For me, while I did enjoy Inquisition (even though it largely played like it was an offline MMO for no good reason), I feel like the Dragon Age series peaked with the first entry in Origins. I could never get into 2 because Hawke and co were “new friends not my friends.” But similar to this article, I actually enjoyed that Origins only showed and explained what parts of the setting were relevant and mostly hinted at the wider world. We were left to imagine what Orlais and Tevinter looked like, or what the hell the Dalish aravels were.
I liked that there wasn’t a character that was always able to give exhaustive commentary on whatever mysterious ancient ruin the party was trapsing through.
This was similar to how I felt that all of the fun cosmic horror that was captivating in the first Mass Effect was lost when they had to thoroughly explain what the Reapers were. They were intimidating because they were unknowable with motives beyond human understanding. It kind of sucks when you learn you’re up against the robot minions of an AI that took serious liberties with the prompt it was given and not some kind of Cthulu-level entity or force.
The Souls games have always had a narrative style that rewarded curiosity and have always clicked with my imagination. No exhaustive codex about the founding and fall of Anor Londo, just bits of its legend and its ruin. Little tidbits of story hooks tucked away into random item descriptions. You lost nothing by ignoring them, but you felt like you were piecing together a mystery if you did.
This is all to say, shareholders and CEOs have no business being anywhere near creatives and creative endeavors. Or anything else, for that matter.
#videogames #dragonage #masseffect #bioware #enshitification #pcgamer
https://www.pcgamer.com/games/we-cant-keep-making-videogame-stories-for-players-who-arent-paying-attention-to-them/