Tuesday, January 13, 2015

Storytelling, Critical Nitpickery, and the Dragon Age

In every Dragon Age, I make a modestly dressed redhead mage, name her Wizbian, and spend the whole game hitting on every woman I meet. I am a man of simple pleasures.
I have long been vocal about my love for the Dragon Age series, so, of course, I can't let Dragon Age: Inquisition (DA:I) pass without going on about it a lot. I've only played through the main storyline once, but, since that's like 800 hours of play, I've been at it long enough to have some opinions.

I'm also writing this to try to draw eyeballs towards my new RPG, Avernum 2: Crystal Souls. Pushing my own game by saying nice things about someone else's is probably a bad idea, but I've always been terrible at marketing.

I really do love the game. (Some people have accused me of trying to get a job at Bioware for saying things like that, which is not true and kind of weird. But whatever.) It does well all the things Dragon Age should do well. It does a lot better at things it's done poorly in the past. It's huge and a hoot.

I estimate that you, the reader, have a 50% chance of being angry at me now.

Why Look For Facts When We Have Metacritic?

A fun exercise for any video game is to go to Metacritic and compare what the critics think of a game to what the players think. There is usually a big difference, and DA:I is no exception. Critical response is ecstatic. Player response if 50/50 for and against.

Again, I love these games, but I this may put me in the minority. A lot of people are really hating DA:I, and, reading their comments, I see why. Many don't like the story. Others don't like the gameplay. I don't agree, but I can see why reasonable people feel the way they do.

I think the problem DA:I faces is a simple one: The more things you try to do, the higher the chance something you did will fail for someone. And, for many people, if a single element of a game fails them, they won't like it.

More on that in a second. First ...

A Catch-Up For People Who've Never Played the Series

The Dragon Age games take place in a huge, complex setting, full of tons of races, factions, political squabbles, and the other ingredients from which juicy dark fantasy is made. They also have combat, spells, skill trees, and other RPG junk, but their main feature is complex and epic branching stories you can really sink your teeth into.

To get an idea, Kotaku put up a fantastic background for the world. If you are interested in these games, it's a great (if daunting) read.

I can't believe the courage it takes to make a AAA game that makes so many demands on the attention of the player. It's meaty stuff, and the ethical quandaries the game gives you are frequent and tough.

This is not Diablo. The combat is pretty good, but the story is the main feature. If you don't have patience for a lot of talkin', there are better gaming options for you. If you do get-off on that epic fantasy storytelling, though, no series does it better. #shotsfired

If you're new to the series, I strongly recommend playing Dragon Age: Origins, which is one of my all-time favorite games. It strikes a great balance between carnage and diplomacy, and the section near the end where you negotiate with different parties to help select a new king is one of my favorite segments in any RPG.

Dragon Age 2 is a trickier case. It's a deeply flawed game that suffered greatly from a lack of budget and development time. However, the storytelling is very good, and the events of that game lead directly into DA:I's story. A lot of people hate DA2, but I enjoyed it a lot despite all its flaws.

Oh, Sera. The love between us was never to be. Because you are psychotically violent and crazy.

The Perils of Storytelling

I can see why so much of AAA game development has given up on intricate storytelling. You can't win. There are three ways you can fail putting a lot of story in a game.

First, a lot of players don't want story at all. TL;DR, dude!

Second, even if a player wants a story, that player might not care for that particular story. No matter how good a book is, some people just won't like it.

Third, even if your story is good and people like it, then critics will start to treat the actual gameplay as unworthy and unnecessary. The gameplay is just considered some ungainly tumor on the game, wasting everyone's time, no matter how fun it is. I've seen this happen a lot with discussions of The Last of Us, even though I think that game's actual gameplay is really tight and fun.

So yeah, storytelling in video games is a big risk. It's remarkable to see a AAA
game dig into it as much as DA:I. So, to make up for the risk, the budgets need to be lower. In other words ...

YES. THE HAIR IS BAD. GET OVER IT.

My guess was that DA:I had a limited budget to work with, and it shows in certain ways. The most common complaint I've heard is that the hair in DA:I doesn't look good, and, yeah, they're right. Hair in the Dragon Age always looks like a little plastic helmet. But programming hair is expensive, man. It takes a lot of time to get it right.

Games like DA:I (single-player, story-heavy) will always be kind of a niche product. I think that if you want games like it, you need to be a little forgiving. Games like Destiny have much wider appeal and can thus afford all the shiny polish. RPGs, on the other hand? These need a tiny break.
Beloved characters from the first game return. The ways they have been changed by the passing 10 years were, I thought, very well-written.
Fear the Hinterlands

The zones in DA:I are huge. The outdoors isn't as sprawling and insane as Skyrim, but there is that kind of feel. Every corner of the world is crammed with collectibles, tiny side quests, shards to collect, goblins to pester, and just general crap to do.

The Hinterlands is the first open zone you are given to roam through. And that is why, amusingly, pretty much every tip sheet on DA:I I've read has started with the advice, "Get out of the Hinterlands as soon as possible."

A lot of people interpret this to mean that the game is full of long, dry stretches, which is unfortunate. The Hinterlands are a lot of fun.

Instead, what this advice means is: "If you are the sort of obsessive who has to get every possible collectible, Dragon Age: Inquisition will take a hammer and crack your head right open."

The Hinterlands has more content and goodies than 95% of indie games, but, if you stay in it too long, you get less storytelling and world-building. And, as I said, storytelling and world-building is Dragon Age's #1 feature.

The zones are all full of stuff like, "Find these three pylons to locate 12 shards. Then peer through the 12 shards to locate 112 power grapes. Then eat the 112 power grapes to gain the Third Sight and be able to see the 853 energy pebbles. Then use the 853 energy pebbles to build a ..." And so on.

Somehow, people have convinced themselves that having too many choices and things to do is a problem. (Of course, this is the same world in which some critics don't think we should use the word "fun" when talking about GAMES. Oh, the Internet.)

So Why Are We Mad At More Content Again?

I have seen actual serious critical complaints that DA:I lards on too many trinkets and side business and stuff to do. This just amazes me. I have a whole post worth of stuff to say on this, but this is already too long, so I'll cut to the chase:

It is RIDICULOUS to think that every section of every huge game has to appeal to every gamer. Think a quest is boring? Picking herbs if boring? Hunting shards is boring? DO. NOT. DO. IT.

DA:I is a really well balanced game difficulty-wise. You can skip all of that extra junk and still be strong enough to win at the end of the game. So relax. Just have fun, man.

Sixty hours played. Ten of them in the face-maker.
Yay! Another Social Justice Argument! Everyone Get Mad!

As anyone who has been paying even cursory attention to the gaming press knows, there's been a roiling debate about depictions in video games of gender, sexuality, race, and all assorted identity categories.

Dragon Age: Inquisition is pretty much a shopping list of almost every social justice wish list item you could hope for. Female player option? Check. Gay characters and same-sex romances? Check. Trans character? Check. (!) Bechdel Test? Hell, if you roll a female character, you can easily be 20 minutes into the game before you hear a male character say a line. More if you spend a lot of time looking for Elfroot.

And yet, DAL:I as much of a hardcore gamery game as the gameriest gamer could want, and while applause is not unanimous, gamers are giving the thing a fair chance. Which has a message for both sides. For gamers: It is possible to have a big, fun gamer game with a more social justice viewpoint. For activists: Gamers are not evil, mindless orcs. We'll happily play games from all sorts of political points of view as long as they are fun.

I was actually really interested in what critics would say about the game. It has been hearteningly positive, including Game of the Year award from both Polygon and The Escapist. The romance options had something to anger all ends of the political spectrum (Sorry, India.), but people are always angry.

Whatevs. I thought the response to DA:I was pretty fair and even-handed overall. Calm even-handedness is pretty rare on the net these days, so I'll take what I can get when I can get it.

Extra Advice For Players

If you want to know a badass, broken skill tree in advance, I'll tell you now. Play a mage and go knight enchanter. They give you a light saber. A freakin' LIGHT SABER.

Accept everyone into the Inquisition you can. Talk to your characters frequently. There's a lot of really good writing in there.

Go into Settings and turn off drawing helmets. Makes conversations much more pleasant.

The best loot is dropped by bosses and mini-bosses. Closing rifts and collecting shards will generate power, but only the meatier quests will gear up your group.

A Few Dry Design Comments, Which Are Boring and Can Be Skipped

1. DA:I is still pretty buggy. It won't break your game, but it'll irritate you. Not as bad as Dragon Age 2 was, but still. Be warned.

2. There have been complaints that the number of romance options for heterosexual males is really limited. Let me go out on a limb and say this criticism has a point. There are two choices for straight men. That, in itself, isn't the problem. The problem is that these two characters (Cassandra and Josephine) are very controlled and responsible. There isn't enough difference between them.

To fully get into the adolescent wish-fulfillment of these games, everyone needs to have a wild, crazy romance option. My worthless, 20-20 hindsight opinion is that players would be happier if Josephine was a lesbian and Sera was bisexual, instead of the other way around.

3. For me, the most interesting section in the game was the Hissing Wastes. By most metrics, it's a terrible zone.

It's really late in the game, and a clear case of the "We're out of time and money!" had set in. It's huge, but barren. It's flat, where it's not full of confusing mountain paths. It's empty. It's dark. It's ugly. But the design doc said the creators still had a zone to fill, so they did it.

And they did something terrific. They took the limited resources they had and made something cool. The whole zone is one huge puzzle. Basically, you have to find six tombs. You have six extremely crude drawings you need to interpret to find them. There is a trick to it. It's subtle, but, if you interpret the drawings correctly, you will know exactly where to go in this giant wasteland to find what you need.

So I hated the zone, and yet I spent a ton of time there and had a lot of fun. Designers take note. This is one of the best cases of making a lot with limited materials I've ever seen.

4. The crafting system in this game is elaborate and, amazingly, sometimes useful. However, my gut tells me it'd work better if both the number of materials in the wilderness and the number of materials you needed to make items were both halved. You'd have to do the same amount of wandering but less time picking. This would do a lot to remove the busywork feeling people get from the game.

There. I think that's what I have to say about Dragon Age. I'll see y'all again when we argue about Dragon Age 4: Hair Helmets of the Tevinter.

150 comments:

  1. The combat bores me and the inventory system gets on my nerves, but I like the story well enough that I'm plowing through it a couple hours at a time.

    Here's the problem... there are so many interesting things happening in the RPG genre right now that I can't get excited about a game which isn't both tactically and narratively interesting. DA:I is a decent game. It just doesn't hold my attention.

    ReplyDelete
    Replies
    1. I think the combat is a lot of fun when it's hard. I think I regret not playing on a higher difficulty level.

      The inventory management is annoying, but I started playing RPGs in 1982. I can adjust to a lot.

      - Jeff Vogel

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  2. This comment has been removed by a blog administrator.

    ReplyDelete
  3. I hope this doesn't mean Avernum 2 is gonna be packed with Social Justice.

    ReplyDelete
    Replies
    1. Since Exile came out in 1995, I've always strived to have my games have a mix of characters of both sexes and all races. My games have been packed with social justice for over 20 years.

      - Jeff Vogel

      Delete
    2. Wait a minute: you're asking if the series which has Erika I-built-a-whole-civilization-and-the-fucking-ecosystem-needed-to-sustain-it-from-the-ground-up-just-to-spite-the-petty-magelings-who-backstabbed-me Redmark as the first trilogy's major strings-puller is packed with social justice?

      How to put it: imagine Anita Sarkeesian if she had Doctor Manhattan's powers, Gregor Clegane temper and a whole country at her beck and call: That is Avernum: enjoy your game.

      Delete
    3. I remember in Exile 3, the first of Jeff's games I encountered, there was a dude with some kind of rainbow badge, something I hadn't seen in a game before. Jeff has always had plenty of this, and while I am no friend of the SJWs, I've never found his style of it offensive.

      Delete
  4. This comment has been removed by a blog administrator.

    ReplyDelete
  5. Great points Jeff. I am only about half way through my first play through but many of your observations ring true for me.

    Funny thing: I have played and replayed every previous episode of Dragon age but I still had to do a mental readjustment when starting this one. The biggest thing for me was relearning that you don't have to do everything and probably shouldn't even try. I am just about sick to my teeth of gathering elf root but do you know what? I don't have to do it. Sure I will miss out on a few collector quests and my supply of fancier potions will be constrained BUT I will still get all the standard health potions I need thanks to the inspired design decision to make standard health potions free.

    It took me a while to come to terms with the combat system mainly because I do miss the tactics system of the earlier games: That madcap half broken system that allowed mere mortal players like me to actually programme the ai of my party. It never worked perfectly but it remains one of my favourite ever things in gaming. I do understand why they dropped it. The new simplified system probably gives just as good results for the majority of players. Given budgetary realism they were right to spend cash on story rather than a wildly overambitious ai programming interface. I am actually enjoying the combat in Inquisition quite a lot now. Increasing the difficulty to hard and switching to a gamepad both made a big difference for me. For some reason I find it easier to play tactically with the gamepad than with keyboard and mouse.

    ReplyDelete
  6. "Pushing my own game by saying nice things about someone else's is probably a bad idea, but I've always been terrible at marketing."

    Naaaaah: Dragon Age is all about Brave and Powerful heroes being fucked over by the almighty Law of Unintended Consequence (I saved Anders from the evil abusive templars, and he's a fun guy to be around and certainly not a... oh dear fucking mother of God what did I do), while the Avernum series is all about Brave and Powerful heroes being fucked over by the almighty Law of Unintended Consequence (We killed the tyrannical emperor... oh shit an invasion. No, Wait! we found friendly troglodyte roswellian who happen to be badass mage-warriors and they promptly saved us from a retaliatory genocide and... What The Fuck did they do to the surface!?): the more you praise this particular series, the more you can work the "I did the Dragon Age thingy before it was cool!" angle.

    ***

    "If you want to know a badass, broken skill tree in advance, I'll tell you now. Play a mage and go knight enchanter. They give you a light saber. A freakin' LIGHT SABER."

    That's the Star Wars curse: Bioware made KOTOR, and having touched the gamaxy far far away they can't resist the temptation to make all of their protagonists friggin' Jedi. Even in Mass Effect, the most OP Shep was the Vanguard, which gave your MC force-like power and tailored her for close range combat... in a game where all the weapons are gun! I finished ME3 by force-punching to death 80% of the enemies found in London, including the instakilling banshees: you just can't escape the Star Wars curse: my Darth Shep was a fucking renegade Jedi therefore she was going to kill at close range, God damn it!

    ***

    "There isn't enough difference between them."

    Huh... you're talking about the cut people down first, ask questions later juggernaut and the so polite she was probably a Hanar in a previous life who majored in versailles-style politics? They're like night and day!

    ***

    "So I hated the zone, and yet I spent a ton of time there and had a lot of fun. Designers take note. This is one of the best cases of making a lot with limited materials I've ever seen."

    You know what I hated most about Skyrim? the map is so damned cluttered: you can't walk twenty feet without stumbling upon your fifth dwarven ruin, seventeenth necropolis, eighty-fifth cave... RPGs and adventure games need a few empty, barren zone: attempts to pull a disneyland and maximize to kafkaïan extremes surface use only help making the fact that your game is an artificial binary theme park much more obvious.

    ReplyDelete
  7. I actually loved loved loved the gameplay in DA:I. The Dragon Age lore/story has always struck me as what fantasy would look like directed by Michael Bay and I was not dissuaded from that opinion here - I found myself zoning out/skipping dialogue and cut scenes on a regular basis playing DA:I. You're right, you can't please everybody with story. But frankly I found the actual COMBAT so much fun that I really enjoyed the game. I agree also that playing on a higher difficulty is absolutely necessary if that's the reason you're playing the game - for the story I suspect you could go with Easy and breeze through it. Your thoughts are interesting as always Jeff, and appreciate you sharing them!

    ReplyDelete
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  9. Yes, there is a lot of optional stuff that you can ignore but the most tedious of it all, the resource collecting isn't really one of them. Sure you can still ignore it, but then you're missing out quite a bit. Potions, tonics, bombs, and their upgrades, requisitions, Skyhold customization, the extensive crafting, skill specialization, etc.

    ReplyDelete
  10. I quite like the "Skyrim" like environments that are accompanied by the comments and conversations of the companions, which makes it superior to Skyrim, with the exception of modibility. The mods for Skyrim would be the reason for buying it at this point and some of the mods give companions that are comparable and only somewhat inferior to the Dragon Age companions because you cannot compete with Biowares written dialogue for their companions. I have had DAI since late November and haven't finished my first play through yet and quite please that I haven't managed to burn my way through it in two weeks, which is my tendency. The depth and customization of DA:I to me, means its something unique and interacting with Varric is a bit like interacting with an old friend, and I am grateful for the anonymity of the internet in saying that, because it would be hard to describe to people not familiar with the subject. I will definitely pay more attention to Avernum 2 : Crystal Souls because of your article.

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  11. is that really a game, never play that game before .
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  14. I'm going to perfectly honest here, Jeff...if we're going to talk about an awesome storyline, then we should be talking about the Avernum/Exile series in general. I'm dead serious. Despite the graphical limitations what with dialog being just text, you somehow managed to get me more invested in the characters and lore of Avernum than anything Bioware has ever made. But this is less an indictment against Bioware than it is an endorsement of your style of storytelling. Asides from the universes of Mass Effect and The Elder Scrolls, Avernum is my favorite. Sorry about this, but I'm going to gush a little about this stuff for a bit:

    Avernum's setting is very real and organic. The Empire basically found this huge, dangerous craphole and couldn't do anything with it, so they decided to start throwing political dissidents and various scumbags down there to get eaten by chitrachs. All the different factions the Empire exiled getting dumped into the same space creates an interesting, organic sense of conflict and tension. When the player gets thrust directly into this world, he can immediately identify with the story and setting. The characters are believable, relatable, and fully three-dimensional. There are no hollow archetypes...except maybe for Garzahd...but he reminded me of Kefka a bit, so he gets a pass. Most of the characters are grounded with the reality of their situation and don't arbitrarily speak in riddles or in nonsensical, pseudo-Shakespearean gibberish like some games.

    In most games, I just skip through all the dialogue, because of how stock and uninspired the characters delivering it are. I rarely did this in Avernum, as every conversation is pertinent to the task at hand and/or or lore of the game. Also, there's plenty of humor sprinkled throughout the series to keep me invested. Many games either run the gambit of taking themselves way too seriously or making their ultra-severe, perilous universes completely silly which ultimately egresses the player from the game. Or you have a game like Borderlands 2 which somehow does both. The Avernum series never broke immersion for me.

    Everything that happens in Avernum has an actual bearing on the what the player is doing and why. There aren't any asinine, pseudo-mystical plotlines that destroy relatability. You know those quests where you go and fetch a magic MacGuffin only because that's what the quest giver told you to do? (I.e. "Sally forth and retrieve The Something Something of Somethingdore!") Why should the player care about doing this? What does The Something Something have to do with player? Every artifact in Avernum is integral to not just the story but also to the player's desire to retrieve it. Questing for a mythical, demonslaying blade because...you know...story. Boring. Getting that legendary blade that's not only essential to beat the game but is also a ridiculously powerful weapon that's actually usable by the player? And you get to use it to kill that psychotic, annoying douche, Garzahd? Awesome. That's an incentive for the player to actually care why they're trying to find The Something Something. It's not just pointless backstory and filler.

    I actually found it pretty interesting how you somehow took a fantasy series full of mythical creatures and magic and made it tangible and relatable to the player's situation in-game. I guess that's what I enjoyed most about the Avernum series' storylines. Nothing in the game disenfranchises me from what I'm doing or why I'm even doing it.

    Sorry about the essay, man. I've been playing your games since Blades of Exile on my old '98 computer. Kind of a fanboy.

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  16. "Pushing my own game by saying nice things about someone else's is probably a bad idea, but I've always been terrible at marketing."

    On the contrary. Since I loved DAI and you did too, I'm now assuming I might like your game and should check it out.

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