I know I’m doing this once again in vain, especially ’cause it’ll be yet another long post and majority won’t read it, but I need to explain how and why choices in DA2 seem ’lesser’ or ’non-existant’ than in other RPG. Just to be clear – I’m not defending DA2 or condemning it – I’m just trying to explain mechanisms behind it. Let’s hope my English will be good enough for that task.
Intro or for those who are willing to readFirst of all, we are all used to linear type of story when it comes to time-frame and that’s how it usually works in literature too (with exception of modern novels – starting with Flaubert, Faulkner, Joyce, etc. till postmodernism, Borges and so on). That means that narrator starts his story in point A, follows its path and then finishes in point B or C in time while filling that empty space with ’what happened in the mean time’. In that set up, narrator (either he is hidden or not, all-knowing or just partially knowing) doesn’t know how things transpired until he reaches those events while telling the story. Story goes forward, into the future, and events are not pre-determined or the illusion of uncertian story-developed outcomes is more successful. And that’s the principle that RPG adopted – it is like the law set in stone – we start at point A, we have main storyline that is branching – along the way we are forced to make decisions – and then finally we reach point B and according to what we’ve decided – we have outcomes.
It has been like that since times of Planescape: Torment, Baldur’s Gate, KotOR, The Witcher, Dragon Age: Origin, etc. or even hack and slash like Diablo was – there’s frame (of usually much larger history of that world), but our character progresses through what’s considered as PRESENT in time of playing and goes toward what we consider FUTURE at time of playing. Meaning, we don’t know the whole story, we don’t have all-knowing narrator. Nothing is set in stone while we’re ’living’ our story and we are free to make decisions thus shaping that world. The illusion of decision making is perfect ’cause there’s an old story-telling trick working, invisible puppet-master, all-knowing narrator, pulling our strings with what we consider as major changes in the world through our growing up as a hero. And that’s all to it – principle is simple – make main story, and in player’s PRESENT branch it out through player’s decisions and voila! The illusion of importance is complete, our vanity and suspence work well in that whole mechanism. And players are used to it, but in many cases they don’t see subtle changes or differences that RPG offers.
For instance, one should never compare RPG like The Witcher 1 and 2 with RPG like DA:O or Mass Effect (I’m not saying DA2 on purpose, ’cause DA2 is special new type of RPG and it can’t be compared with previously mentioned principles). The Witcher relies heavily on the main story and branching, Geralt’s decision making while he’s trying to determine his past and who he is – all other characters are tools in reaching that point in FUTURE where extra knowledge lies – Geralt can care for those that follow him, but the main goal is himself – and all outcomes are determined by Geralt’s own personality that is being discovered. In games like DA:O or Mass Effect, our hero already knows who he/she is, our hero is growing through the events thrown at him/her, but also there are others that actually impact story too. Tis classical fairytale mechanism – we have hero but we also have helpers that are important for shaping our own heroic personality – even motivations for their joining us are very often drawn from fairytale archetypes. Let’s just say that KotOR is the hybride between these two types of RPG – Revan starts as Geralt but also Revan has emotional relations with his/hers helpers (and Jedi Exile in KotOR2 even influence them, determines in what types of personalities they’ll develop).
Even though I can get your lovin’ Triss... you’ll follow me even if I don’t do that.Because this whole shananigan is actually about me.
And yes, I’ll get some sweet lovin’ as Shepard too, but also
I’ll decide who lives or dies and make those around me better or worse persons thus also determining the outcomes and their impact to the world.
I could discuss types of stories in RPG forever – but it’s time to actually talk about DA2 and changes it brought.
Why Dragon Age 2 doesn’t scream ’I have choices and decisions’ so everyone can hear it?Since March the 8th and release of Dragon Age 2, we have horrible battle on these forums between those that are spurning it as mediocre RPG and those who defend it. I’ve seen many valid and invalid remarks when it comes to story and decisions/choices making in this game. There’s been talk about framed narrative, inability to actually influence the world or even about impotent main hero. And yes, that’s how it usually goes when something new and different appears on the horizon.
Dragon Age2 brings something new in the equation of story-telling in RPG. Its story doesn’t start from the PAST/PRESENT, from the beginning, it actually starts in FUTURE, from the end, and it spins it’s tale backwards. When the story starts, our narrator (and after all these mentioned games before, this is the first time we actually have a visible narrator, embodied in Varric) already knows what happened. He behaves as all-knowing narrator, but also we are sure that he’s actually not an objective narrator and Cassandra Penderghast is actually well-aware of this fact. Varric’s knowledge on events is covered additionaly with his small random episodical appearances when our hero is actually having private discussions with other characters (for instance – before Hawke talks to Aveline, we see Varric talking to her and then he ’leaves’).
This type of pre-determined story is actually present in autobiographies, memoirs and biographies and of course in many first-person novels that feign autobiographical tone. There’s huge differnece between this type of story-telling and the one we find in already mentioned third-person novels and linear point A to point B, past/present leading to future types of stories. This category of story-telling has subtle time frame splits in narrator himself and the events are already set, they already happened and the only thing that is to be determined is what type of person was our hero and how those events actually transpired. How is this possible? How this mechanism works?
I know that no matter what I do, my mother will die, but there’s difference in how I actually dealth with it? Did I accept blood magic and been fooled or did I refuse it and it seemed I came to late to save her, ’cause I didn’t take the risk? Am I the one to be blamed for my mother’s death?
As I said, Varric as a narrator already knows what happens and his ’narrating I’ is actually split into two entities – one that is with Cassandra Penderghast (all-knowing one) and one that we call ’existential I’ – the one that is in the story not knowing what will happen. Varric’s ’narrating I’ knows that his brother betrayed him, knows if his brother was killed by his hand or not, while ’existential I’ doesn’t know that – it has yet to find out it with our hero’s PRESENT that is actually PAST. And that’s what changes everything and makes it so different from RPG mechanism we are used to. Make sure you’re always aware of one simple fact – autobiographies, memoirs, biographies and first-person novels are written because that one individual, their hero, was special or deemed himself/herself special and thus the events serve in forming his/hers being special thing – events are tool there in forming our hero’s personality.
When Dragon Age 2 story starts, Cassandra Penderghast already knows that our hero came to Kirkwall, already knows that expedition happened, already knows that Qunari invaded and already knows that final showdown between mages and templars happened. It’s like you’re hearing news on news TV, but you get short information, only stating the final outcomes and in order to find truth and how it happened, you need TV specials or long magazine articles to see how those events played out, came to be. It’s like my daughter’s breaking the glass. When I come home from work, my elder one tells me – my sister has broken the glass. OK, I have the main event, but I still don’t know if it was an accident or my younger one did it on purpose ’cause she was angry at my elder one and did it just in spite.
So, Dragon Age 2 brings more subtle versions of choices and it’s not something we’re used to as players. It revolves around Hawke but not like in Geralt’s or Revan’s case... ’cause in Hawke’s case major events already happened and tis on us to determine how it came to pass and who is Hawke. And there are your choices people, no ground shaking ones like with Warden but subtle ones ’cause this story is about Hawke, Hawke is major quest line, not stopping the Blight or stopping sith to rule the galaxy.
So, how did Hawke solve the Qunari problem? Did s/he handed in Isabela? Was s/he a Worthy Rival or sister Petrice got her way? Did Hawk duel the Arishok? Those are major differencies in outcomes. Was Hawke kind person, gentle sister, honest one or was s/he plain scoundrel – witty, pragmatic, aggressive but yet just? Who is Hawke? That is player’s choice. Unlike in other RPGs, Hawke can be diplomatic and yet again be ruthless and rotten in the same time, and also our hero can be aggressive, blunt in speech and honest and just in the same time. There are so many choices, variations... yes, Hawke will be forced to deal with Fenriel but also it’ll be Hawke who’ll determine Feynriel’s fate... demon pact possesed Feynriel, the one locked in the mage tower or the hardened one, stalking dreams of those who would harm his girl.
Yes, both Orsino and Meredith will turn against Hawke but depending on our hero’s previous convictions and decisions, those events will transpire differently. Yes, we know that final clash happened, ’cause it happened, Varric’s telling the story on things that are in the past, but we don’t know how and we’re responsible of how it actually happened – we’re shaping our ’true’ history. If Hawke had brother in templars and sided with mages at the end, s/he’ll have his/hers brother spurning templar beliefs thus supporting his sibling. If Hawke’s brother was a Grey Warden, his character wil develop even better, thus showing that sometimes we need to let people go in order for them to grow up. If sister was left behind, she’ll finish in Gallows, but also, she’ll finally grow up as a person... and yet again, both of them can finish dead or on the opposite side.
There’s a huge difference between Hawke that just escaped the Blight and I only knew that she was responsible for the huge event that changed the world:
And the one at the end – this one defended her sister and the love of her life till the very end:
And this one, betrayed them all, including her own sister ’cause she had enough of mages are special story and she craved for power:
Yes, there are choices in Dragon Age 2 – but they are not like the ones we’re used to have – screaming, pounding ones... after all this story wasn’t on ’if our hero changed the world’, this story was about ’how our hero did it’.
Thank you for your time in reading this if you’ve chosen to read it. Unfortunately, this is already way to long for forums posting form and still, it only scratches the surface of things that need to be explained and said about different types of story-telling and how time, events and characters behave when we have different forms or narrative.