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The Open Space and Hissing Wastes of Dragon Age: Inquisition


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#1
The Jackal

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Several aspects of Dragon Age: Inquisition have put players at odds with each other, but there are few topics more divisive than the way the game uses its space. Depending on who you ask, Inquisition’s slice of Thedas is plodding or breakneck, dull or fascinating, packed from corner to corner—with absolutely nothing. There’s a grain of truth to each interpretation. Areas of roiling chaos exist alongside vast expanses of seeming nothingness, both of which grow ever more peaceful—more barren—as you progress. You cross each at the same measured pace, and mounts carry you only marginally faster than your own feet. To some, this represents tremendous design flaws. To me, they’re part of why the world of Dragon Age: Inquisition is one of the most tangible I’ve experienced.

 

Case in point: The Hissing Wastes.

When you first arrive in the Hissing Wastes, Scout Harding is there to greet you. Hers is always the first face you see in any new location, and her windburned cheeks and button nose are a reassuringly familiar sight set against so many shifting backdrops. “This space has nothing but space,” she reports, and there’s a very good chance that her statement will not resonate with you. Not at first. “There’s nothing here” is just something that NPCs say when there is definitely something there.

 

While the Wastes aren’t entirely empty, what’s there is spread out across an ocean of undisturbed sand extending out under the moonlight. You can cross them mounted and riding at an easy pace in about fifteen minutes and, if you’ve already cleared the area, you’ll be lucky to find a single enemy. Coming from the Forbidden Oasis, a place that coils in on itself like a knotted Ouroboros, the Hissing Wastes feel like an alien planet. And that makes sense. An oasis ought to be a hub of activity while the desert around it ought to be, you know, deserted.

 

Even so the Hissing Wastes took me entirely by surprise, and I loved it there. Harding hadn’t been exaggerating, and the more time I spent on the dunes and promontories the more I wondered about what it meant that I’d dismissed her words so easily when I arrived. I had taken them to be more of a figurative description than a literal one. I had assumed that “nothing” meant “as much as every other location but please just play along”. Simply put, that’s what other games had taught me to expect.

 

But what does “nothing” really mean? There is something everywhere in a game. There has to be, because someone somewhere spent hours building the form and rules to sustain five seconds of “nothing”. In reality, the Hissing Wastes are full of things to stumble upon, but there is no flag to plant by a statue half-lost to the creeping sands. There’s no quest marker for watching the silhouette of a fox cresting a ridge in front of the imposing milk-white disk of the moon. When you do finally arrive at a “something” on the map, it’s made that much sweeter by how isolated and elusive it is. You’re knee-deep in the snow, searching for warm embers again. These places, these moments, these experiences are evidently “nothing” because they’re unmarked.

And that’s the heart of what we often expect “something” to mean in our games. If it doesn’t flicker or blink or ping desperately for your attention, it doesn’t count.

 

I recently dipped my toes into The Crew, a game I’d been looking forward to for the better part of 2014. Almost as soon as I was let out into the world, I was inundated with symbols I’d never seen before for activities I’d never been introduced to. Dozens upon dozens of indicators glared out from the map and the road and the periphery of my vision. Young children often have trouble grasping the concept of “too much”, and this is never clearer than when they’re doing crafts. There’s no such thing as too much glitter, too much glue, too much paint, too many pipe cleaners—and if one pom-pom is good, then 100 pom-poms must be better. Lately this is all I see when I look at the objective-saturated open-worlds that Ubisoft’s widely recognized for producing across various games. If one optional objective adds valuable content, then 100 optional objectives must add even more valuable content, right?

 

They don’t, though. The proof is in the punchline that this approach to content has become over the past few years. If these endless icons, markers and beacons represented actual value to the player, they wouldn’t be the low-hanging fruit of gaming humor. We would respect them.

 

Instead, these objectives mean nothing. They add nothing to the game experience, beyond having one more thing to do. At best they have the comparative value of a tick mark in a box; at worst, they’re clutter. There’s something very insecure about this kind of content saturation. Something desperate—begging me never to stay in one place too long, nor to look too closely at the world I’m inhabiting. It’s the rambling, nervous chatter of someone who can feel

an awkward silence coming and will do absolutely anything to delay it.

 

But the silence is only awkward when you don’t have anything else to say, or when you don’t realize that sitting in silence with a friend is a pleasurable experience in and of itself. Perhaps that’s why the “silence” in Dragon Age: Inquisition has yet to feel awkward to me. The relative emptiness always serves its purpose.

 

Dragon Age: Inquisition doesn’t undermine its own lore by shoehorning as much as possible into every corner of the map. Mechanically, it reflects the scale of the world far better than previous games in the series ever did. Even though it takes advantage of similarly styled pockets and vignettes on the map rather than providing a truly open world, none of them feel as small and cloistered as they have in the past. And the spreading peace communicates exactly how diligent you are in your world-saving duties. The Templars may have kept you busy, but when they clear out the refugee families build their campfires in safety. They can eat again because of you.

 

RPGs often set you as a hero in a vast world crossing vast spaces, and at some point you should certainly face that vastness. You should wonder, “How much longer can these dunes possibly go on for?” You should sit astride your Orlesian Courser as its hooves beat into the sand for fifteen minutes straight and say to yourself, “I owe Harding a drink.”

 

 

Janine Hawkins is a games writer based in sunny Canada. You can find her written and video work on HealerArcherMage.com or follow her on Twitter@bleatingheart.

 

http://www.pastemaga...gon-age-in.html


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#2
hong

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Wait, is this your text, or are you just reposting someone else's article?

#3
Lebanese Dude

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I loved the Hissing Wastes.

 

At first I was a little intimidated by the open wasteland but then the "Dawn will come" mix with the ney flute played as I was entering a ruin.

 

I got chills.


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#4
caradoc2000

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It is also pretty much the only area in the game where using a mount is helpful.


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#5
Vox Draco

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Nicely written ^^

 

Yes, it seems sometimes "emptiness" is not really a thing in games to be appreciated, and people maybe expect some kind of Fantasy-Disneyland with stuff happening all the time, and rides everywhere until they can't take it anymore...instead of using the enviroment to make up their own little stories as they venture and explore

 

In Skyrim (and even more so in Morrowind) there are quite some lonely places, with only ruins or rocks that just make you feel "small" or alone, I like that. Or recently, I play Dark Souls again (on Steam now, eff you Games for windows!!) and it has places all over that just feel "empty", and it makes the game's atmopsphere even more dark and saddening...

 

And yeah, when I look at Ubisoft-Games, especially FarCry3 ... its full of totally random, boring, useless stuff to collect and crafting is boring etc...it is still applauded for whatever reasons as a great game...for whatever reasons, guess the silly main villain that never clicked with me? Surely not the overblown gameworld-island^^


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#6
The Jackal

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Wait, is this your text, or are you just reposting someone else's article?

 

Re posting someone's article. Hence why I added the link at the bottom. 



#7
Navasha

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I fully agree with this OP.    I fully appreciated the feeling that you were actually in a vast desert here.    It always was more striking in other games where vast lifeless desert were always somehow teeming with life.  


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#8
robertmarilyn

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What I think is so funny about the Hissing Wastes is that it is so huge and open but my camps will be set up a stones throw from Venetori camps and Red Templar camps. They are feet from each other. I imagine my requisition officer taunting the enemy, "Na na, just wait until the Inquisitor gets here and you'll be dead meat!"  :P

 

I enjoy the Hissing Wastes because we can find all those notes, diaries, and books to tell us more about the area. That's why I like to explore.  :)


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#9
Lebanese Dude

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What I think is so funny about the Hissing Wastes is that it is so huge and open but my camps will be set up a stones throw from Venetori camps and Red Templar camps. They are feet from each other. I imagine my requisition officer taunting the enemy, "Na na, just wait until the Inquisitor get here and you'll be dead meat!"  :P

 

 

Doesn't beat the hilariously placed camp in the middle of the Large Bear death zone.


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#10
StrangeStrategy

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I loved the Hissing Wastes. Spotting some lights off in the distance, and then running across the desert to investigate is awesome. I really like how huge this zone was... Don't get me wrong though, I'd hate it if every zone was so spread out. Its nice for a desert to truly feel like a desert though.


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#11
caradoc2000

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my camps will be set up a stones throw from Venetori camps and Red Templar camps.

Just be glad they aren't a stones throw from giants. Those guys are pretty good with rocks.


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#12
Precursor Meta

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I have a love/hate relationship with the waste. One moment I love the emptiness, the next, I hate the emptiness...

#13
Andraste_Reborn

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The Hissing Wastes may be my favourite zone - it has a great sense of space, is full of dwarf lore, and I get to ride my Tiddles Majoris under the moon. *points at icon*

 

Of course, I am Australian, so huge deserts full of dangerous reptiles and killer spiders just make me feel at home.


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#14
CronoDragoon

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It may seem counterintuitive, but it's only really in second playthroughs and beyond that I begin to appreciate this type of thing in games. I hated the Wastes in my first playthrough because I was involved in the story and wanted to find out what happens. Now that I know, I give myself more time to relax and just wander around a bit more.

 

I will say though that based on the article I think the author must not like every other zone too much. It never approaches the absurdity of an Ubisoft game, but your map is still pretty hefty with markers.



#15
Unlucky 13

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I loved exploring and finding things in the Wastes.  I could go off in one direction and just walk and walk and walk and eventually find an area I'd have never known was there otherwise.  Its really cool.  Accomplishing the quests in the area gave me a real sense of achievement.


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#16
Eelectrica

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All that's there is a few schematics and... ah non spoilers. But the big thing the vints were digging up is a bloody joke.
The puzzles were stupidly easy. It's not possible that someone could find them remotely challenging.

#17
Lebanese Dude

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All that's there is a few schematics and... ah non spoilers. But the big thing the vints were digging up is a bloody joke.
The puzzles were stupidly easy. It's not possible that someone could find them remotely challenging.

 

You stopped them before they dug them up, just in the nick of time :D



#18
lynroy

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Doesn't beat the hilariously placed camp in the middle of the Large Bear death zone.

OMG I had a hard time setting up that camp yesterday. Kill one bear, another bear comes. Kill that bear and suddenly lyrium smugglers. Okay, this is starting to get ridicu---SUDDENLY TWO BEARS! WHAT THE HELL!?!? RUN AWAY! ...... Oh Maker, I hope the bears don't find me....

OT: Hissing Wastes is one of my favourite areas. I lovingly call it "Pissing Wastes" for some unknown reason, but when I'm there I always think "Hissing Wastes are pissing big!" and "Anyone want to have a pissing for distance contest?" (I know I'm weird). There's just something about seemingly endless sands under the moonlight. I'm a natural night owl so I felt right at home in the dark and full moon (or nearly full, right?) It was a nice place to explore on my own without many quest markers to guide me.


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#19
Lebanese Dude

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I lovingly call it "Pissing Wastes" for some unknown reason, but when I'm there I always think "Hissing Wastes are pissing big!" and "Anyone want to have a pissing for distance contest?" (I know I'm weird).

 

...

 

.i.3.tbt-emily-blunt.gif


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#20
Unlucky 13

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All that's there is a few schematics and... ah non spoilers. But the big thing the vints were digging up is a bloody joke.
The puzzles were stupidly easy. It's not possible that someone could find them remotely challenging.

 

I found them somewhat challenging....felt proud of myself when I figured it out.  I'm not looking for a puzzle game though.



#21
Medhia_Nox

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Loved the Hissing Wastes... one of my favorite parts of the game actually.

 

The only thing I think is missing from "Open Worlds" is the ability to alter them in small ways. 

 

I think in something like Skyrim - you can build a giant pile of "stuff" in a random location if you want - so, you get tangible evidence that "You've been there."

 

In a game like DA:I  - passing through much of the open space leaves it most unaffected.

 

I think DA:I can evolve an include some ideas to make an area truly alter:

- Camps

- Mines

- Expeditions

- Outposts/Waystation/Tradeposts

- Bulwarks

- Foundations (for new towns that slowly grow the more resources you put into them).

- Reconstruction (of ruins or devastated regions)

- Watchtowers

- Farmlands

- Planting trees, herbs, etc. across the landscape.

- Pastures (turning local herbivores into domesticated animals where you can just pick up leather from your guy).

 

Some of these elements are in game - but not enough.  But I think littering the landscape with small things that can change the environment would go a huge way.


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#22
Chi_Mangetsu

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Speaking of the Forbidden Oasis, sweet Andraste is that place tedious to navigate. There really are some areas of this game that are not intuitive, and the ouroboros-like quality of the Oasis is nothing if not a pain in the arse, much like carelessly sitting on a snake. No wonder they called it "FO".

#23
VelvetStraitjacket

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Great article. The Hissing Wastes is definitely my favorite area in the game, and one of my favorite areas in gaming in general. I found myself going back to it even after I finished all the side quests and collected everything just to ride my mount or wander around with my companions. And yeah, I still remember the intimidation I felt the first time I ever went there and saw all the...space. But it was awesome.


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#24
Shinobu

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I loved the Hissing Wastes (except for the flies). After feeling like I have to pick up a rock/shard/plant every three feet in the Emerald Graves or getting frustrated clambering around all the levels in the Forbidden Oasis it's a relief to just run in the moonlight. Setting off for a tiny glow in the distance and finding a cool tomb or a mysterious traveler is awesome.

 

I wouldn't like multiple "empty" maps like the Hissing Wastes, but having one soothing map in the mix was an excellent design choice.


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#25
zeypher

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Hissing wastes is a beautiful map, My favourite map by far. No clutter, openess of a desert, allows me to forget about stuff. This map is an example of good design. 


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