Opinion: Grey Wardens Rule
Nov 8
Why we're addicted in the first place
A simple forest path. An eerie quiet. Then, from among the red and orange autumn trees, a dozen darkspawn materialize. In the distance an emissary chuckles vilely and conjures a spell I am sure to regret. Hunched over my desk, one hand on the mouse and the other on the keyboard, surrounded by unpaid bills, file folders, bits of computer gear, and other office detrius, my inner barbarian revels at the prospect of massive bloodshed. Bring it on.
Not long ago, driving in our suburban neighborhood, with the autumn trees gently raining leaves of gold down upon us, my husband let out a low whistle.
“I don’t know how you missed that little fella.”
“What, a squirrel? Did I almost hit it??”
He looks at me thoughtfully. “Yeah, but I guess I’m glad you didn’t see it. You probably would have driven us into a tree trying to avoid it.”
He’s right. I don’t like to see living creatures die. I’ve walked out on movies because I couldn’t stomach the gore. Yet I get a thrill every time Alistair yells “It’s a gusha!” and blood spurts all over the party. It’s a bigger thrill when my favorite PC pulls a critical hit, slicing a darkspawn head clean off so that the steaming corpse kneels, penitent, in front of me. And oh, the ecstasy I experience when Anders hits a roomful of stunned mercenaries with Chain Lightning and they explode in technicolor body parts like fireworks proclaiming my victory.
I know I’m not alone in this. I would wager that most of the Gen-X gamers I know share a similar aversion to violence, personal or state-sanctioned. Why then do we revel in this indiscriminate variety? I’m not referring to the story-telling, the voice-acting, or all the other elements of the games that we are free to enjoy without shame or suspicion of moral duplicity. I’m strictly speaking about violence and bloodshed.
Steve’s admonition to rehabilitate ourselves and give up our Grey Warden addiction led me to revisit my own obsession with the order, and it occurred to me that violence and blood fueled that obsession. So here’s an unapologetic rationalization of said addiction: Of all the aggressors we could play in Thedas, Grey Wardens are uniquely satisfying for civilized humans.
Modern life can leave us feeling powerless in the face of endless rules, unreasonable expectations both internal and external, and injustices seemingly too pervasive to mitigate. Daily, we navigate interpersonal conflicts with complicated feats of critical thinking and emotional empathy. It’s exhausting. But it is to our credit that we soldier on anyway, and the world’s a better place because of our persistence.
It’s all very civilized.
But that sustained civility has a dark side, a primal gebbeth, a doppelganger we keep locked safely away in our mental cellar when company comes to call. It’s dangerous. And it gets hungry.
In Thedas, as in reality, violence is an equal opportunity employer. So why am I suggesting that the Grey Warden variety is so much more satisfying than any other in the Dragon Age universe? Because Grey Wardens are everything we aren’t allowed to be.
Grey Wardens are a society of superheroes that fight evil together, like the Justice League or Robin Hood’s band of merry men. There’s power in numbers, but there’s a sense of family, too, and when Alistair reminisces about what it was like before Ostagar, it feels genuine. Like Hood and his gang, the people they protect respect the Wardens even when they act outside the law. They have influence and power – thanks to the taint, they have superpowers – and a mandate to defeat evil using whatever means necessary. Deceit, lies, trickery? Fine. Colluding with shady characters? We’ll look the other way. Blood magic? Even the Chantry’s hands are tied.
But what they have in spades is mystique. Aloofness, an exclusive and secret joining ritual, the shared suffering of the taint and its consequences, legendary heroes, gryphons. Children want to be them when they grow up. Grown ups still want to be them. I love my job, but I doubt any of my students gazes at me awestruck and thinks, “I want to be a math tutor someday.” Within our everyday lives, we are offered few opportunities to be heroic or to wield power without restriction, as the Wardens do, and how can we help but covet that.
Mercenaries, Carta thugs, apostate mages, Templars…Everyone in Thedas is a potential killer. The preview images and trailers for both games and their DLC feature an appalling amount of blood, and everyone we see is seriously enjoying it, granting us communal absolution for our own thirst. (Look at the Mark of the Assassin trailer.) So that in itself is not unique to the Wardens.
However, Wardens are the only killers whose victims are so unhuman and inhuman as to be instantly beyond redemption and sympathy. Guilt free slaughter. In Dragon Age 2, our enemies are primarily other humans or elves or dwarves. That’s less satisfying. It’s easier to empathize with them, and you can’t tell just by looking at them whether to kill them. You have to think about it, and the decision isn’t an easy one. Some mages are bad, some Templars are good, Merrill is flaky, but she’s right about the mirror, Anders is right about mages, but blew up the Chantry. Hawke is heroic, respected and in the end, powerful. But it’s not the same. I feel bad killing mages. I feel bad killing Templars. Mages, Templars, Dalish, Dwarves…they look like us and their daily lives are not so different from our own. I love this game, but I cannot deny feeling nostalgic for something simpler.
That’s probably why I liked the Deep Roads quest in Act I of Dragon Age 2. It was a relief to finally just know that I was going to kill whatever came around the corner next. When you see a darkspawn, you kill it. That’s pretty simple. Ironically, it’s an attitude that I would find appalling in real life, but which is extremely cathartic in this fantasy one.
Maybe I’m way off base, and most of you have no particular interest in the violence. Maybe you’re reading this thinking that my dark side and I sound a bit too cozy and someone should call the cops before I let it out one time too many. But I’m guessing you’re too busy trying to cram yours back in the cellar and lock the door behind it to worry about mine. Better let it out.
Author’s Note: I’m ignoring Awakening, because it messes with the lovely little Grey Warden fantasy I’m building here. And truthfully, I felt that way when I played it as well. Oghren single-handedly destroyed the whole mystique of the Joining Ritual for me. So we’re not going to go there right now.
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13 comments
Comment by anne ominous on November 8, 2011 at 5:29 pm
I’ll take this as your subtle refusal to contribute to the Darkspawn Genocide Prevention Fund. Oh, and don’t bother replying to the R.S.V.P. You’re not coming to this year’s annual banquet, you ghoul.
You may be interested to know we’re currently trying to cover darkspawn under the Society for Orc’s Social Advancement charter. Your crimes against nature will not go unpunished!
In all seriousness, this is the best article on this site! You tapped into that murky morass of our psyche that compels us to kill untold hordes of monosyllabic brutes.* What good is a hurlock arm if you can’t lop it off, I say? They’re evil, and they make people into creepy meat shrines.
We’re doing the world a favor. We’re friggin’ heroes. Now where’s our griffons?
* Let’s all pretend Awakening never happened, mmkay?
Comment by FalseProphet on November 8, 2011 at 8:09 pm
I think my opinion's almost the opposite of yours. I found the Grey Wardens vs. Darkspawn plot to be the least compelling part of DA:O's story. Since DA:O is basically Tolkien pressed through the George R. R. Martin filter, I guess BioWare felt sword & sorcery needs a "grand war against the darkness" backdrop (and gauging by the vitriol flung at DA2, a lot of the player base agrees).
But it's hard to have a mature, dark and gritty take on high fantasy when you have a Dark Lord and his minions doing evil for evil's sake. Maniacal tyrants in black capes worshipping horned demons and cackling how they serve darkness are a genre staple, but don't make for compelling or deep human drama. So the Blight, true to its name, is basically a plague–amoral, cutting down all life in its path because that's all it is. The darkspawn are basically a swarm of locusts, acting completely out of instinct. You can't negotiate with them, nor can you really hold them accountable for their actions.
That's why it was the human (or dwarven/elven/qunari) drama that appealed to me more. Loghain is such a great tragic villain: the once-great freedom fighter who threatens to let his homeland be destroyed rather than accept aid from those he once saw as enemies. The other main quests had some neat ambiguity built into them. But the Blight was basically, "a flood's coming to drown us all, so either we all get together to build a wall high enough or we all die". You can't really use diplomacy on a tsunami or ask what its motivations are.
It's kind of brilliant how BioWare made the standard epic struggle against the darkness into the backdrop of the real story. After all at the end, are you really the Hero of Fereldan for ending the Blight, or for holding together a kingdom on the verge of collapsing?
And Grey Warden is the absolute worst job on Thedas. You probably didn't want to be there. Neither do most of your comrades. You have a good chance of dying during the initiation. You pretty much give up all worldly ties. You probably can't have children. You're slowly being poisoned to death. You'll probably be killed by the unthinking monsters you actively hunt, and if not, will eventually be consumed by a deathwish to seek them out alone. Your sleep is haunted by nightmares. People like to pretend you don't exist or aren't necessary except for once every century or so when everyone screams for your aid.
Comment by Samantha on November 8, 2011 at 9:12 pm
I personally think we should move away from the whole Grey Warden thing because if there is no Blight, what is the point? Yes they are important, but what do they actually do when there is no Blight, no Archdemon to destroy?
In DA3, I would like to see how the Mage-Templar situation is handled because that is one of the biggest unresolved problems in the DA World. What is the Chantry hiding as per Legacy DLC? It seems as if they are at the heart of the actual problem, but that is what I think.
Comment by modernfan on November 9, 2011 at 12:27 am
Great article – thanks for sticking up for the Grey Wardens & those who love to play them. Aside from the fun & guilt-free open season on darkspawn, being a Grey Warden made playing DAO a lot more meaningful for me. Playing a selfless, honorable character who gave up everything to serve others was roleplaying gold. It made the journey through the game much deeper and more personal, and made me really care about what happened to Ferelden. Contrasted with the complete lack of connection I felt with Hawke and Kirkwall, the difference is huge. I could never feel invested playing Hawke the way I did when playing a Grey Warden. Blight or no blight, the Grey Wardens ARE Dragon Age to me. I'll always believe BioWare made a big mistake in jettisoning them in favor of the mage/templar/chantry political conflict. Just my opinion.
Comment by MKDAWUSS on November 9, 2011 at 4:09 am
Well, I will say this about the Grey Wardens.
One thing that the Hero of Ferelden was never really able to do was spend time with the mainstream Grey Warden Order. The Hero of Ferelden's interactions with mainstream Wardens was rather brief, and he was, for the most part, self taught. This becomes notable during his period as Warden-Commander and he inducts new recruits. If we learn more about the Wardens and interact with the Grey Warden Order, we'd like to do so as the Hero of Ferelden instead of someone else, because, he's a Grey Warden (and one of note at that).
I do agree that the Darkspawn storyline was one of the less compelling storylines of DAO (I preferred the political stuff far more). I was hoping to see more of the political storylines in DA2, but instead, we mostly got Mages vs. Templars, accompanied with supernatural elements…
Comment by FalseProphet on November 9, 2011 at 8:09 pm
That's a fair point. It's one of the big kinks in the DA:O plot. While all six origins are compelling, maybe only half of them have good motives to stick with the main plot. My first playthrough was the human noble, so for me a big part of it was avenging myself on Howe, who happened to be Loghain's lapdog. The Wardens, and especially Alistair, when his parentage come out, were tools to that end. Or at least, the only ones at my disposal.
But in some of the origins, your recruitment was out of desperation or against your will. So, a paramilitary organization that hasn't done anything the general public would consider noteworthy in 400 years recruits you under less than ideal circumstances. You barely survive a potentially lethal initiation and then see most of your comrades and your recruiter slain, and the only other Warden around is lacking drive and doesn't know much more about the order than you. Wouldn't it be tempting to run for the hills? As far as the Wardens are concerned, you died at Ostagar.
Now, admittedly, the Mage Warden probably has more freedom as a Grey Warden than in the Circle, and the Dwarf origins have a better appreciation of the threat Darkspawn represent (though I still think the Commoner has little reason to stick around). But why is the Dalish Warden sticking it out after Ostagar? Becoming a Warden cured them of the Taint, but now the Wardens aren't there to boss them around. Why not go home?
Even Awakenings and the novels don't really get into the Wardens as an organization. If they're going to revisit the Wardens in DA3, a look at how Weisshaupt and the Anderfels works as a bastion of their power would be welcome.
Comment by Felix on November 10, 2011 at 6:08 pm
"I was hoping to see more of the political storylines in DA2, but instead, we mostly got Mages vs. Templars, accompanied with supernatural elements…"
These are very political elements, but I suppose you object to their "unrealistic" nature. Well, two things: it's good when fantasy game take its magical elements into account from a social point of view. Secondly: metaphor…. it's a hundred times more meaningful than anything in DA:O.
Comment by stevegarbage on November 11, 2011 at 3:45 am
I have to agree, and it's one of the reason I love A Song of Ice and Fire so much. When your enemy is a mindless, monstrous hoarde, there are no reservations or second thought about wiping them out. You get many more shades of grey when you deal with "human" politics, like understanding Loghain's intent or trying to decide whether you destroy or save the Anvil of the Void.
That's why one of my favorite creations of Dragon Age is the Qunari. I don't necessarily usually agree with their actions, but I find it hard to not respect and be impressed by their philosophy. That's why I loved Sten in Origins and the Arishok. I don't agree, but I understand and admire their conviction.
Comment by stevegarbage on November 11, 2011 at 3:50 am
I think for the Dwarf commoner it's as simple as you really don't have anything else at your disposal. You can't go back to Orzammar to live and there's not much point to starting over on the surface if everything is going to get destroyed by the Blight. It's killed or be killed.
I agree that the Dalish origins has the least vested interest, but there is still the kill or be killed mentality to it. But part of that Origin is that you still retain some hope of finding Tamlen in your travels (which you eventually do).
Comment by denisekeller on November 11, 2011 at 3:14 pm
"We're doing the world a favor. We're friggin' heroes. Now where's our griffons?"
Yes, yes, yes. That's it exactly.
And thanks for the compliment, but no, I'm not giving money to DGPF or the SOSA. >slams door<
(Perfect example of something I would never do in real life. I'm a sucker for hard luck cases.)
Comment by denisekeller on November 11, 2011 at 3:24 pm
But what about the Others? I haven't read the most recent book, but so far the Others haven't had any redeeming qualities. In fact, they are pretty darkspawn like. Maybe it's a matter of proportion. The political intrigue in A Song of Ice and Fire is, so far, way more important than the still distant and vague threat posed by the Others. But I can't help feeling that will change, and that somehow that world will have to pull together to resist them. And that could be in the future for Thedas as well.
I like the Qunari as well, and especially the Arishok. But Tallis…not so much. I'm trying, but the difference between her personality and behavior and the Qunari we've met to this point is so extreme, I find it jarring.
Comment by denisekeller on November 11, 2011 at 3:30 pm
I just wanted to say that this is a great discussion. And even though this article is pro-Grey Wardens, I'm happy to see so many people standing up for the storyline in DA2, which I also think had better storytelling than origins. I loved both games. Which one I want to play depends on my mood: do I feel like *saving* the world, or *ruling* the world?
Comment by FedericoV on November 13, 2011 at 12:58 pm
There is a similar discussion on the Bioware boards and I'd like to repeat my point here: have you played Legacy? Well, I have and while playing the DLC I had the feeling that everything make sense, a feeling that was lost to me during DA2 (and MoTA too). I asked myself why and the reply was simple: Legacy talks about Grey Wardens, the Blight and the Golden City.
Simply put, a DA game without the Grey Wardens is like a Star War movie without the Jedi. GW imply some themes that are at the foundations of the DA setting. Without those theme, the word and the game feel shallow because there is no substitute for them. Turning everything in a soap opera like DA2 does not make the saga any service.
So, I just want to say that Bioware is free to investigate other storylines and the main charachter has not to be a GW (maybe, they can leave us the choice to join the GW or not this time). But the GW should allways be part of the picture, at least as a faction you have to deal with. And the story of any DA game should allways be linked in some way to the overall epic theme of the setting.