ipgd wrote...
I think it actually draws a lot of its impact from its role as a sequel to DAO: specifically, the awareness of sequel-pattern expectations. A lot of the dramatic tension is derived from setting you up to expect significant player agency (through the player's familiarity with DAO, and a series of "illusionary" choice options early in the game such as Meeran/Athenril), and then denying it to you (e.g. as with Leandra, the Chantry, etc.) in a way that links the protagonist's in-narrative sense of helplessness to the player's own metagame "frustrations", if you will. Unlike DAO, which consistently offers the player choices that heavily impact the narrative, or at least enforce an illusion thereof, DA2 forgoes the illusion entirely as the game progresses and rubs it directly in your face. By the end, the player is made to empathize with Hawke's powerlessness in a way a purely linear series would not have been able to accomplish.Cipher1989 wrote...
Dragon Age 2, as a stand alone game, it's actually pretty decent. But as a sequal to Dragon Age Origins? Not so much.
Okay. I really like your analysis, and I would be inclined to agree, but the problem is that by intentionally frustrating the player the vast majority will respond by feeling angry, not by empathizing with the protaganist. Angry customers mean that this tactic, while good art, is terrible business. And Bioware / EA have made it clear that the bottom line is a huge factor in their decisions with this IP ever since Origins.
Because of this, unfortunately, I have to think that DA2 represents a miscalculation rather than a genuine artistic statement.





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