You may or may not recall, but in a previous post I talked about a concept that Paul Barnett made me aware of – and that is that every game designer (and gamer) over the age of thirty has their Golden Age of gaming. It was that time of their lives when computer games or video game were who we were. And those games that we played shaped forever our perceptions about what we loved in games, and the kinds of games we were passionate about. The defined, to a large extent, what we considered fun. For myself, my Golden Age, which I remember with misty-tinged full-bloom recollections, occurred at about a time when what we back then referred to as the CRPGs were at their height. So my fondest computer games were the Ultima series, the Gold Box series of SSI games, the Eye of the Beholder games by Westwood, and of course Joe Ybarra’s classic Bards Tale games. Eventually, these games came to include Baldur’s Gate & Icewind Dale, and my mind still balks at the thought of the dozens upon dozens of hours I spent hunkered down in front of a computer screen in the cold hours of predawn navigating my individually created and hand-picked crew of six through the deepest caverns of a land that never existed.
Now, I burden you with this bit of tedium about myself because it’s important to realize where I’m coming from when I visit Dragon Age: Origins. Two decades have passed since I played those games, and for the last fifteen or so years my gaming has consisted almost entirely of games in which I play around other people, and whose interactions consist almost entirely of nothing more than pushing a few buttons to perform some actions. So when I load up Dragon Age and I roll the camera back to a chillingly familiar top-down view and I see those gold circles around my team and red circles around my enemies.. well lets just say it feels an awful lot like coming home. And while I’ll try to keep an objective eye about all that I see while playing the game, the strong tug of nostalgia is not to be denied, and colors most everything I view.
Two Good Things and one Bad Thing
It’s hard to pare down just exactly how much to say and not say about the game, and I’m only about six hours into it. I could go on at great length about the similarities (that I recall) between this game and its predecessors, and which new things work and don’t, in my opinion, but in the interest of keeping this post from taking my entire day, I’m going to try to give you a brief shot at some particular pieces of the game, and in the interest of objectivity, one I’m not too happy about.
The Story – Duh
Talking about the story in a Bioware epic RPG is a lot like talking about the scenery in Aion. It’s gorgeous, and everyone knows it. So this has been said, and I will only repeat it, but there it is. This is a game you do a disservice if you try to hurry your way through it. Be prepared to listen. Think of it as reading a novel. The entertainment is going to come as much from the having the story revealed to you as the actual gameplay and mechanics itself. The story itself, honestly isn’t all that original, but I think I like better here the actors, than in some previous attempts at videogame narrative. And as it is the actors that deliver the story, I think that perhaps is why I’m enjoying this more than my attempt to slog through Mass Effect. I actually found myself chuckling a few times at the dialog that was delivered. And we all know comedy is hard. If you ever find yourself genuinely laughing at something delivered by virtual actors, it’s testimony to the writing.
The Content
I know a few people have talked about the graphics not really being all that. I honestly haven’t had any real problems with the look of the game – nothing jaw dropping, to be sure, from a technical stand point, but certainly competent. What has dropped my jaw though has just been the sheer scope and scale of the quantity of content developed. Massive structures that feel like they have living and breathing people in them, large forests, grand ruins. As I’ve said, I’ve only been in the game for a relatively short while, but already I’m duly impressed with the sheer quantity of custom hand crafted content I’ve encountered. I may be a bit sensitive to this than the average person, knowing the amount of work and time and money that goes into creating video game content.
My Mute Hero
What I do find a bit annoying though is the muteness of my character. Again, being somewhat sensitive to costs, I fully realize the extraordinary additional cost that would have been invoked in voice-acting all of the responses for the various voices they gave you to choose from in the game, but by God, if you’re going to build a cinematic experience, then in for a penny in for a pound. And the way acting and dialog takes place all around my character and with my character but without him actually engaging in it makes him seem like a strange and curiously mute participant in an otherwise interesting scene.
If this is a game for you, then this is a game for you!
I went into Dragon Age with some pretty well defined (and high) expectations, and I’m happy to say that, for me at least, the game has delivered in spades on all cylinders (and more mixed metaphors). Feel free to caveat that with that this is only about a six hour impression, but so far, so good. If you’re ready to give up a big chunk of your late evening hours or Saturday mornings or whenever it is you find time to game, then go get this thing. You won’t be sorry.
Tags: CRPG, Dragon Age, Paul Barnett, RPG, Single Player
November 4th, 2009 on 2:19 pm
Spot on, as always.
I, too, was defined by the C64 era of CRPGs, and remembering back, it seems like Baldur’s Gate and IWD comprised the cliff of CRPGs; after those defining titles, there was basically nothing, as the platforms took up FPS’ and eventually MMOs. When you think of it, Bioware has pretty much supported the old-school CRPG genre single-handedly.
What really struck me about my limited time in DA was, as you said, the narrative and the life.
Story has been hard to support in MMOs where EVERYONE want’s to be the hero, so quest text ended up being a nuscience to a lot of players. DA brings it back around to the days where the action was an annoying interlude in the narrative.
Part of the remifications of having the story, then, is that the world feels more alive then even MMOs, where the NPCs are usually just standing stock-still, and the other players bunny-hopping around are hardly immersive.
I’m hoping that DA continues with the same story-first-combat-second mantra throughout.
November 4th, 2009 on 2:20 pm
Your character is mute and apparently nameless. I guess there’s no way around that, but (I’m playing a noble warrior) being called “pup” by my dear old dad feels odd. Granted there’s the whole codex entry (LOVE THE CODEX) about how important dogs are in this culture, but it still kind of jars whenever I hear it.
I only got maybe an hour of time to play. So anxious to play more, I can’t even focus on work. Been a LONG time since I felt this way.
And why doesn’t someone re-release the Gold Box games!!?
November 4th, 2009 on 2:52 pm
Paul Barnett usually gets bad interviews and his talk put out of context, I bashed the poor guy a lot… only to discover later that the press freaks probably intentionally made him sound like a total idiot. I personally hate this, makes me look like an idiot, and Barnett, too…
but now to DO:A. I will get it as xmas present. I am looking forward to it.
Baldur’s Gate rocked – IMO a lot more than Neverwinter Nights, I am too lazy to analyze why at the moment.
And if DA:O is only a bit like BG, it will entertain me for a long time for sure.
I think not voicing your character is intentional. They would have only a few voices anyways: Human Male/Female, Elf M/F, Dwarf M/F …
They leave it up to YOUR interpretation of your char to envision how he/she sounds, and this is quite smart IMO.
Still, I can understand your point. If there is a lot of dialogue and you actually hear a monologue of a NPC while your char says nothing at all, this is quite irritating.
DA:O success could also mean that nobody needs to re-invent the wheel to make a good game. Love for story and detail and a lot of work put into the content part of the game is what made Baldur’s Gate not only good but great.
November 4th, 2009 on 3:22 pm
Agree on all counts.
The mute character is a bit fail for the game – give 2/3 voice choices and there are what 4 answers? Not horrific programming I’d think! That would be the only thing I find annoying so far (only about 2-3 hours in).
November 6th, 2009 on 9:23 am
[...] Dusty! [...]
November 10th, 2009 on 4:36 pm
Considering what Bioware did with Mass Effect, I was very surprised and disappointed with my main character being a mute.
Bard’s Tale had the same impact on my gaming preferences that Lord of the Rings had on my reading preferences. I still have all three Bard’s Tale games for my Apple II, too bad the disks don’t work and I don’t have anything to play them on.