This post will discuss major plot points of several Bioware games: Neverwinter Nights, Knights of the Old Republic, Jade Empire, Mass Effect 1 and 3, Dragon Age: Origins and Dragon Age: Awakenings. If you have not played any of those games but plan to at some point and don't want any part of the story to be spoiled, you should stop reading now. Sorry.
This post will also be very long. It was 4 pages when I wrote it out in Word. Here's the TL:DR version: Bioware uses a very formulaic and predictable method for writing the stories in the games. They have basically been telling the same story over and over again since NWN but in different settings and with different characters. My concern is that they're just going to do the same thing again with DA:I. Now, on to my long-winded musings.....
Bioware is often praised for their excellent story telling. They are known for their epic narratives, memorable characters, and intricate universes. As someone who has played almost every RPG Bioware has ever made I've noticed a pattern. There is a very predictable and formulaic approach to Bioware story lines. It is most obvious in the similarities between Neverwinter Nights and Knights of the Old Republic. Let's compare the two....
In Neverwinter Nights you start as a recruit for the new Academy of Heroes. After a brief test of your abilities, you are accepted into the ranks. Then the city of Neverwinter is attacked. The academy is all but destroyed, yet you survive. You are then sent to investigate the attack. You learn of an ancient tablet that could explain where the enemy gained all of his power and could provide the key to stopping him. But the tablet is broken into several pieces and scattered around the world. You have to recover each piece. Each time you journey to the location of a piece of the tablet is located there is always something else wrong, some kind of other problem you have to solve first. After gathering the first few pieces of the tablet, you learn that there is another final piece that you have to recover from an ancient and long forgotten city. While searching for the last piece you learn of an ancient "Creator race" that literally created all of the other sentient races and once had a mighty empire the spanned the entire world. The ancient artifact that your enemy is using is one of their power sources. Over the course of the game, around the time you're searching for the third or fourth piece of the tablet, the leading female character Aribeth betrays you and joins the enemy, becoming general of his armies.
In Knights of the Old Republic you start as a recruit for a new organization specifically chosen for your great potential. You're aboard the Endar Spire on your way to a secret training facility when the ship is attacked. You miraculously survive and after escaping the imperial controlled planet Taris you are given a series of tests and inducted into the ranks of the Jedi Order. You learn that enemy who attacked you was Dark Lord Malak and he is using some kind of ancient device to supply power and resources to his forces. You are sent to investigate. You learn that there is an ancient star map that can lead you to the source of his power and could be the key to stopping him. But the map is broken into pieces and scattered around the galaxy. You have to recover each piece. Each time you journey to a lcation where a piece of the star map is located there is something else wrong, some kind of other problem you have to solve first. After gathering a few pieces of the star map, you learn that there is another final piece that you have to recover from an ancient and long forgotten planet. While searching for the last piece you learn of an ancient "Creator race" that literally created all of the other sentient races and once had a mighty empire that spanned the entire galaxy. The ancient device that Malak is using was one of their power sources. Over the course of the game, around the time you find the third or fourth piece of the star map, the leading female character Bastila betrays you and joins Malak, becoming the commander of his forces.
The stories are virtually identical. The setting is different, the characters are different, and there are a few additional story elements in KOTOR, but the essence of the story is exactly the same. But don't take my word for it. Play both games back to back and try to tell me the story from one wasn't copied and pasted into the other. And the pattern doesn't stop there. Ever since Neverwinter Nights, Bioware has basically been telling us the same story over and over again in different settings with a few notable exceptions. It goes something like this....
First, there is an introductory sequence that sets the stage and gives us the first glimpse of the enemy....
- The City of Neverwinter is attacked by mysterious enemy forces - Neverwinter Nights
- The Endar Spire is attacked by the Sith - Knights of the Old Republic
- The town you were raised and trained in is attacked by mysterious forces - Jade Empire
- Various origins, followed by the Battle of Ostagar - Dragon Age: Origins
- Eden Prime mission - Mass Effect
- Reapers attack Earth - Mass Effect 3
The hero is then inducted into an elite organization or discovers that he or she is somehow special....
- The Academy of Heroes - NWN
- The Jedi Order - KOTOR
- Hero is a Spirit Monk - Jade Empire
- Gray Wardens - DA:O
- SPECTREs - ME1
- SPECTREs - ME3
The hero is then sent to investigate, usually retracing the enemy's steps, and finds some ancient "thing" that can be used against said enemy....
- The ancient tablet - NWN
- The star map - KOTOR
- The jade amulet - Jade Empire
- The ancient treaties - DA:O
- The prothean beacons - ME1
- The crucible - ME3
But this ancient thing is either broken and scattered around the world or must be presented to various factions around the world, so the hero must....
- Travel the world looking for pieces of the tablet - NWN
- Travel the galaxy looking for pieces of the star map - KOTOR
- Travel the world looking for pieces of the jade amulet - Jade Empire
- Travel the world and convince various nations/factions to honor the treaties - DA:O
- Travel the galaxy looking for more beacons - ME1
- Travel the galaxy looking for pieces of the crucible - ME3
Along the way, the hero discovers that there is another objective that MUST be completed before the primary mission can be completed...
- Find the last "secret" piece of the tablet - NWN
- Find the last "secret" piece of the star map - KOTOR
- Fight your way out of the spirit world - Jade Empire
- Find a way to cure Arl Eamon - DA:O
- Find the Conduit - ME1
- Find the Asari artifact needed to complete the Crucible - ME3
See what I mean? The same basic story elements are rehashed over and over again. Bioware changes the setting, changes a few names around, and creates a few new characters and viola! A "new" story is written. Some other elements are common among Bioware games as well. The player is almost always faced with betrayal at some point. If not in every game, then usually at some point in the series to which the game belongs. I didn't add that to the bullet points because betrayal is a common theme in a lot of good stories and Bioware has done a good job of mixing it up. Who does the betrayal, when they betray the hero and why are all very different across Bioware franchises, with the exception of NWN and KOTOR. Another common theme is a trial. There has been some kind of trial in nearly every Bioware franchise. It is usually impossible to get a unanimous guilty or not guilty verdict, but possible to influence the jury or judges enough to get the verdict you desire. Again, this doesn't appear in every Bioware game and it has been handled differently enough that I didn't feel the need to include it in the bullet points above.
Notable exceptions to the Bioware story formula are Dragon Age 2, Mass Effect 2, and Star Wars: The Old Republic. SWTOR is an online game with 8 different stories depending on class. I know from personal experience that at least one of them does follow the formula to the letter, but I can't honestly say that they all do. DA2 and ME2 are even more exceptional. Neither game really follows the formula at all. Each of those games focus almost entirely on recruiting new party members and dealing with their issues. In both games, the main storyline is almost irrelevant. It takes a back seat to working with your crew on resolving their personal missions or quests. In DA2 none of the choices you make regarding the main story make any difference. The same events play out in the same order no matter what you do. The story of ME2 wasn't quite as bad, but was ultimately rendered moot by the complete disregard the writers of ME3 gave to anything you did in ME2. Ultimately, all of the most important decisions you made in ME2 were rendered completely meaningless by events of ME3.
All of this gives me some concerns regarding the development of Dragon Age: Inquisition. I had high hopes for the game when Bioware first started giving us some actual information about it. However, the more I think about what they've been saying the more I begin to feel like the game will be a disappointing rehash of the same tired old ideas. There are two things in particular that Bioware has said that have fueled this feeling of trepidation. First is the company line regarding DAI, which I have seen both Mike Laidlaw and Mark Darrah say in interviews: "It's the game we've always wanted to make but were never able to." I think the impression they are trying to give is that they've always wanted to make an enormously expansive and epic game but the limits of available technology made it impossible for reality to live up to their vision. But what I hear when they say that is "We're going to take all the same old ideas and present them to you in a brand new shiny engine! Ooooh, shiny!"
The second thing they've revealed that fills me with doubt is an in-game event they have shown to pretty much every game journalist they have done an interview with or given a preview of the game. In it, the hero must choose to either defend his or her keep or defend a nearby village. Hmmm. That sounds awfully familiar, as it should to any Dragon Age fan. Maybe because we were put in EXACTLY THE SAME SCENARIO in Dragon Age: Awakenings. If I remember correctly, Mark Darrah even said that if you explored thoroughly and did certain things in a certain way, the keep in that segment of DA:I might be able stand on its own without the hero there to defend it. That is exactly the way it worked in Awakenings. If you explored thoroughly and found the resources to fortify your keep and give your soldiers better armor and weapons the keep would be fine. If you completed all companion quests then any companions left at the keep survived as well. Even the demon invasion in DA:I sounds pretty similar to the Reaper invasion in ME3. So even with the tidbits that Bioware has given us so far, we can already see that they're not being terribly creative here. It seems like they're just doing a mash-up of ideas from Mass Effect and Dragon Age titles.
Based on that and my experience with all of Bioware's past here is my prediction for how the story of Inquisition will go....
- The
Reapers Demons will attack Earth Thedas
Sheppard The Warden the Inquisitor, and maybe a potential companion or two, will be right in the thick of it but will somehow survive.
- The hero will be inducted into the
SPECTREs The Gray Wardens The Inquisition
- The hero will investigate some clue left behind in the aftermath and learn about
The Crucible some ancient thing that could close the tear in the Veil and send the Reapers Demons back to Dark Space The Fade
- But
The Crucible ancient thing (device, ritual, whatever) will be broken up and scattered around the world, so the hero will have to travel to various planets nations to recover the pieces
- Everywhere the hero goes, things will have gone to **** so he or she will have to resolve everybody's issues before he or she can do anything else
- Along the way another "surprise" objective will be revealed that MUST be completed before the hero can move on
- We already know that at some point the hero will have to save either a castle or a nearby town
- The hero may or may not be betrayed at some point, and there may be a trial.
So what was the point of all of this? Am I just hating on Bioware? Well no, not exactly. Despite the similarities in the story arcs, I have played every game I have discussed here multiple times and loved every second of it, except for Mass Effect 3. But the thing I loved about those games wasn't necessarily the story. As I've outlined here, Bioware has been telling the same basic story with minor variations over and over again since Neverwinter Nights. No, what I love about Bioware games are the two things they have always done well: The great characters and the fantastic worlds they live in. I didn't write this just to bash Bioware. I wrote it as constructive criticism in the vain hope that they might actually see it and do something truly amazing and totally unpredictable with Dragon Age: Inquisition.