Playing the Part: Choice and Meaning in Dragon Age: Inquisition
It’s been two months since the release of Dragon Age: Inquisition, which means that we’re firmly in the middle of the traditional Big Game Backlash. I can’t back that up with data, I guess, but I can say that lots of smart folks who I respect a bunch have been hammering Inquisition with tweets and articles for the last few weeks now. This critique is broad and interesting: You can just as easily find a take-down of the game’s combat as you can of its representational politics. It’s great. But there is a line of critique that doesn’t sit well with me that keeps showing up. Again and again, I see the complaint that in Dragon Age: Inquisition the player rarely makes any “real choices” and I’m just not sure that’s true.
Don’t worry: I don’t aim to turn this piece into a message board list of “Cool Choices I Made In Dragon Age: Inquisition.” More than anything, I’m trying to work out why this complaint makes me uneasy and to pin down what people mean when they talk about “real” or “meaningful” choices in the context of a Bioware game.
In a recent piece for Unwinnable, Rowan Kaiser identifies the start of the “modern Bioware phenomena” at the memorable moment on Virmire, a planet in the first Mass Effect game. Faced with catastrophe, the player must decide which of two party members has to make a heroic, final sacrifice. I think that this is the sort of choice people have in mind when they say that, comparatively, “choices in Dragon Age: Inquisition don’t matter.” Two qualities separate this choice on Virmire from many of the decisions a player makes in Inquisition: clarity of stakes and impact of results.
Choices like these are cinematic, not only in terms of visual aesthetic but also in terms of the clarity of stakes. There is a conflict. You are offered a set of possible actions to resolve said conflict. That resolution produces a set of scripted results—A to B to C.
In the Platonic Ideal Bioware Choice that set of results includes a clear, immediate repercussion (a party member is removed from the game), further effects hours later (an exclusive heart-to-heart cut-scene with the living party member), and even unique content multiple games later (a letter referencing the sacrifice.) These effects are both fictional and mechanical. Maybe you gain a new set of powers or you lose a previously utilized resource. Your choice might close off areas of the game world, or it could introduce new sorts of combat challenges. Whatever you chose, it’s obvious that what you did mattered.
There are, of course, choices of this sort in Inquisition. But there is a second, slightly more nuanced, version of the “no real choices” complaint nested inside this first one that is harder to dismiss with a few good counter examples. The stakes that do exist, say these critics, don’t really matter. Who cares about a short cut-scene with some whimpering noble you’ll never see again? How much do a couple extra points of “Power,” the mechanical representation of your Inquisition’s reach, really matter? This critique is basic: What payoff there is just doesn’t leave a strong impression.
Part of the problem here is the tied into the larger structure of Inquisition. Thedas, the world of Dragon Age, is just so big and so packed with quests and NPCs and conversations that little of what you do ever feels monumental. All these little choices—which political ally you favor, how you settle some personal grudge, whether or not you save a man’s cow—feel like they exist in a vacuum. And the rewards are paltry: A sword I’ll sell immediately; an empty notification that my computer friend was happy with my decision; a new name at the bottom of my fantasy Org Chart. It’s rare that a reward feels special, and even rarer that it’s tactically important. These choices pile up in your wake, easily forgotten.
Nowhere is this truer, it strikes me, than at the War Table. Hidden away in a back room of the Inquisition’s secret hideout, you are presented with maps of the two nations central to the game’s story. Little metal baubles mark locations where your attention is needed. Well, not your attention, really. Because when you click on the marker and a text field explains some distant problem, the question is “who do I want to take care of this mess?”
Maybe you’ve found out that some provincial noble has stumbled into hosting a party for a demonic cult. You could have Josephine, your clever politico, send word to the noble to let him know how badly he’s screwed up. Or you could have Leliana, ex-nun and current spymaster, send one of her agents to eliminate the noble (and, by extension, the diabolical dinner party). Or you could send soldier boy Cullen’s knights to kick in the front door and execute the lot of them. (I don’t think this is a real War Table quest, but it should be. Hey Bioware, hire me).
In any case, you pick whichever plan you like best, wait around a few minutes (or hours) until it’s done, get a text update on how it went, and a meager reward that you could never have predicted ahead of time. At the War Table, stakes are rarely clear in advance, and the impact, both narratively and mechanically, is almost always minimal.