Medhia Nox wrote...
I'm sorry this is so long...
Sometimes I wonder about people who prefer dark material over the struggle of a hero trying to achieve something good. I am curious what kind of life those people lead and what genuine struggles they've had in it. The people I have encountered who enjoy "dark" material are usually the types of people who have never experienced any real tragedy in their lives. They usually lead fairly ordinary, or sometimes well off, lives without so much as a snippet of genuine "darkness". And I've found that those who have experienced darkness, but prefer it, have simply given into it - often placing the blame on others, and never seeking to escape their own failures or tragedies.
This is the difference between fiction and reality. It's also a matter of taste. I'm not going to go into my personal life, but suffice it to say I've seen and experienced some pretty dark stuff over my life. I don't watch or read material that explicitly relates to those themes. It's all shades of uncomfortable. But DA2 is a fantasy game. It's a great medium for invoking the dark stuff, as we can distance it from our own personal tragedies.
As someone who has experienced some darkness in the real world (but by no means the extent of the tragedy many have faced in their time) I am not so impressed with "darkness". Dragon Age 2 seems to me to be rather trite in its convictions.
Here we have a world where I orphan hundreds, perhaps thousands, of children every night I walk through the city streets of Kirkwall in a trivialized gore fest of slaughter and lawlessness. I steal from people's homes and businesses in contrived "treasure finding" chests that are placed around the game world.
This is the separation of gameplay versus story. Stealing everything that isn't nailed down, fighting in random encounters, those are RPG staples, ways to gain items and XP. I tend not to think one way or another about their inclusion. It's the main story and the dialogue where I focus most of my attention. In these respects, I don't see them as trite.
DA2 is fundamentally about a war between security and freedom. Neither side is purely right, neither side is purely wrong. On one hand, you have the templars trying to protect the citizens and the mages themselves from their darkest impulses and potential. They're also using some pretty horrible means to accomplish that aim. On the other hand, there are plenty of legitimately threatening mages out there, and it's not easy to control them. So what do you do? That's the question of the story, and if you think it's easy to answer, I don't believe you've fully considered all angles.
I feel that this story catered perhaps to a group of people that have not faced "darkness" in their past (this is opinion - not fact). And for them, it might be new and bold. For myself - it was predictable and hollow. Hawke only betters himself in material gain - he watches people he knows to be uncouth - continue down their paths of madness and does nothing. That is the worst thing. Hawke is a bystander. He's the city goer who walks past an alley while a woman is being assaulted and says: "Not my business." He can achieve nothing in this game - he cannot stop the evil happening around him - and while that is perhaps a valuable lesson to some, I will tell you now, learning it in real life is far more acute.
I don't think this story was new for anyone. It plays heavily on the themes we currently face in the real world. Security versus freedom has been a hot topic in the media since 9/11. DA2 at least moves the setting to a fantasy world and imbues both sides with flaws and virtues. It also doesn't hand you the right answer on a silver platter. It's trying to get the player to come up with the answer for themselves. This is a big question with a lot of variables. It would've been easy to make it too political or too heavy-handed, but it doesn't. By encouraging the player to think for themselves, it actually comes across as quite subtle.
As for Hawke being a bystander...yes, in some respects he is. And I'm alright with this. Most games have you painted as a hero who can fix anything just by looking at it. Hawke struggles. Sometimes he succeeds, sometimes he fails. That makes the successes matter so much more (defeating the Arishok in single combat was a crowning moment of triumph in my game, for instance).
This is also a role playing game. If Hawke experienced no pesonal growth in your game, that's not a fault of the developers. That's how you played him. In my game, Hawke was a wise-cracking smart ass until he lost his mother and the city of Kirkwall dumped its security on his shoulders. Then he sobered and struggled with the weight of that responsibility.
Regarding what he achieves...I don't think his story is fully over yet. I could be wrong. The devs only know the answer to that. But yes, he ends with something of a failure right now. And I get that it's uncomfortable and awkward and it doesn't make you feel like a hero, but
it's not supposed to. In a story without pure good guys and bad guys, it would be trite to make it end with an overwhelming success. Again, this is a game about making difficult decisions and never being sure which move is right or not. It's supposed to make you think, not feel loike an invincible hero. There are other games out there if you want that.
I actually agree with the mindset of the Arishok more than anyone else in the game. Kirkwall isn't dark, it isn't edgy, it's pathetic. It's full of pointless, useless people who do nothing to make their world better. It's full of "scum and villainy" and sure - movies like "Pirates of the Caribbean" (love them all btw) make them look romantic - but "scum and villainy" aren't cool to me. They aren't bold. Idolizing them is everything that's wrong with modern culture (perhaps all cultures through history).
Not sure which Kirkwall you're seeing here. I'm looking at a city where people are just struggling to get by. It's not all scum and villainy. The Wayward Son quest gives us a mother trying desperately to protect her children. In Act 3, one of the blood mages we're sent to find also tried to protect the orphans in Darktown. Unfortunately, she lost herself to the demons.
I don't know how any of it's romanticized, though. It's all played pretty much for tragedy in DA2. The point of Kirkwall is to show the extremes. The people in Hightown aren't really aware of the depravity going on in Darktown. Or maybe they are, but they just don't care. The nobles don't really come off all that well in this game, though. Mostly they look the other way, which helps contribute to the war later on.
As for the Arishok, I think he's a compelling character, sure. But he has a fairly disturbing philosophy. Everyone should just do what the authority tells them is right for them and never reach that conclusion for themselves? Mages should have their mouths sewn shut and be collared and chained on account of how they were born? Again, he's not a fully good or evil character. He's a product of his culture, and I don't know if we should agree with the Qun. But the game doesn't tell us if the Qun's right or wrong, so you can absolutely make your own decision. I for one am not comfortable with the Arishok, though.
No - I did not find Dragon Age's darkness to be bold - nor fresh. I don't romanticize Ander's terrorism - and there is enough terrorism in the real world that I don't need a game to trivialize it (and I feel it did with it's over the top attitude toward it). I don't think Isabela's cowardice is daring - I don't admire cowards at all, in fact, I'm rather repulsed by them. Carver is a man who never finds his own way - I've seen plenty of them in real life, and I don't aspire to surround myself with more.
Terrorism is a hot word right now because of 9/11 and other events. Yet it isn't the end-all word on the subject. History is littered with terrorist acts, and how they're painted depends on which side comes out the victor. DA2 is also a fantasy game, and it takes pains to portray both the mages and templars with strengths and weaknesses. I don't believe it's goal is to trivialize an act of terrorism here, I think it's goal is to make us think
why it happened. What did we do? What didn't we do? Could we have stopped it? I don't think we could have. I've spoken with you about Anders in another thread, so I'll leave off him here.
As for Isabela, she can overcome her cowardice. It takes a real hero to do the right thing even when they're scared. If there's no drama to the decision, then it's not really heroic. But when Isabela comes back, when she places the lives of others over her own, she's a hero. Carver absolutely comes to terms with himself if he joins the Gray Wardens. I'll admit, his personal growth is a bit less if he joins the Templars. But as a Warden, he learns his own strength and he stops resenting his brother. It takes time, but he gets there. Growth. Always a good thing.
A "Heroes Journey" is abstract. The creatures you fight are "concepts" not living beings - you kill far fewer people in something like Origins - and when you do, when given the option I took the decisions very seriously. ((You are not given options for situations like Howe as far as I know)). I spared Loghain, and scorned Alistair for his weakness to not have mercy - I was perhaps pleased to see him devolve into a weak ineffectual drunkard.
At any rate - I've rambled enough, and said my piece on the topic. I believe the darkness of Dragon Age is edgy and bold only if the darkness that can be in the world is ignored.
I have to disagree with you here. You absolutely kill living beings in Origins. This is fantasy. Darkspawn might not exist here, but they do in Thedas. Most people are more comfortable slaughtering them, though, because they're inhuman and seemingly evil. Then Awakening comes along and tries to show us another angle on that. And most people hated it. Just like it seems most people didn't like the killing of mages and/or templars in DA2. Why? Because it's not pretty. It's not easy to accept. Again, that's the point.
I don't see DA2 as edgy and bold. I see it as thought-provoking. It asks a question and then it purposefully withholds the answers in order to make the player think. And you might not be comfortable with the answer you give or the choices you have to make. I like it, though. I think it's done well. It's not heavy-handed, it's not preachy, and it's not over the top.
But I have a feeling we'll just have to disagree on this one, as I don't think I'll be changing your mind anytime soon. I just hope you recognize not all who like the darkness in DA2 are immature or inexperienced in the ways of the world. Everyone has different tastes, after all.