Ukki wrote...
I see it also includes "reality" a la TW2. Living landscape and down to earth colours which can turn into rainy, muddy and gray. Murder and mayheim, despair and death. A world where heroes and their friends die horribly and sometimes without reason (caused by something unexpected). Kind of like the world in George R.R. Martin's "Song of Ice and Fire". Bright pastel colours with anime characters like in DA2 do not belong there.
I would say that this is the definition of "gritty" instead of "dark". Grit is, among other things, being explicit about pus, gore, rape, disease, bugs, sweat, ******, etc. Dragon Age is NOT gritty, and, in fact, this kind of thing is usually reserved for other mediums--this kind of visceral approach doesn't work well in a sort of hands-off experience. In a game, people are hurt when their health bar goes down, and you fix them by casting a healing spell. In a gritty work, however, people are hurt by taking a spiked club to the leg, which you *attempt* to heal by removing the worst splinters of bone sticking out of their skin and trying to realign the bone fragments. Later, when they get gangrene, you get the hacksaw and a couple of buddies to hold them down while you saw through their femur and pour boiling tar over the stump in an effort to cauterize it.
Dark and grit occasionally go together, but not always. I'd say the primary difference between dark and light works is that in dark works there is always a sense of limitation and flaws--and this is more of a continuum than two strictly defined categories. In lighter fantasy, the hero has antagonists (not enemies, antagonists) that they eventually manage to bring around and teach the Magic of Friendship or whatever. In darker fantasy, yeah, you may get to save the girl, but in doing so you cosmically screw up and wreck your relationship with her and she hates you forever after. You can even trace this back to Shakespeare--in his tragedies, people are always undone by some "fatal flaw". That's what makes the play dark and tragic rather than light and comic.
Dragon Age *flirts* with darkness a bit. In a truly light fantasy, for instance, you'd get rid of Meredith and give a little speech about the Rights of Man and Cullen would take over as Commander and everything would just be great from then on. Can you do this? No. You're limited. You have to deal with people's flaws and stupidity.
What stops it from being really dark is that they can't casually assign flaws and stupidity to the player character by basically forcing you to do the "wrong thing"--and even if they deny you the satisfaction of getting what you wanted from a choice, due to the fact that you were basically railroaded into that outcome, there's not the same sense of regret and personal flaws/limitations. In a novel or a movie, however, the writer can freely assign all kinds of mistakes to the protagonist. So it's different. Now, some games DO do this, but they don't give you the same kind of control over the protagonist's personality and decisions.