GunMoth wrote...
Okay, we're arguing in circles so I'm going to assume you're missing something. LECTURE DINNER TIME. *nomns on gyros*
Culture + personal history + qualities one is able to relate to = Compelling characters / Character development.
I still don't get why you have culture in that equation. What exactly do you mean by culture? How is that expressed in a character?
Art = The act of expressing an idea through various mediums. It makes those things "art". However, art that is not abstract follows a format known as artistic elements. The elements differ based on medium. For example, a videogame will have different elements than a painting.
Would a theme (redemption, revenge, love, good vs. evil, etc.) be considered an "artistic element" using this definition?
Why Dragon Age's main artistic element is "character":
The city, the story and everything in it does not change on its own. It changes based on decisions of the main character (or rather, lack of changes). However, without supporting characters to influence or react to the main character's actions, the story will fall flat because there is no outside opinion to challenge the main character. There would be no conflict. There would be no antagonist.
If those characters do not have depth, culture, or some way to relate to them, then their opinion is moot, and the struggle is lost.
I use Fenris as an example because he is the most two dimensional character in Dragon Age 2. His support or arguments become meaningless because his character has no depth or meaning unless the player reads WAYYY too far into what little history we have of him. Interesting things are happening with the plot, so maybe the main element IS plot. If that's the case, it only further proves my point that the game alienates the player from the decisions that they make. I'm starting to believe this now.
I don't know quite how to start addressing this section because of so many presuppositions. So I'm just going to try to present my view of DA2 in contrast to yours and hopefully you'll be able to see my points more clearly.
Quite simply, I do not think you can say the story is only about Hawke. Nor can you say its simply about his companions. DA2's story is about Hawke, his family and friends, and the collapse of a culture around him. Kirkwall is clearly a decaying civilization. Poverty is rampant; morality is a forgotten notion. Virtually every mage experiments with demonic magic, and those that don't are unfortunate enough to be associated with those people. The order meant to protect mages, the Templars, are their oppressors. Many of them support widespread genocide of mages for the actions of the renegade ones. The city brothel is teeming with customers, including your pathetic uncle who, by the way, wasted all the money your grandfather left you on booze and hookers. Racism is just as problematic as elsewhere in the world, with elves being treated as second-class citizens. Organized crime is everywhere. The viscount is slow to act in any situation. And the religious leaders? They are either corrupt or paralyzed by the weight of the city's wickedness. This game paints an absolutely unforgiving, unrelenting picture of the dark foundation of a crumbling society and places your character right in the middle of it. Your rise in influence is contrasted with the slow decay of the city around you. Arguably the most empathetic faction in the entire game is the Qunari, who are undoubtedly flawed in many ways. However, they are moved by the desolate state of Kirkwall and feel compelled to do something about it. Not merely on a pragmatic level either, but on a more basic, meaningful level. They see a people without meaning or purpose, a herd of sheep without a shepherd, and feel obligated to help them.
So, when you step back and analyze all of this, you begin to realize the intelligence behind the writing. Perhaps it is an insightful commentary on Western civilization, or perhaps it is merely an unintentional commentary on all collapsing civilizations. But it doesn't just stop there. Your companions, each with their own agendas and loyalties, all have their own crushingly sad tales that reinforce pre-existing themes.
Aveline? Her husband got killed and she's now having to work for a corrupt city guard.
Anders? He's possessed by a demon and doesn't know how to get rid of it. And even worse, he's not sure if he wants to.
Merril? She's expelled from her people for her willingness to play with demons to gain the power to revive her dead friend.
Fenris? He was a slave that was constantly abused at the hands of an evil mage. Oh, and now he hates every mage because of his experiences.
Sebastian? Oh, his family was killed and now he's torn between his allegiances to his family, his country, and his god.
I love the characters in this game simply because they reinforce the dark, tormented themes that the game consistently submerges you in. The questions the game asks are hard ones. They're instantly relatable to our everyday lives. And no matter what choices you make, Kirkwall inevitably collapses under its own bloated weight.
The amount of depth in such a relatively small-scale story is stunning. While you may not be saving the world, the “significance” is there in the way you relate to other characters, and the way the story brings your own beliefs and thoughts to the surface.
And yet, at the same time, you are always aware of the ordinary nature of your tale. You realize there are all sorts of things occurring in this fantasy world, but you're too busy trying to avoid a diplomatic incident or scrape up some coin. After playing Bioware games that are so large-scale when compared to the relatively small-scale Dragon Age II -- games like Mass Effect and Dragon Age: Origins -- the game seems to be lacking that sense of grandeur. Your story is not an epic, it is just one of many stories occurring in the world over a few years. Dragon Age II feels cut off from the world they already established in Origins, despite the multiple references they throw in to appease fans. It isn't until the very end, when the tease of a far larger, grander coming event comes, that you begin to realize the “significance” of your tale in a much broader sense.
It's this dichotomy, small but deep, that makes Dragon Age II so unique. The game's small scale allows the story to fully explore the relationships between people and study a culture and society.
So, uh, I disagree.