Jennifer Brandes Hepler wrote...
Dragon Age has always been a game that has pushed the idea of tragedy. When we first discussed having Alistair sacrifice himself out of love of the Warden, there was debate over whether players would find that moving or just be frustrated that he made a decision they couldn't control. We decided to go with what we all reacted to in our guts as a cool emotional moment, and it became a defining part of DA:O for people who experienced it.
I certainly don't deny that most of our writers tend to prefer tragic moments. For me, personally, I've never really trusted an author who wasn't willing to kill a likeable character. Happy endings often feel cheap and unearned. But I have also experienced tragedy-fatigue (parts of GRRM, or the second Melanie Rawn Dragon trilogy come to mind), and I'm sorry if DAII reached that level for some people. I think it's particularly hard to judge the tragedy-per-square-foot sweet spot in a game, since the pacing is very different if you play it over a few days, a few weeks or a few months. I imagine the faster you play, the more saturated it seems.
That said, it is important to us on the team that Dragon Age continue to push the bounds of what a videogame can make you feel. And for that, sorrowful or touching events are a far better guage than happy ones. If your character gets everything he wants, are you feeling happy because you genuinely empathize with him, or just because you've "won" the game? It's when you stop to help a character that you get no benefit from just because you care about him as a person, or mourn the loss of someone like Leandra, who had no game benefit, that we've really reached past the limits of the game with the story.
So, while we have certainly been disapointed in the number of fans who didn't feel a sense of agency with Hawke because of all the emotional events surrounding her/him -- and will be taking steps to ensure a better feeling of personal impact in future stories -- Dragon Age products will likely continue to push the boundaries of dark fantasy and human tragedy. So, while you may experience greater victories in future products, it wouldn't be Dragon Age if they didn't come at a cost.
I understand that outlook, but personally, I am more emotionally invested in an RPG character than the protagonist of a book. While I love GRIMDARK fantasy authors like GRRM and Joe Abercrombie (and Melanie Rawn too, awesome to find another fan), I don't have the same investment in the fate of Ned Stark or Rohan as I would in my Warden or Hawke. I am being told the story of the Starks, while I am experiencing the story of Hawke.
Thus, when I play the game, and I am constantly frustrated by my inability to make any impact in the story, I don't feel rewarded. Gaining levels and getting epic loot is nice, but it's not why I'm playing an RPG. I don't necessarily need to end up ruling a kingdom or sitting on a pile of gold with my LI by my side, but a sense of accomplishment would be nice. I don't feel a sense of accomplishment at the end of DA2. I felt frustrated, sad, and confused. Will my Warden and Hawke suffer the same fate as the Hero of Neverwinter, Revan, and the Exile, being sent offscreen to some vague, unsatisfying fate, never to be seen again? That's not the way I want to feel at the end of a well written story, whether it's dark or not.
I guess what I'd like is closure, good or bad, especially if the current protagonist is not going to be the hero of the next game. There is no reason to leave my character hanging in a nebulous void, if you're not planning to let me play her again. That's way more depressing than "rocks fall, everyone dies." At least to me.





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