I find that I prefer games like Morrowind, Oblivion, and Fallout 3 to Dragon Age: Origins. It's mostly the non-linearity--in DAO, the countryside consists of static places where events take place, while in the Bioware games, you move through the countryside.
I'm currently having fun rereading Crossing Galilee by Marianne Sawicki. She claims that Galilee was a system of flows--water, labour, people, commodities, teachings--through the holy country for intertestamental Galileans. Galilee was kept holy by the flow of living water (rainwater and water from springs) through the countryside. Galilean rabbis were seen as metaphorical pools of living water who could purify and make holy with their teachings. (It helps to know the gospel writer Matthew was probably a Galilean Torah teacher. So for Matthew, Jesus was living water, and Jesus's sending out of the itinerant apostles was creating flows of living water to make the country holy.)
In a flow-based game, the campaign would involve righting the wrongness of flows, and players would grow in the power of their intervention. Mobs and bosses would have motivation--to maintain wrong flows, and actions of players would have consequences in the rightness of their world. Rather than acting in places, players would move from place to place, intervening to make corrections.
It is possible in this model that different players might have different ideas of what a right flow is. In any case, the climax would be a direct challenge to the powers maintaining the wrongness of the world.
Dragon Age: Origins and Bioware Games
Débuté par
herwin1
, déc. 22 2009 11:45
#1
Posté 22 décembre 2009 - 11:45





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