Originally, I planned my PC to be a Don Quixote type: naive, romantic, foolishly heroic, impulsive, etc. Also, I envisioned my PC having real character development during the course of the game. I was curious to see how far a video game would accomodate a play style such as this, since games are necessarily fairly limited in this aspect. I think, however, it worked out pretty well.
As a human noble, tragedy strikes early in the game, and this necessarily hardened Schirm (the PC). To him, becomming a Grey Warden was accepted as a way to achieve heroic status, and to see justice served to Howe. He did not take the Blight all that seriously -- after all, he was destined to become a hero in his mind. Acting the part of hero, and trying to impress others, was his early goal.
Through a large part of the game, Schirm was infatuated with Leliana, and lavished gifts upon her. Sadly, she never seemed to return his romantic gestures, but valued him as a friend. Morrigan somewhat disturbed and scared him, with her pragmatism and hard world-view.
A major turning point for Schirm was in Redcliff castle, with the possessed child. The gruesome decisions that had to be made there started to shake him to reality. Also, learning of the true history of Leliana had an effect on him, and afterwords he never again sought her out as an object of romance. His naive view of the world was beginning to crumble, and surprisingly he began to find comfort with Morrigan's pragmatism.
During the search for the Sacred Urn, it finally dawned on Schirm: his attempt to play the part of chivalric hero has been shallow, and nearly tragic. He had a responsibility to try to end the blight, and perhaps a means to do so. Idealism be damned -- if Fate would use him thusly for its own ends, then he would have to learn to use others. No matter the cost.
This eventually led to him to foce Alistair into marriage with the queen, seeing it as the only way to end civil war. It also led him to use Morrigan in the end, to save his own life, instead of volunteering for an otherwise heroic self-sacrifice.
There are many other imaginative pieces of Schirm's story I could add, but my point is that DA:O actually came close to my vision of a true-roleplaying experience. The story, and my main protagonist, along with his gradual development from a naive idealist to world-heavy pragmatist, came together like an actual literary piece of work. And it just seemed to happen somewhat on its own (with a little help from the ol' imagination, of course). Kudos to Bioware, IMO job well done.
Did anyone else experience anything similar? Did anyone else's character seem to actually change over the course of the game, character development matching time with the story's tempo? Did the story have a deep impact on you, such as a well-written novel?
p.s. sorry about all that text





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