There's one thing about Bioware's game I have come to resent greatly: the way the biggest evil is inevitably paired with ugliness. What makes it worse is that the term "corruption" is used around things like that, and interchangeably applied to both the ugliness and the evil.
This sends four thematic messages (I'll get to those shortly) which are indeed possible ideological positions you can take and positions which are similarly either taken or expressed by action by people in the real world. Apart from having a passionate dislike of those positions personally, my problem is that I think the story of a game where we can create our characters and define their motivations and personality traits should not take a position of its own in these things, but leave them to the player to decide.
Note that the messages below are tied to common human intuitions and brought across by the stories on an emotional level, not an intellectual one. Asked about it in a debate, while emotionally detached from the content of the story, most people would recognize them as questionable at least, but they'd still make the same associations while experiencing the story. Since Bioware's stories have most often been much stronger on the emotional level than the intellectual one, the former dominates the experience, and so do the questionable intuitions. That is what I would like to see changed.
The messages in question are these:
(1) Evil is (eventually) inevitably tied to ugliness and sickness.
People actually have this intuition, that's why it exists in stories. There is an evolutionary rationale for this which I won't go into here unless asked, but it should be immediately obvious to anyone that it's nonetheless completely false.
(2) There is a physical state of grace from which to deviate is evil.
The term "corruption" used to describe (usually undesirable) physical changes sends this message. Example in question: the Taint. That this is highly controversial should be immediately apparent. DA:Awakening makes an attempt to subvert this message along with that in (1), but the effect of this attempt is completely nullified once you've read "The Calling".
(3) Evil is contagious
If a disease like the Taint is associated with evil, then evil is contagious. This is also an intuition many people have, and cling to even if they intellectually know that it's at least highly controversial, if not complete nonsense. As with (1), there is an evolutionary rationale for it, but it is anything between highly controversial and complete nonsense, depending on the depth of thought you put into it.
(4) Evil is unnatural
The term "corruption" used for something like "becoming evil over time" sends this message. It implies there is a natural state of grace from which you deviate if you do evil. People like to believe this because it allows them to externalize evil, taking it as a "corrupting" influence from without instead of accepting it as a integral part of human nature.
I would like DAI to have a story where these intuitions are subverted, or where it is possible that I kick them in the face and leave them behind with my character, figuratively spoken of course. I don't mind that they're occasionally true for some character or the other, if they're as blatantly false with another so that there is no thematic message sent by the story itself any more. Oh, and I would like a subversion, not an inversion - the latter (the ugly good one vs. the beautiful evil one, usually applied to women) is just as problematic. Aesthetics and morality are unrelated, however much our stone age heritage wants to make us believe they are related.





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