EmperorSahlertz wrote...
Redcoat wrote...
My impression of DA2 is that it did not contain tragedy or drama, but melodrama. The game is filled with moments that struck me as being blatant attempts to wrench an emotional reaction from me. For example, when your sibling is killed by an ogre, or when Wesley dies, it's shown as this great tragic event, but because neither Wesley nor your sibling has received any development up to that point, the impact of it was approximately nil.
Tragedy works when it flows from the inevitable (a Grey Warden must sacrifice himself to slay the archdemon) or arises from a character flaw (Loghain's zeal to protect Ferelden from Orlais). DA2's tragedy flavour of "tragedy" is just "bad things suddenly happening that you can do nothing about."
- Hawke's sibling is mashed into a fine paste by an ogre. Hawke is powerless to prevent it. TRAGEDY!
- Hawke goes to the Deep Roads, and no matter what he choses to do, he ends up losing a sibling, who either dies outright or joins the Grey Wardens, Templars, or the Circle. Hawke is powerless to prevent it. TRAGEDY!
- Hawke is asked to deal with the qunari, who end up going on a rampage, killing the viscount and who knows how many others. Hawke is powerless to prevent it. TRAGEDY!
- Hawke learns of a serial killer that has an established MO, and this serial killer ends up murdering Hawke's mother. Hawke is powerless to prevent it. TRAGEDY!
- Hawke takes ownership of a mine, only to have giant spiders kill the workers. He solves that problem, only to have a High Dragon swoop in and destroy it and kill everyone there. Hawke is powerless to prevent it. TRAGEDY!
- Anders plans to committ a terrorist act against the chantry, igniting an all-out war between the mages and templars. Hawke is powerless to prevent it. TRAGEDY!
Are you sensing a pattern here? This sort of plot, about a character who is a cosmic plaything, he ends up suffering through disaster after disaster, might make for a good movie or novel, but it's a wretched basis for a game, which needs to involve the player, and not only that, is produced by a company that trumpets "Choice & Consequences" as a feature of their titles. I imagine this is where the complaints about DA2 feeling like an "interactive movie" come from. I get the feeling the writers really, really wanted to tell this particular story, player agency be damned. Now, I understand that they wanted to break away from the typical "heroic fantasy" protagonist who saves the day and give us someone less typical of the genre, but the "failure narrative" is delivered with all the subtlety of a sledgehammer.
As for being grim or dark, DA2 is neither. It's grimdark, which is darkness turned up to such an absurd degree that you cannot take things seriously. This might work in Warhammer 40K, but in DA2...not so much. Both sides of the central conflict are either insane, incompetent, or ineffectual (or some combination of the three), so that choosing a side is less an agonising decision and more one of complete apathy. And the outcome is the same either way.
Odd how you start out saying that the ebst tragedies stem from the inevitable, then goes on to claim that all the inevitable tragedies of DA2 are bad.
Perhaps I should have clarified things more. When I said that tragedy flows from the inevitable, I meant things that are inevitable within the story's world itself. For example, you know that someone has to die to kill the archdemon (there's Morrigans offer, but who knows what the consequences of that will be down the line?). You can choose who sacrifices himself, but someone has to die regardless. Or to take Shakespeare's
Julius Caesar. The audience knows from history that Caesar has to die. Or in
Macbeth, where it becomes obvious at some point that there is no way Macbeth is getting out of that situation alive, because he has no allies left and everyone has turned against him.
But in DA2, the "inevitable tragic happenings" of Hawke's life are less the result of circumstances beyond his control and more the result of Hawke being someone stupid and ineffective. I refuse to believe that there
was nothing Hawke could do to stop his sister being taken away ("I just killed an ancient rock wraith, and yet these two templars are immune to my wrath? What about those templars I just killed in "Tranquility?" They weren't a problem then!"), that
there was nothing he could do to stop his mother's murder, that
there was nothing he could do to stop Anders from going Guy Fawkes.
This sort of plot might work in a non-interactive medium like theatre, literature, or film, but in a
game - an interactive medium - it comes across less as "inevitability" and more like a dungeon master making
choo-choo noises as he railroads the plot: "No, you can't save your mum! This is supposed to be tragic, damn it! No, you can't stab Anders until AFTER he blows up the chantry."
If you want tragedy, you have to set it up properly. Simply raining terrible events down upon a character over and over isn't tragedy, it's the writer trying way too hard to make his character suffer in order to get an emotional response from the audience.
Modifié par Redcoat, 14 août 2011 - 06:08 .