World-building in Dragon Age: Origins
Wednesday, November 18, 2009 at 5:49PM
Nathan in game design, gaming, rpgs

Guess that’s why they call it “Dragon” Age.

There’s a lot to admire in BioWare’s latest RPG. The world is vast (at 27 hours of playtime, I’ve progressed through a mere 18% of the game), what parts of the story I’ve explored so far have been enjoyable, and the overall opportunities to actually “role play” feel much richer than in similar entries within the genre. Indeed, getting into the mindspace of an RPG character has always been easier for me at the table with dice, rather than in front of a screen with a controller.

In many ways, the setting of Dragon Age: Origins (which doubles as pencil & paper RPG setting to be released soon, in a smart move by the powers-that-be) has much to recommend it as well. The tension between the Templars and the Circle of Mages is excellent, without establishing either side as the good guys. Sure, the Templars often act like jerks to mages — and everyone else, really — but at the same time, what’s said in the game about careless or weak magicians becoming unwilling vessels for bloodthirsty demons is, you know, true. See, a mage shines like a beacon to the denizens of the Fade, an immaterial realm of dreams, spirits and demons. And like moths to a flame, they hone in on practitioners of the arcane arts to wreak havoc in flesh.

I also love part of the backstory for the creation of the Darkspawn, the primary evil that players battle against in Dragon Age. Way back when, a group of powerful magicians ran out of terrestrial power to covet and acquire. What to do, what to do? they asked themselves. I know! Let’s go to heaven and conquer the vacant city of god! And so they did.

Two words: Bad. Ass.

Now obviously this doesn’t turn out well, since it results in the creation of the Darkspawn. Judging by the name alone, you can probably figure they’re not nice dudes. But at any rate, these are just a couple examples of the parts of Dragon Age that establish an engaging and unique world. It’s a shame, though, that not everything about the game’s world was created with such loving care and an eye to individuality.

 

Pictured: New Fantasyton. Motto: “No hobbits here, no sir.”

The assemblage of races and nations in Dragon Age is your typical Tolkien Standard Array (not a real term, but should be) meets medieval Europe: Welcome to 90% of fantasy settings, fellas. Now, to BioWare’s credit, they subvert a few tropes in their world-building. Elves, for example, are a subjugated race of second-class citizens, having only recently won freedom from their former human masters. Many elves still do serve those same human masters, so recent is the change.

Though dwarves are, sigh, toiling away under mountains crafting the finest weapons & armor in the land, their once mighty empire is now is near-total collapse. And not because they dug too greedily, or too deep! Those Darkspawn mentioned before first bubbled up from the deep parts of the world, and dwarves were the first stop on the path to the apocalypse. But the dwarves can dodge all the blame for that, too — a lifetime living and working with the physical stuff of magic, “lyrium”, has rendered every last dwarf a magical non-starter. Sure enough, it were those dastardly human mages what done the deed. Nice move, guys.

More annoying still are the lazy Euro-centric ethnic stereotypes renamed and redecorated to fit into the fantasy schema. The world might be called “Thedas”, but it still feels a lot like home. The game’s main nation of Ferelden? UK accents and cultural flourishes abound. Nearby Orlais? Home to wine-, fashion-, and bard-loving francophones (so it’s pronounced or-LAY, of course). Somewhat more-removed Antiva? Spanish-accented rogues and schemers. And on and on like that. Obviously, the developers require voice actors from our real world to populate their game, and they will have accents, but there are more interesting ways of addressing this issue, and turning it into an advantage.

Digression time!

Put in whatever contacts you want, man; I don’t think you’re getting on the cover of National Geographic.I’m a big fan of the two Dune miniseries that were produced by the Sci-Fi Channel. For various reasons, (financial, logistic, etc.) shooting was largely done in studios in Prague, with Czech cast members fleshing out many of the side roles. Notably, nearly all Fremen were played by Eastern European actors, many of them with very distinct Eastern European accents. Now, the Fremen of Dune are already a culture assembled in many respects from historical pastiche: author Frank Herbert borrowed greatly from the Arab and Islamic societies of the Middle East in creating Fremen society.

It could have been awkward, but when you put swarthy-looking Czechs in stillsuits and have them start treading the sands, suddenly disparate elements are working in your favor. The Fremen are a race of humans on a desert planet in the far future, where Earth is but a memory. Having our expectations subverted (seeing a white guy in Bedouin kit speaking oddly-accented English) gives our imagination some more room to suspend disbelief. In a game, where all the visuals can be created from whole cloth, there’s no reason a similar technique couldn’t work. (Complain all you want, but you can’t say appropriating the English patois of the Caribbean region didn’t help create a… unique culture for Star Wars’ Gungans.)

None of these elements seems obvious in the first hours of play. But as your progress toward acquiring the Urn of Sacred Ashes becomes more and more almost-comically identical to the quest of Arthur’s knights for the Holy Grail, it’s hard not to feel like someone just pulled a quick “search-and-replace” on the Wikipedia pages for history and folklore of the Dark Ages, then slapped it all on a new map.

There are some rough spots in the plot as well, which are perhaps more jarring for for the story’s overall quality. But I haven’t seen it through to the end yet, and I’ve detected a few whiffs that plot machinations that seem rote or obvious at first blush might have a little more complexity to them, as the player and their heroic surrogate both learn more.

 

Don’t mind us, just doin’ a little light demon summoning before supper.

Truly, though, Dragon Age has captured my attention in admirable fashion, regardless of any flaws it has. The decision to include six different starting zones based on character creation choices, with six separate introductory stories, is an excellent move — all the more so since those choices have real effect on the game world. Play as an elf, for example, and expect to be on the receiving end of human prejudice fairly often, and have the opportunity to confront the same head on, both in social and combat encounters.

Welcome, too, is the lack of any kind of “morality continuum” for the playable characters, mechanics-wise. Instead, your options change only your standing in the eyes of your adventuring party as permanent effects go, with possible ramifications for the greater narrative, depending on what’s at stake. So rather than worrying about earning immersion-breaking “dark side points”, you can concentrate on maintaining the trust and esteem of your friends and allies as you make your mark on the world. Much more realistic, and much more amenable to complex decision-making. So, too, is it easier for a player to have their character make interesting choices (and ones more in keeping with a unique outlook) without being penalized by the game.

I think more than anything, it’s those two game design choices that draw me in, by letting me imagine my character as a realistic person and having the game reflect and give opportunities to realize that image. The flashes of originality that can be found in its world of Thedas are a factor as well. I just hope that I won’t continue discovering more seams and frayed edges in the world as I explore it.

Article originally appeared on the nth degree (http://www.thenthdegree.org/).
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