A few easy tips to pick up from another great RP series

Dragon Age Origins Blog rsz feature skyrim dragonborn What Dragon Age Can Learn from Skyrim

November hit and my gaming life became Skyrim. The fifth installment of the Elder Scrolls series is arguably the powerhouse RPG title on the market at this point. While the open-world style of Elder Scrolls and the story-focused Dragon Age aren’t exactly apples to apples, there are certain features of Skyrim that could translate well to the DA universe.

Marriage

True, BioWare games have their romances and certainly the in-story romances are way more involved than the marriage system in Skyrim. However, there’s something about having a large selection of NPCs that could be wooed and then being able to come home and find them in your house, cooking you dinner and giving you a cut of their shop’s profit. The marriage system in Skyrim is incredibly shallow but, for some reason, incredibly intriguing.

Romances in BioWare games usually have that climactic moment of underpants dance (of Origins) and then that’s about it. You don’t really get a whole lot of interaction with your partner. You don’t in Skyrim either – but the door that it opened to really take the next step in in-game romances is there.

Maybe love is fleeting, but there’s something to be said for the institution of marriage in games. And if you don’t believe that, just check out the popularity of the Royal Wedding Mod for Origins

Factions

Ok, different questing factions is nothing new to Skyrim. Having a fighter’s, mages’ and thieves’ guild has been a part of, well, every Elder Scrolls game I’ve played (the last three). They’re not tied to the main plot but there is a boatload of good missions and story within each of them. Outside of the main questline, characters can join the Companions (fighters), College of Winterhold (mages), Thieves’ Guild, Dark Brotherhood (assassins), join a side in the fight for Skyrim with the Stormcloaks or Imperial Legion, or later decide whether to build the Blades and go on a dragon hunting extravaganza.

These factions make for interesting side questing opportunities. While Origins had the Chanter’s Boards and Mages’ Collective, it never felt like you were actively helping a faction out with their problems. Considering that Dragon Age likes to use a lot political intrigue as a plot device and that morality also comes into play, wouldn’t expanding the factions make a reasonable and fun option for some sidequests? Maybe you choose to help the Mages’ Collective complete quests, but it would put you at odds with the Chantry for helping mages outside their jurisdiction.

It would make you feel like doing sidequests not related to the main plot mattered instead of running around doing oddjobs for random people. Especially if BioWare were to tie in temporary (or permanent) companions as a reward/result.

Upgrades

Ever find a weapon or piece of armor you just really, really, liked? But then you play for a couple more hours and soon find that the awesome weapon you love is now garbage stat-wise. In Skyrim, it’s not so much an issue to do the upgrading system used through the smithing skill. With the right amount of materials and training, you can really boost the stats of an item to nearly double its original efficiency. I managed to use the same Skyforge steel greatsword from about level 5 through level 30 when I beat the main quest.

Dragon Age Origins Blog rsz skyrim dragon fight What Dragon Age Can Learn from Skyrim

While older games like Knights of the Old Republic would offer upgrade slots for specific items and both DA:O and DA2 had rune slots, they couldn’t make an item usable for an extended period of time. This would be perfect for people like me who have a certain attachment to a person’s starting equipment. (Who else kept Carver’s sword in their storage box for the entire game after he died?)

I don’t particularly like the “improves with level-up” mechanic that was used in DA2, but having a system in place that could increase the base damage values to an item through some sort of crafting system would be awesome and useful. You could become attached to a certain item as yours without having to discard it every time the next best thing comes along.

Lockpicking

Who else got tired of burning skill points in Origins on lockpicking? And who was really peeved by having to pour useless cunning into Varric or Sebastian to make them viable lockpickers if you didn’t want to drag Isabela around in DA2? Obviously locks are a sensible thing to have to protect certain doors and treasure chests, but neither DA game has had a really good method for dealing with how to open them. If you don’t believe me, check out the popularity of the Lock Bash mod or other mods like All Chests Unlocked.

Each Elder Scrolls games offers a new way to unlock chests. In Morrowind it was a straight skill check with (what I assume) was random number generator behind the scenes. You twisted a lockpick until it opened. In Oblivion it made it mini-gamey to where you had to try to bump and lock tumblers. And in Skyrim it’s more of a “guess the sweet spot” and turn minigame.

Is a minigame option the best way to deal with locks? Not necessarily. But there has got to be a better way than punishing rogues into building differently just to unlock chests. In Elder Scrolls anyone can give a shot at lockpicking. Obviously fighters and mages may not be as good as rogues, but the option to allow any character to try should be implemented. How about a system that would make locks easier for Leliana to open but still possible if you want Sten to try to get in there and tinker with it? Whether that’s through a minigame or some other method, Dragon Age could benefit from opening the world of lock-opening.

Finishers

We had finishing moves in Origins. Then they were mysteriously absent from Dragon Age 2. Now, I’ve been enjoying them again in Skyrim.

Really it’s a cosmetic thing that has no bearing upon the game. Sometimes maybe instead of your opponent just falling over dead, you take off their head or stab them in the guts with your sword or whatever. But they add a little bit of flair to combat more than just the average hacking and slashing. And let’s face it, RP games have a lot of killing to spice up.

It’s not like this would even be a new thing for Dragon Age, just occasional, random finishers. Let warriors run people through or cut their legs out then slam them down and let rogues give a nice old double-stab to the guts. It can’t be too hard to come up with a handful of flashy finishers for the rogues or archers either, is it? Bring it back!

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