BioWare has stated that George R.R. Martin's the Song of Ice and Fire novels have influenced the world of Dragon Age, and it shows in what happens to your characters' family members in both Origins and DA2. In myths and fiction, a hero often needs to lose people close to him/her in order to move on and fulfill his/her own destiny, but Martin's slow, unflinching, sadistic decimation of the Stark family seems more like what Dragon Age is going for. Martin, however, was wise enough to give us a good amount of time to meet and begin to like the family members he will later tear away from us, which is where BioWare has failed with both Origins and DA2.
1) We as players have no prior emotional ties to our characters' family, so killing one of them very early (i.e. Origins' Human Noble story or the early Carver/Bethany death based on your class choice) has no emotional impact on the player. The opposite side of this spectrum is Fergus in Origins: your family is murdered and you think he may be alive, but he only reappears in the celebration sequence at the end of the game in a moment of 'Hey! Guess what? I'm not dead! What? You stopped caring 30 hours ago?'
2) A completely random, horrific death in the family (i.e. Leandra in Act 2) is jarring and scatalogical unless the loss leads to an important turn in the story (which it did not in that case), and again the player is unlikely to have developed an emotional connection to that character. Given that you have no power to stop Leandra from dying, I felt that her death was a cheap shock tactic with little emotional or dramatic impact.
3) Perhaps the root of the issue is that the voice acting and animations for these death scenes are so ham-fisted or melodramatic that the plot event is more likely to evoke laughter than sadness or pathos.
So why even bother? Just like in Neverwinter Nights 2 (which was Obsidian's work, not BioWare's) the family element to the plot of DA2 is more of a hinderance to the player's enjoyment of the game, a nagging pause in the story to play out a pre-determined drama for which you feel no emotional interest.
If BioWare can't portray family relationships with any dramatic weight I wish they would simply take a cue from the Elder Scrolls and make your character a prisoner with no past. After all, why do we play RPGs? We don't want to wade through hours of dialog about a family and past to which we as players have no personal connection. We want to build significant bonds with the other characters in the story as we move through the world. I feel that DA2 succeeds at the latter, so I wish they would stop trying to force the former into a story where it doesn't fit.
Modifié par Elthraim, 23 mars 2011 - 05:17 .





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