 28, 2009 at 10:05 pm
(cont'd from above)
Of course, there's no pleasing everyone — that would be the case no matter what kind of story or ending we did. There would still be *some* people saying they wanted it to be something else. Or maybe they wouldn't be saying anything at all. Maybe something different might have pleased them enough, and they'd move on and forget about it. Would that be better? The best entertainment is, at the very least, provocative — and if we've struck a chord with some of the audience out there, and they really love it as many of them seem to, then we really can't ask for more.
Dave
(sorry about different posts — length limit meant it was necessary)
Comment by phal on November 30, 2009 at 1:38 am
Damn you for making my play through at least 5 different times in order to get just a few outcomes that NEED to complete. DAMN YOU!!!
At least I'm through 3 of them. :)
Comment by Songlian on December 1, 2009 at 3:50 am
I liked the article, especially the last part of it with which I agree completely. Having finished my first walkthrought tonight, I can now make a more useful comment on it, than the first time a read it. Short story: I have found the story to be amazing and all the characters beautifully portrayed. One could stop reading the comment now and never miss a thing. The long story: Even though I am a devoted fan of Mr. Gaider's work , there was a moment in the game in which I came to bluntly question the soundness of his decision in creating such a dramatic plot with what seemed, at that time, no possible rewarding finish. Many hours of gameplay later, I still didn't get my happy ending. But what I accomplished was to chose, understand and love – no, that's not a word too strong – the fate of my character. As spoiler free as possible: all was well, because I had made the sacrifice.
Looking back on on the screenshots that I took during the game and remembering the tale from the start, I came to fully realize that I would have it no other way. As some classic once said, people need both happiness and sadness in order to enjoy the full experience of life. Why shouldn't it be the same with games? I think we are past the point where RPGs are children's domain and with works like DAO coming up we have hope of more complex and realistic experiences. I'm not ashamed to say – well, maybe a bit – that I both laughed and cried with the DAO story. And if I were to be sincere, I would say that this was all I wanted in the first place, a tale that would take me to both lengths before releasing me. Enough talk, on with my next walkthrough. :)
Songlian, P&T
Comment by CaK on December 1, 2009 at 4:34 am
Thank you all for your nice comments. Very appreciated. Folks like you taking your time and posting high quality comments are making all this hard work here worthwhile :)
Comment by Julius on February 12, 2010 at 12:05 pm
As a gameplayer i find Dragon Age as a very interesting game, you may call it short or hard or whatever you want it to be. Your article is really interesting, there are so many things we can write about this game, and we appreciate that you started it first. Some of the games even made essay
writers to write an essay about a certain game, it is like an awakening of what the game is really offering to the players. Sometimes games has its own background story that if you really read about it and understand its concept, you will not play again or you will really recommend it to your friends.
Julius – once a player always a cheater .. just kidding …
Comment by Arnel on March 3, 2010 at 10:35 am
I'm a newbies in Dragon Age. I need some advice coz I wanted to play this game. Anybody knows how to play, please share with me your techniques and tips to me.
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Comment by Illiani on March 3, 2010 at 6:58 pm
Your best bet would be to head on over to the BioWare Social Network, googling it will bring forward a link post haste. There you can ask all the questions you need without having to go off topic. Like you have here. :)
Comment by Illiani on March 3, 2010 at 9:46 pm
Also as a further note. Make another post with a link to your business in it again and I Will remove it. GreyWardens.com is not a platform for free advertisement.
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Comment by shiellla on February 18, 2011 at 7:10 pm
you cannot write an article or an essay if you don't know anything about the dragon age.
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Comment by Rammi on March 31, 2011 at 9:09 am
must say, youve got one of the best posts Ive seen in a long time. What I wouldnt give to be able to create a blog thats as interesting as this. I guess Ill just have to keep reading yours and hope that one day I can write on a subject with as much knowledge as youve got on this one!
Comment by mariatudor on June 8, 2011 at 12:16 pm
let me preface this with a small introduction, and perhaps some context as to where I approach gaming from.
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Comment by Dan Jones on August 23, 2011 at 5:41 pm
I agree with you about Dragon Age and thanks for pointing out about this interesting game.
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