Bear in mind it's still a video game so deviations from standard story-telling ideals are typical but nonetheless. I'm also just doing this spontaneously so correct my errors which I will likely make.
The word we're looking for is dramaturgy which is the composition, the rhythm of the narrative and it's a huge part of defining the drama and tension of a story, and this is lacking in DA:I's main plot
It's about dramatic composition, and consists of 8 key strokes: 1) Impact, 2) Presentation, 3) First turning point, 4) Elaboration, 5) Point of no return, 6) Second turning point, 7) Conflict resolution, 8) Fade out
Trying to place DA:I's main story arcs in this structure makes me think that maybe it's missing a couple of points.
1. would be the Breach and the mystery of the Herald of Andraste. 2 would be the introduction of characters in Haven. Also the introduction to the first major arc of mages and templars 3 would be the mage or templar mission and the reveal of the future Corypheus is about to shape, 4 is... what? and 5 is the fall of Haven and discovery of Skyhold... or wait?
This is where it falls apart for me. I feel like 3: the first turning point would be Skyhold, but then the point of no return isn't really anywhere to be seen is it. I felt like something was missing throughout the game and now that I think about it, I think I might be on to something.
Sorry for my incomplete analysis, but what is your take on this? I feel like the story of DA:I is jumbled and hard to fit into this traditional formula, but this may be why it feels lacking.





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