Posts by Tag / GAME: Dragon Age: Origins (2)

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Friction and hooks

A bit over ten years ago, I started playing Dragon Age: Origins. It was a very highly-regarded game by the people who’d made Mass Effect, which I had absolutely loved, so I expected to enjoy it.

And I more or less did, for a while. I got through my chosen opening area and the first few hours of the main story, picking up a few party members along the way. The story and world were fascinating, but I wasn’t enjoying the combat - it was too slow and strategic for my tastes, especially as my party grew in size. Before long I stalled out, dropped the game, and never came back to it.

This bothered me. I was supposed to like this game! I’d gotten so into Mass Effect that I’d played it three times in a row and read the tie-in novels, and here I was giving up on the universally-acclaimed Dragon Age: Origins partway into my first playthrough! Was I not a man of culture?

I resolved the cognitive dissonance through a bit of denial. Clearly the reason I’d been able to get into Mass Effect and not Dragon Age was that I’d been unemployed when I played Mass Effect and not so when I played Dragon Age. It wasn’t a question of taste - it was a question of time and energy. So instead of moving Dragon Age to my “Meh” category on Steam, I made a new category for it: “Free Time”, for games I should come back to when I had more free time so I could enjoy them properly. (I no longer have this category so I can’t tell you all of the games that made their way into it over the years, but I’m pretty sure they included Before the Echo, A Valley Without Wind, and Deus Ex: Human Revolution.)

Of course, the “free time” I was waiting for never materialized, even in later periods of unemployment, and no game ever got picked back up from that category. Looking back, I think I now have a better idea of what was happening (and has continued to happen with an increasing number of games over time). It was related to free time, but indirectly.

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I'm Not Evil, I Just Play That Way: Player Motivations and Character Goals

Recently we took a look at the technique of option restriction, which is when a game presents the player with only one path forward, thus eliminating choice while maintaining agency. If it’s handled well, it allows for close management of narrative progression while still letting the player feel that they are in control. So what is it that determines whether it’s handled well? What allows the player’s sense of control to be maintained even with a lack of choice?

“Players like to feel in control, but this sensation doesn’t necessarily come from having the ability to choose. Having control is as simple as doing what you want to do. It’s possible for players to feel in control even if they don’t actually have the ability to choose, as long as the what the game asks and what the player wants aligns. A good narrative should foster this."
—Andrew Vanden Bossche, Would You Kindly? BioShock And Free Will

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