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An Alternate Take On Inquisition's Prologue


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#1
Dragonzzilla

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I like Inquisition. Keep that in-mind while reading this.

It's been said that Inquisition has pacing issues. Indeed. Perhaps. But I myself noticed it, but I won't touch on the whole plot. In fact, I just want to talk about the beginning of the story. Refer to the diagram below; Inquisition is missing that first piece. You know, the opening (yes, I know Inquisition has an opening; hard to forget the first half-hour before you start the game proper).
plot-diagram-2.jpg
In the other two DA games, we had that starting piece. We got exposition, some world setting, and a look of our protagonist's circumstances. In Origins, it's another day in the live of our Warden; in DA2, it's the Hawke family fleeing Lothering and setting their fate into motion. But still, we sort of had that calm before the plot kicked off. In Inquisition, we don't really have that. That inciting moment that kicks the plot into motion and gets things going? We're dropped in after the fact. It irks me in hindsight, if only just a little. It's a deviation from standard storytelling (not that I’m saying "STICK TO THE META", Maker no). But I think Inquisition could've benefited from having that inciting moment. I’m going to try to explain why and how.

Herein lies the wall of text; abandon all hope ye who read on.

The Inquisitor's Past
In Inquisition, our characters' backgrounds are delivered through text. From one standpoint, this is a mistake. In Origins, we weren't simply told who our characters were; we saw it for ourselves. Each of the eponymous origins laid down exposition, but we were given the reins as well. If the infamous writing advice of "Show, don't tell" was ever realized in video game format, the backstory of the Inquisitor would exemplify what not to do. But I don't mean that superciliously. I am not a good writer, and I make no claim of being otherwise. I say that as someone who has played Origins and can recognize basic storytelling elements.

Beyond Inquisition's introduction, after we gain access to the war table, the Inquisitor's past comes knocking. Whomever contacts them is dependent on whatever class and race the player chose. For dwarf Inquisitors, it's the Carta; for the elves, it's their clan; for martial humans, it's their family; etc. But they all share a commonality: past ties to the Inquisitor. What bothers me is that we, as the players, don't share these ties. We don't know anything about these distant personalities to be honest. We were given some groundwork, but only that. We were told why the Inquisitor was sent to the Conclave, but very little of whom. Because we never directly interacted with the characters of our Inquisitor's past, we don't know them at all. The Inquisitor might, but the audience does not. So when you make decisions regarding your past ties, they are done phlegmatically. It's just another operation, sadly, though I imagine making the right decision would be of great importance to the Inquisitor (not just us).

In the Circle Mage Origin, we see Jowan's character first-hand and that experience adds more to us meeting him later in the game. For all other origins, our first meeting with Jowan is postponed until then; before then we didn't know he existed, but why would we? You've never met him before if you aren't a mage. But imagine if Jowan was just as involved in the other Origins as he is in Circle Mage origin, except we never meet him, so later when he pops back up and recognizes us, we wouldn't recognize him back. The effect's lost this way. That is how I view the Inquisitor's past ties. An informed connection to someone isn't much of a connection at all.
 
What Could've Been
So depending on whatever class and race the player chose, the Inquisitor would be attending a different part of the Conclave and accordingly dealing with different people. To illustrate, imagine that each Inquisitor Origin played similarly to those in Origins, but instead of them happening in different places, they coincided with one another. This happened in Origins as well; no matter which Origin you chose, there were hints that implied the characters of the Origins still existed (but died without Duncan's intervention).

Trevelyan nobles would arrive with a retainer or two of their household ala Ser Gilmore, as they are of noble blood and were sent to aid their family in the proceedings. Perhaps an actual family member would accompany them, opening up the potential for the player to establish whether or not they like their family or wish to break away. The Trevelyan nobles would most likely linger in a lobby sort of area, discussing their political opinions and their now-relevant religious beliefs with other noble houses whilst waiting for the peace talks to begin. A Trevelyan mage could recognize their household even, but be too embroiled with the preparations for the peace talks to talk too deeply. Meanwhile, elf Inquisitors would converse with fellow clan members who are concerned for their safety before seeking in. Qunari Inquisitors would preside over the assembled Templar and Mage camps and maybe even persuade or intimidate some rowdy persons from butting heads and prematurely ruining the negotiations. Meanwhile, dwarf Inquisitors would be sneaking in through more-discrete entrances with a squad of fellow Carta; would your dwarf opt for listening the negotiations so that they know what'll affect the lyrium trade first-hand, or instead poke around for loot? Some people would pay good money for a genuine artifact from the Temple of Sacred Ashes, me thinks.

Those are all examples of what could've happened, but they would all need to share some things in common. First and foremost, they would interact with people of your origin. A player could establish their beliefs and opinions and connections about them well and early; whether you'd hate or respect or admire the people or single person accompanying you during the prologue, the Conclave's destruction and those characters deaths would mean something, even if it's satisfaction that someone you disliked did die. Second, the characters' paths would need to converge at some point; for the sake of this discussion, I'll make it "Investigate the Temple". Whilst your Inquisitor is walking about and talking and or sneaking, it becomes obvious that the negotiations are taking a while to get underway. Divine Justina is nowhere to be seen, and neither camp is willing to begin without her.

Whichever Inquisitor you chose decides to investigate; one of your associates from your Origin accompanies you, though perhaps berating you for putting your nose where it doesn't belong. At one of the stairwells upward, the Inquisitor's stopped by guards but hears a faint scream from above. The guards overlook it and insist that the Inquisitor return to wherever, saying that the Divine's quarters are a restricted area. But another scream brings the Inquisitor to bear. They incapacitate or knock side the guards and rush upstairs, their companion hollering now for what they just did. At this time, the screen pull shot a wide-shot of the title screen of the lagging Templars and Mages, mentioned by the assembled parties in the prologue, filing into the temple. A second passes before the blast goes off, leading into the rest of the game. You are not shown what happened, so that piece of the story remains intact. You know the rest (obviously, character creation would've been done beforehand, but you know what remains).
Green%2BBlast.jpg
There's a few things that this opening would've done. I'll touch upon the questions of faith. Being the Inquisitor before they get the mark could actually help both cases of "refusing to be chosen by Andraste" and "saved by divine providence". In the former, you can assert you were just a normal person before the explosion; in the latter, you survived where many others did not. The difference being between this pipe-dream and what we have in actuality, is that we the players can believe it more readily having actually been there.
 
There were other things I wanted to discuss, but they've slipped my mind and this is a long enough post as it is. Enjoy.
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#2
Tyrannosaurus Rex

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Good post that identifies the problem with the prologue. Personally I am getting tired of Bioware's current trend of fast paced intros that I believe have gotten progressively worse with each new game. 

 

And while I don't exactly like every detail of your suggestion, I am glad to see someone else who believes that it was more than possible for Inquisition to have an actual playable intro that could still maintain the mystery of the exact details of what happened at the conclave until the revelation in HLTA. 



#3
Dragonzzilla

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Good post that identifies the problem with the prologue. Personally I am getting tired of Bioware's current trend of fast paced intros that I believe have gotten progressively worse with each new game. 

 

And while I don't exactly like every detail of your suggestion, I am glad to see someone else who believes that it was more than possible for Inquisition to have an actual playable intro that could still maintain the mystery of the exact details of what happened at the conclave until the revelation in HLTA. 

Glad you liked it. What in particular did you not like though? I tried to make it as general as possible.



#4
esh1996

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It's sad to say this, but I think Bioware opted for the lazy route when they went with a paragraph of unique text but ultimately one intro for everyone, think about all the time and resources they saved. Maybe they were like 'preexisting fans will likely know the origin for each race, whereas new fans probably don't care...' and left it at that.
I would have liked a better intro, but what we got was good enough and personally I would have preferred more effort put into the rest of the story.
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#5
KaiserShep

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I wonder what it would've been like if the Fade in the beginning was actually a playable sequence rather than a cut scene, one that could actually result in your death if you're not hasty enough.



#6
ShadowLordXII

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For what it's worth, I thought that the intro that we got for Inquisition was much better executed than DA2's rushed intro laden with forced drama.

 

That said, the fast-paced intros that start after a conflict begins are becoming something of a tired trend.


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#7
Ashii6

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I wonder what it would've been like if the Fade in the beginning was actually a playable sequence rather than a cut scene, one that could actually result in your death if you're not hasty enough.

That's actually pretty good idea. Too bad it didn't happen. I don't like when prologue in game is short and the one in Inquisition was very short. I think the worst was in DA2. I loved the game itself, but I'll always remain disappointed, because we didn't have a chance to see Lothering.



#8
Aulis Vaara

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Excellent post. Too often in general EAware cells us to care about something instead of letting us forge our own bonds. A legion of fans screaming "all the feels" doesn't help.

#9
esh1996

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...chance to see Lothering.


If we're supposed to associate an ingame location as our character's home, then you atleast have to give the player a chance (even for 5 mins) to learn about it and become attached to it. Just telling us something we're supposed to imagine living through isn't good enough.
Also why hasn't anyone mentioned the amnesia our inquisitor suffers at the beginning of DA:I. I never like that in games...

#10
procutemeister

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If we're supposed to associate an ingame location as our character's home, then you atleast have to give the player a chance (even for 5 mins) to learn about it and become attached to it. Just telling us something we're supposed to imagine living through isn't good enough.
Also why hasn't anyone mentioned the amnesia our inquisitor suffers at the beginning of DA:I. I never like that in games...

 

About the Inquisitor's amnesia... if you've finished Here Lies the Abyss it's explained. I'm not personally a big fan of amnesia being used as a trope in games but it does have a plausible explanation. 

 

I agree with the first post though, and this one. They really should have gone for a prologue set during the actual Conclave like you described. It would let players determine their characters' personalities before getting the mark and build an attachment to their home/family.



#11
ShadowLordXII

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They really should have gone for a prologue set during the actual Conclave like you described. It would let players determine their characters' personalities before getting the mark and build an attachment to their home/family.

 

Not to mention having a chance to meet and interact with Divine Justinia and the other templar and mage leaders at the Enclave. Learn more about the conflict and what everyone wants out of this meeting or whether people believe that there's any hope. Then the Players can either support one side or bash both or stay neutral or express blunt pessimism that this enclave will succeed.


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#12
JadeDragon

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I agree. The lack of proper prologue actually also downplayed the mage-templar war. The game already lacked really getting into the war but the fact we could not interact with the peace talk and learn more about different views leading up to it made no sense. We know the official leaders of each group was not there so who was there reps? Also the codex origin was a sign of things to come in this game with the tell not show approach. hopefully next game before takes there time with the PC prologue
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#13
Sah291

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I agree that the lack of an origins or prologue taking place before or during the conclave made it harder to connect to the protagonist. But my feeling on it is that the vague background is probably intentional, and not just because it's a common video game trope for player insert, but because I think the character we play is supposed to be mysterious. You play as the mysterious stranger who shows up miraculously out of nowhere with the strange power. The premise revovles around this mystery-- who are you, how/why did you survive, are you really a prophet sent by the Maker, etc.

 

Having an origins story, or a scene at the conclave would work against that premise too much by establishing the Inquisitor's beliefs and motivations prior to the conclave explosion. You would go in with a preconceived idea of who your character is/was, based on that background, and that undermines the fact that you are supposed to have amnesia/memory loss, and that there may be some supernatural influence at work.

 

It feels a bit odd to be role playing such a character, as I think this trope isn't often the protagonist in a story... but nevertheless. I think a better approach would have been to play up that mystery element a little more in the beginning. More scenes like the one we saw in the trailer with Cassandra drawing her sword on you (that shouldn't have been cut! it was good stuff!), and characters not trusting you, etc.



#14
Dragonzzilla

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I wonder what it would've been like if the Fade in the beginning was actually a playable sequence rather than a cut scene, one that could actually result in your death if you're not hasty enough.

I considered that, but I thought people would dislike having to do that. It would be an excellent in-character moment, being chased by high-level Fearlings, but then I considered that people don't like "on-the-rails" moments. Why not have a cutscene then, if you're doing something as simple as running?



#15
duckley

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I think originally they were just going to have a human Inquisitor  - and so maybe that would have included a richer background pre-explosion section. But the fan push for multiple races maybe forced them into doing a quick and dirty intro - as they had to devote their time and energy to creating those characters.

 

In fact, a lot of what fans seem to knock about the game, are the result of fan pressure - more open world please, longer game please, more companions please.

 

Sometimes I think Bioware would be better off NOT listening to the fans and doing what they do best - creating great and fun games!



#16
KaiserShep

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I considered that, but I thought people would dislike having to do that. It would be an excellent in-character moment, being chased by high-level Fearlings, but then I considered that people don't like "on-the-rails" moments. Why not have a cutscene then, if you're doing something as simple as running?

 

This could be argued for the intro to Mass Effect 2. While the end result of the prologue isn't exactly to my liking, the effect of actually controlling the character during chaotic moments can make it feel more meaningful than if it were a simple cut scene.

 

Like, let's say that Inquisition had a proper prologue, like we got a brief narrated intro about the mage and Templar war, and then we got a short playable sequence of our arrival to the Conclave, then moments later, it goes black or flashes white or whatever and suddenly you find that your protagonist is stumbling around in the Fade. I think that this works better when the player is in control than if it was just a long cinematic. It's easy enough for the environment to be hazy and certain imagery to be obscured so that the player is privy to no more than the PC is.



#17
ShadowLordXII

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I think originally they were just going to have a human Inquisitor  - and so maybe that would have included a richer background pre-explosion section. But the fan push for multiple races maybe forced them into doing a quick and dirty intro - as they had to devote their time and energy to creating those characters.

 

In fact, a lot of what fans seem to knock about the game, are the result of fan pressure - more open world please, longer game please, more companions please.

 

Sometimes I think Bioware would be better off NOT listening to the fans and doing what they do best - creating great and fun games!

 

Catch 101, I suppose.

 

What many fans wanted for BW was an experience that was as well-crafted and rich as Origins. The rushed approach and heavily flawed execution for DA2 left BW open to a lot of valid criticism. Inquisition was crafted to both respond to those criticisms and be a good game at the same time.

 

But, you can't please everyone. Some people didn't want the game to be as open world as we got or as long or so on and so forth. However, BW continued to make the game that they wanted to make while keeping in mind the mistakes pointed out in past games. They still made several mistakes here, but that's just something for them to learn for the next game.



#18
RawToast

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I agree. Having the game start during the conclave would've been a great way to introduce various issues and main points of the lore. Seeing mages and templars bickering, nobles pushing around elven servants, gossiping about the civil war, etc. Some of the most influential people in Thedas all gathered in one place... it would've helped the mage/templar quest and wicked eyes not feel so sudden, and helped the players feel more invested in the world and their PCs. Alas.



#19
In Exile

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I like Inquisition. Keep that in-mind while reading this.

It's been said that Inquisition has pacing issues. Indeed. Perhaps. But I myself noticed it, but I won't touch on the whole plot. In fact, I just want to talk about the beginning of the story. Refer to the diagram below; Inquisition is missing that first piece. You know, the opening (yes, I know Inquisition has an opening; hard to forget the first half-hour before you start the game proper).
plot-diagram-2.jpg
In the other two DA games, we had that starting piece. We got exposition, some world setting, and a look of our protagonist's circumstances. In Origins, it's another day in the live of our Warden; in DA2, it's the Hawke family fleeing Lothering and setting their fate into motion. But still, we sort of had that calm before the plot kicked off. In Inquisition, we don't really have that. That inciting moment that kicks the plot into motion and gets things going? We're dropped in after the fact. It irks me in hindsight, if only just a little. It's a deviation from standard storytelling (not that I’m saying "STICK TO THE META", Maker no). But I think Inquisition could've benefited from having that inciting moment. I’m going to try to explain why and how.

Herein lies the wall of text; abandon all hope ye who read on.

The Inquisitor's Past
In Inquisition, our characters' backgrounds are delivered through text. From one standpoint, this is a mistake. In Origins, we weren't simply told who our characters were; we saw it for ourselves. Each of the eponymous origins laid down exposition, but we were given the reins as well. If the infamous writing advice of "Show, don't tell" was ever realized in video game format, the backstory of the Inquisitor would exemplify what not to do. But I don't mean that superciliously. I am not a good writer, and I make no claim of being otherwise. I say that as someone who has played Origins and can recognize basic storytelling elements.

Beyond Inquisition's introduction, after we gain access to the war table, the Inquisitor's past comes knocking. Whomever contacts them is dependent on whatever class and race the player chose. For dwarf Inquisitors, it's the Carta; for the elves, it's their clan; for martial humans, it's their family; etc. But they all share a commonality: past ties to the Inquisitor. What bothers me is that we, as the players, don't share these ties. We don't know anything about these distant personalities to be honest. We were given some groundwork, but only that. We were told why the Inquisitor was sent to the Conclave, but very little of whom. Because we never directly interacted with the characters of our Inquisitor's past, we don't know them at all. The Inquisitor might, but the audience does not. So when you make decisions regarding your past ties, they are done phlegmatically. It's just another operation, sadly, though I imagine making the right decision would be of great importance to the Inquisitor (not just us).

In the Circle Mage Origin, we see Jowan's character first-hand and that experience adds more to us meeting him later in the game. For all other origins, our first meeting with Jowan is postponed until then; before then we didn't know he existed, but why would we? You've never met him before if you aren't a mage. But imagine if Jowan was just as involved in the other Origins as he is in Circle Mage origin, except we never meet him, so later when he pops back up and recognizes us, we wouldn't recognize him back. The effect's lost this way. That is how I view the Inquisitor's past ties. An informed connection to someone isn't much of a connection at all.
 
What Could've Been
So depending on whatever class and race the player chose, the Inquisitor would be attending a different part of the Conclave and accordingly dealing with different people. To illustrate, imagine that each Inquisitor Origin played similarly to those in Origins, but instead of them happening in different places, they coincided with one another. This happened in Origins as well; no matter which Origin you chose, there were hints that implied the characters of the Origins still existed (but died without Duncan's intervention).

Trevelyan nobles would arrive with a retainer or two of their household ala Ser Gilmore, as they are of noble blood and were sent to aid their family in the proceedings. Perhaps an actual family member would accompany them, opening up the potential for the player to establish whether or not they like their family or wish to break away. The Trevelyan nobles would most likely linger in a lobby sort of area, discussing their political opinions and their now-relevant religious beliefs with other noble houses whilst waiting for the peace talks to begin. A Trevelyan mage could recognize their household even, but be too embroiled with the preparations for the peace talks to talk too deeply. Meanwhile, elf Inquisitors would converse with fellow clan members who are concerned for their safety before seeking in. Qunari Inquisitors would preside over the assembled Templar and Mage camps and maybe even persuade or intimidate some rowdy persons from butting heads and prematurely ruining the negotiations. Meanwhile, dwarf Inquisitors would be sneaking in through more-discrete entrances with a squad of fellow Carta; would your dwarf opt for listening the negotiations so that they know what'll affect the lyrium trade first-hand, or instead poke around for loot? Some people would pay good money for a genuine artifact from the Temple of Sacred Ashes, me thinks.

Those are all examples of what could've happened, but they would all need to share some things in common. First and foremost, they would interact with people of your origin. A player could establish their beliefs and opinions and connections about them well and early; whether you'd hate or respect or admire the people or single person accompanying you during the prologue, the Conclave's destruction and those characters deaths would mean something, even if it's satisfaction that someone you disliked did die. Second, the characters' paths would need to converge at some point; for the sake of this discussion, I'll make it "Investigate the Temple". Whilst your Inquisitor is walking about and talking and or sneaking, it becomes obvious that the negotiations are taking a while to get underway. Divine Justina is nowhere to be seen, and neither camp is willing to begin without her.

Whichever Inquisitor you chose decides to investigate; one of your associates from your Origin accompanies you, though perhaps berating you for putting your nose where it doesn't belong. At one of the stairwells upward, the Inquisitor's stopped by guards but hears a faint scream from above. The guards overlook it and insist that the Inquisitor return to wherever, saying that the Divine's quarters are a restricted area. But another scream brings the Inquisitor to bear. They incapacitate or knock side the guards and rush upstairs, their companion hollering now for what they just did. At this time, the screen pull shot a wide-shot of the title screen of the lagging Templars and Mages, mentioned by the assembled parties in the prologue, filing into the temple. A second passes before the blast goes off, leading into the rest of the game. You are not shown what happened, so that piece of the story remains intact. You know the rest (obviously, character creation would've been done beforehand, but you know what remains).

Green%2BBlast.jpg
There's a few things that this opening would've done. I'll touch upon the questions of faith. Being the Inquisitor before they get the mark could actually help both cases of "refusing to be chosen by Andraste" and "saved by divine providence". In the former, you can assert you were just a normal person before the explosion; in the latter, you survived where many others did not. The difference being between this pipe-dream and what we have in actuality, is that we the players can believe it more readily having actually been there.
 
There were other things I wanted to discuss, but they've slipped my mind and this is a long enough post as it is. Enjoy.

 

Let me say at the outset that I do appreciate your careful analysis. Let me say that despite my disagreeing with you, I do appreciate your taking the time to put forward your analysis. There are a lot of substantive problems with having the Inquisitor be involved in the Conclave with the plot structure that Bioware chose to adopt, which I don't think your musings on faith address. Now let me preface this by saying I don't think that Bioware (1) executed their own plot ideas well or (2) that these are necessarily speaking great ideas. Moving on to the substance:

 

I disagree entirely, for two reasons. The first is related to RPG character development. The second is related to the plot structure. I'll focus on the latter first.

 

With regard to the plot structure, Bioware tries very hard (though IMO they do not succeed) to make it ambiguous the extent to which all of the events might well be divine providence. They want to leave this part up to the player, however. Having the Conclave never be an event we see (and our role in it) is an important part of this part of their theme. How did the Inquisitor come to be involved in Corypheus plot? How did the Inquisitor stumble into the chamber? How did you survive in the Fade? What was the entity that intervened to save you? Bioware wants all of these things to remain ambiguous.

 

There is a more serious plot problem with the DA:O origin approach: it divorces your story and motivation entirely from the game. Each origin in DA:O fails entirely to (1) make you care about being a GW (2) make you identify with the GWs or their order and (3) make you want to save Ferelden as a GW rather than as a person who happens to live there. This creates serious issues in the follow-up to DA:O and in the very plot where everyone insists on affixing to you a label that you never needed to assume for yourselves. By throwing you into the plot, Bioware makes your introduction to the world fundamentally tied with the aim of the Inquisition.

 

WIth regard to RP content, the idea is to allow for a great deal of latitude to define your past and motivations. On the resourse side, this is done to allow then to spread the reactive content through the game rather than frontload it into one story and then never return to it (like in DA:O, where your origin ceases to matter at Ostagar). Of course, the overall resource allocation in DA:I varies vs. DA:O, but we are debating design principle here. Frontloading the content doesn't work well because at the front end of the game you have no idea what the universe is and what it allows. A DA veteran might now, but if you want to see how confusing lore dumps in a slow start are go play POE. It's impossible to know how to RP in that game because the whole setting just gets dumped on you from character creation.


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#20
ShadowLordXII

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There is a more serious plot problem with the DA:O origin approach: it divorces your story and motivation entirely from the game. Each origin in DA:O fails entirely to (1) make you care about being a GW (2) make you identify with the GWs or their order and (3) make you want to save Ferelden as a GW rather than as a person who happens to live there. This creates serious issues in the follow-up to DA:O and in the very plot where everyone insists on affixing to you a label that you never needed to assume for yourselves. By throwing you into the plot, Bioware makes your introduction to the world fundamentally tied with the aim of the Inquisition.

 

WIth regard to RP content, the idea is to allow for a great deal of latitude to define your past and motivations. On the resource side, this is done to allow then to spread the reactive content through the game rather than frontload it into one story and then never return to it (like in DA:O, where your origin ceases to matter at Ostagar). Of course, the overall resource allocation in DA:I varies vs. DA:O, but we are debating design principle here. Frontloading the content doesn't work well because at the front end of the game you have no idea what the universe is and what it allows. A DA veteran might now, but if you want to see how confusing lore dumps in a slow start are go play POE. It's impossible to know how to RP in that game because the whole setting just gets dumped on you from character creation.

 

I'd argue that the Origins in DA:O provided personal insight and motivation to your character. This can be something that's separate from the main story or depending on the player's input, it can be an additional motivator to dealing with the game's main conflict against the darkspawn.

 

Human Nobles will be more personally motivated to stop Loghain and Howe considering that Howe killed your family and Loghain has allied with this monster in addition to plunging your home into civil war. The Darkspawn is also about to overrun your homeland which gives deeper meaning to the sacrifice that becoming a Grey Warden entails. Same can said for the City Elf and for the Circle Mage and Dalish elf to a lesser extent. Not too sure about the Dwarf Origins.

 

It's a lot of lore to deal with at first, but all of it comes into play in some degree in the main setting. The Origins were an additional tool of introduction into the world of Dragon Age by focusing on one specific part before moving to the bigger setting and expanding your horizons.


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