fadejumper
fadejumper
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Ciara, 25, she/her, semi-active dragon age blog | main blog @stuckinpermafrost
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fadejumper · 5 hours ago
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Part 5! A very spiky city and an equally spiky elf
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fadejumper · 5 hours ago
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Lothering
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fadejumper · 6 hours ago
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Observations on an Empty World
I recently started a new game in Dragon Age: Origins as part of the grieving process, and I'm struck by how allergic the writers of Dragon Age: Veilguard were to providing rich opportunities for roleplaying and exploration – fundamental elements of the franchise that previous entries excelled at and audiences clearly expected. It's extremely noticeable in the differences in how we interact with other characters in Thedas, and especially prominent in the first hours of each game.
While playing as a Dalish Elf in Origins, during the prologue alone, you can speak freely to and question:
Tamlen, your childhood friend
Keeper Marethari, the leader of your clan
Merrill, the Keeper's second-in-command
Maren, a gentle woman who works with the halla
Ilen, the clan's craftsman, who teaches you about the Vir Tanadhal
Paivel, one of the hahrens who raised you and Tamlen
Pol, a city elf come to the Dalish to avoid being hanged for theft
Junar, the hunter teaching Pol about Dalish life
Ashalle, who tells you the sad story of your parents (and the game lets you decide how to react to her telling you this)
Fenarel, who wants to come with you on your search for Tamlen with or without informing the Keeper
The 3 (nameless) humans encroaching on your clan's campsite, who you can choose to ruthlessly kill or scare off, but either way contributes to the clan having to leave
Duncan, of course
You can talk to many of these characters twice or more, once when you awake in camp the first time, and again after returning empty-handed after your search for Tamlen. They have different attitudes towards you and the politics of the world they live in. Often, you can interrogate them for more information. Some have interesting insights, others provide context for the world your character inhabits. Sometimes, you'll unlock codex entries from conversations you have with these side characters (or items in their vicinity), elaborating even more on what you've learned. All of this is in service to helping you roleplay: each interaction layers choices upon choices, building a picture of how your character interfaces with friends, acquaintances, and strangers, as well as how you'll fit them into the ideological jigsaw puzzle that is Thedas.
You will talk to none* of these characters again after the first two hours of the game. They are "not important", but they provide vital glimpses of a wider world that could exist outwith the boundaries of the main quest. The implications of the history they've lived – Paivel's sorrow at having to "bury babes he once held in his arms"; Ilen's recollections of his father's successful first-strikes against Ferelden tribes; Ashalle's reasons for withholding the sad story of your parentage – are all unnecessary to the plot of defeating the Blight, but they make Thedas feel lived in. Alive.
Before I move on: I could be very cruel to Veilguard here and count Ostagar as part of the prologue – which it is. In this case, the number of richly-characterised NPCs balloons massively. For the sake of the argument, I won't.
In Veilguard, the prologue has you interact with:
The nameless bartender, with whom you are given one singular dialogue choice (to persuade with violence or a silver-tongue).
Varric, whose goal in the opening fifteen minutes is to lead you to the next plot point.
Harding, who saves some nameless NPCs and comes with you to the next plot point.
Neve, who is the next plot point and who Varric and Harding already know, so they briefly introduce you to each other in between fights.
... Let's extend it a bit, otherwise that's a sad little list. In the follow-up mission to Arlathan Forest, you can talk to:
Strife and Irelin, faction leaders and darlings of the extended universe (aka, the heroes from another short story), who tell you who you're going to talk to next.
Bellara, who already knows who the Neve Gallus is, of course, and is all but ready to jump into action, even if you don't know who she is or her motivations for being out here in this pickle.
... Uh-oh, it's not looking that much better. Can we keep going? Including the D'Meta's Crossing section, you can also talk to:
Jahel, the surviving Veil Jumper you came looking for. This shouldn't really be counted, because it's not really a back-and-forth. He dies after approximately 2 lines of expository dialogue about the plot of this immediate section. His named Veil Jumper partner, Mihiva, is dead when you arrive.
Arguably, you could "interact" the nameless villagers afflicted by the Taint on the way there, but they do the 'crazed mutterings' and it's not really a back-and-forth, just an environmental button press when you approach.
Julius, the Mayor of D'Meta's Crossing, who you can lightly question, then decide his fate.
Morrigan, for the cameo, I suppose.
Look, I could tack Treviso and the Ossuary on. It might look slightly better. I could count the Caretaker and the faction shopkeepers with their AI-generated ass one-line introductions (but I absolutely will not, because that's ridiculous). The problem is, to me, transparent.
Veilguard is only interested in interactions with the "main characters" of Thedas – the cast of action heroes that surround your Rook. These include your companions, characters from previous games (Varric, Morrigan), and names from the comics or tie-in novels who you are supposed to whoop and cheer for when they appear without ever getting to find out who they are. If I was being unkind, I would even say it is uninterested in providing opportunities to converse with these characters given the superficial, skin-deep nature of the dialogue.
Of the short, sparse interactions you are allowed to participate in during Veilguard's opening, you can have a brief back-and-forth with at most three characters who are not other party members (past or present) or faction leaders. Two are named. I won't do the labour of counting lines of dialogue, but there are only a handful for all of these characters combined.
Throughout the game, these "other characters" exist to be beaten down in service to the plot, as quest markers in service to the plot, or to be saved in service to the plot. If you are lucky, they might have names, but they will never be so fleshed out that you could imagine an internal world for them. You can never imagine what their place in Thedas might be beyond the context you meet them in. They stand or sit or lie stationary at map markers, waiting to be talked to, and cease to exist once their dialogue tree is concluded.
The game tells you, at every possible opportunity, to keep moving. Move onto the next plot point, it says. Forget who you just talked to – they're not important like Neve, or Harding, or Lucanis, or Emmrich. You don't even need to know their names. They don't have an exclamation mark above their head. They weren't here five minutes ago, and they're not going to be here in five minutes. The words they say don't matter, it's just padding for the script to get you from Point A to Point B. Varric says you've got the elven gods Elgar'nan and Ghilan'nain to take down, isn't that thrilling?
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fadejumper · 6 hours ago
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fadejumper · 6 hours ago
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why is she like this. i love her.
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fadejumper · 1 day ago
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i like to imagine the act 1 kirkwall gang hanging out on those steps outside gamlen’s place for no reason. just sort of lounging and bickering
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fadejumper · 1 day ago
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Miss Briala from The Masked Empire ❤️ I would give her the world if I could
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fadejumper · 1 day ago
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Hand to the Maker, just dabbling dawg
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fadejumper · 1 day ago
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jesse. the mages need to be in circle towers. its safest for them and the people of ferelden
yo mr white the way you separated mages and people in that last sentence is pretty telling
listen to me jesse. youre not listening to me. what about the risk of blood magic. magic was meant to serve man
dont quote the chant of light at me bitch. templars overstep their authority on, like, a regular basis, yo. you claim to want safety but there wouldnt be as many blood mages if all mages werent made to live in fear, bitch. its only, yknow, natural for a captive to lash out at a captor
jesse listen all of this is irrelevant we have to reestablish the circles to reestablish order
i dont know mr white. seems more like you want to reestablish, like, control over people you view as lesser, bitch
i dont view mages as lesser people jesse. i view magic as dangerous in the wrong hands
so is a sword, bitch
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fadejumper · 2 days ago
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i like to imagine the act 1 kirkwall gang hanging out on those steps outside gamlen’s place for no reason. just sort of lounging and bickering
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fadejumper · 2 days ago
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dai rivalmances needed to exist. for me.
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fadejumper · 3 days ago
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zevran. nothing more nothing less.
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fadejumper · 3 days ago
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i throw around the phrase "it could be so good if it was good" a lot but honestly i can't think of any other way to express it. dragon age is a franchise notorious for inciting Discourse because it is a franchise that originated with something to say - granted, the people saying it were/are white centrist canadian libs with a boot down their throat, but like. it willingly engaged with oppression and political power dynamics in a way that a lot of games are simply unwilling to, and managed to largely-successfully transplant real-world issues into a fantasy setting in a way that wasn't overtly reductive and/or one-dimensional.
and It Could Be So Good If It Was Good applies to all the dragon age games, to an extent - there's always been questionable writing, inconsistency, self-conscious irony poisoning, but the previous three games at least felt like sincere attempts to engage with questions about the cost of power and the systems of oppression set up as factors in the world. and then veilguard absolutely pussied out of ANY of that, which makes it feel like a betrayal of the principles of the franchise - which is an Insane thing for me to say about these games, but the standards of modern aaa gaming are such that among games that do willingly intellectually engage with concepts like oppression, dragon age stands at the fore. like, the reason people like it so much is that it consistently has something to say, even if that something makes you apoplectic with rage sometimes
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fadejumper · 4 days ago
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i will no longer be inviting my enemies to ‘meet me in the pit’ from now on you are all expected to meet me in the hinterlands, a far more terrifying prospect due to the fact you must first FIND me in the hinterlands, which may take years
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fadejumper · 4 days ago
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fadejumper · 4 days ago
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fadejumper · 4 days ago
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cannot be stressed enough the horribly shady way bioware did their damndest to keep the shitty worldstate for veilguard a secret. like there's a reason why during those hype streams there was literally only one person who showed the inquisitor screen and it was an Accident. the guy that leaked the 4 choices thing said himself he thought it was actually abysmal of them to keep it from the public because of how much everyones hype was dependent on certain plot threads being resolved and he felt like it would have been too unfair and dishonest not to tell people. this was less than a month before the game was set to come out btw
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