Sunday, December 7, 2014

Super Nerd Sundays Presents: Penetrating the Mists of Dragon Age: Inquisition's Play!

It’s rare that I actually get a chance to write about games as they’re emerging, rarer still that I have occasion to pre-order and play through titles as they exist in the public consciousness as “things,” fetish objects that people are collectively processing during the first cycle of the effervescent cultural existence of video games.  That Dragon Age: Inquisition occupies such a space in my life is, in and of itself, a ringing endorsement: this is a game that has managed to disrupt my work schedule during one of the busiest times of my year, a game that I go to sleep dreaming of, a game that I’ve stopped playing over night not out of exhaustion, but to give myself time to mull over especially difficult or challenging choices that I knew would fundamentally alter the game world.  I’ve been so concerned with the choices I'm making that I've established a series of nested save files to account for potential decision points and to double check the outcomes of vaguely executed-upon quest variables that I encounter.  I’ve been so taken with Dragon Age: Inquisition’s circuitous and many-fractured plots, with the multitude of characters it introduces, that just now, after I wrote the beginning of this essay, I actually paused in mid-writing to access a wiki and double check that a character I had saved and then lost track of was actually alright, despite an apparent disappearance following my tenuous rescue attempt.

As I play through DA:I, I find myself thinking not just of the playthrough I’m engaging with now, but of the future playthroughs that I will be engaging with, the variables I’ll be tweaking, the histories I’ll be altering and enacting to see how the plot will twist to adapt.  There’s a glorious elasticity to DA:I’s plot, a very real sense that the decisions you’ve made or are making, minor or major, are reshaping the story in a fundamental way that actually supersedes the epic, if a bit pat and straightforward,  plotline unfolding before me.  That makes discussing the narrative of DA:I difficult for me. The game I’m playing isn’t the game entire, and while the Tolkien-inspired musical breaks, cinematic imagery, and reactive plotlines are all coming together in a wonderful way, I don’t think that’s the most important thing that’s happening here. Bioware is firing on all cylinders, from their micro-manage-y inventories, to their conversant, nuanced companions who can be talked into darn near anything, given enough time, to the epic scope of each area I find myself exploring.  This is what Bioware does: they make buggy, ambitious games that echo the best defining characteristics of Western RPGs, games that take over a hundred hours to play in their entirety, games that warrant multiple playthroughs to fully realize. While Bioware’s successes are evident, and the lessons they learned from previous iterations proudly displayed as well: Dragon Age II’s clumsy combat system and decidedly non-epic scope is not on display here.  There’s none of the baffling ground-level refugee dallying that made DA2 special, and made so many people hate it; this is raw, uncut epic game, a confection of consequence fired and taken out of the oven too early so that its doughy fleshy can be cut and re-cut.

But this is just talk of concept, conceit, and heritage: the narrative of DA:I skitters at the edge of all of this, and it certainly deserves to be spoken of.  The threading of each decision is maddeningly complicated, a facet readily represented by the first major decision I’ve hit so far.  My choice hinged on one major decision, but that was in turn shaped by five or six other, smaller decisions, many of them possessed of several variables in their own right.  The number of permutations possible therein is profound; how the fuck does one assess narrative efficacy under circumstances like that? To say that Dragon Age: Inquisition has a plot at all is a misstatement.  It has many plots, and you, as a player, have an active hand in discerning just what that plot will be, far more than you did in any of Bioware’s other epics.  Mass Effect 3 doesn’t have shit on these plot decisions.  The best I’ll be able to do, when all is done, is reflect on the seams (or seamlessness) of those decisions as I see them fitting together and shaping the story.  I just can’t do that right now.  But thirty plus hours in, and barely into the story proper, how can I comment on something with this epic a scope to it?

By discussing its most limited portion, its smallest and most ephemeral aspects: its alarmingly robust multiplayer addition.

The idea of a “multiplayer Dragon Age game” should sound like bunk, and it would have to me if I hadn’t seen it with my own eyes.  Story is, as I just spent too much time discussing, such a major feature of the series and its play that multiplayer, a format which conventionally defies such things as “consequential choices” and “enduring progress,” is antithetical to the very notion of, particularly when we're looking at the kind of world shattering choices that populate Dragon Age: Inquisition's world.  Epic scope in multiplayer games seems to be better reserved for 4X games, games like Civilization and Sins of a Solar Empire, where battles can burn over multiple hours or even days, and play can be readily saved and taken back up again as needed.  Dragon Age can’t do that shit – Dragon Age is a series about leaping into combat and coming out, covered with gore, to have a long conversation with your sweetie-to-be about your childhood in the Free Marches.  So how do you make a multiplayer game out of Dragon Age?

You remove the sweetie schmoozing.

Much like Mass Effect 3’s multiplayer, Dragon Age: Inquisition’s multiplayer is essentially a distillation of the raw, visceral combat portion of the core game, minus the strategic overlay that allays the chaos of Dragon Age: Inquisition’s clusterfucky combat mishmash to a limited extent.  There is, much like Mass Effect 3, a constantly expanding shared weapon array, and several character archetypes, all of them limited rehashings of DA:I’s more expansive single player classes shaped into more linear, focused trees.  You progress along each character tree individually, acquiring experience for whatever class you’re playing, randomly assigned gear for completing challenges, and money that you can spend on gear drops in place of real world money (a tactic ripped straight out of ME3’s bitter, gnarled hands, a tactic I’d be fascinated to hear of the effectiveness of).  It’s essentially a distillation of the combat-loot-response mechanism of the game itself, a representation of DA:I’s grind made manifest.  If you don’t like DA:I’s second-by-second play, if you’re mostly there for the conversation and the awkward CGI sex scenes, multiplayer isn’t for you, but if you like the “leap-stab-loot” pattern the game provides, it’s essentially a concentrated form of that. The parallels with Mass Effect 3’s system are readily apparent, minus the finnicky impact on the “galactic combat readiness map” that ME3 used to force people to “pay or play” if they wanted to get “the best” ending.

DA:I ditches that bull hooey, in favor of a nice, neat streamlined kind of “fuck around” play – it’s not about killing things in the service of some greater good, it’s just about the joy of murder.  It also dramatically improves the internal and external character progression system that Mass Effect 3 featured.  ME3 forced players to buy boxes for a chance at unlocking a new character.  There was no other way to do it – you just had to roll the dice and hope for the best.  You received a handful of default characters, but the rest all had to be unlocked through a combination of luck and perseverance.  DA:I does something similar, but it also utilizes a secondary progress structure, parallel to the “buying loot boxes” one, that allows players to steadily advance towards unlocking targeted characters by interacting with a progression system disguised as a crafting system.

See, the bulk of the loot you find while playing DA:I’s multiplayer is garbage, little better than vendor trash.  Once in a blue moon you’ll find an especially good item, but the relative infrequency of those items, paired with the fact that all characters share equipment in a fashion that only necessitates having one “good” weapon of each type, means your inventory will rapidly fill up with white-text low quality weapons that you’ll never use.  Instead of selling those items to vendors, DA:I's multiplayer lets you break them down into crafting resources, similar to the ones you collect in DA:I’s single player.  These resources can be used to produce a variety of mods, or to craft armor, the component part in unlocking characters. That means every worthless piece of loot can be turned into a handy-dandy asset that you can, in turn, use to progress towards completing a new piece of sweet-ass armor that either dramatically improves an existing character class, or unlocks a whole new one.  With only three classes initially available to players, this is a big deal; if you want to play a character who is even somewhat exotic, like a dual-weapon rogue or a two-weapon fighter, you’ll probably have to craft some gear.  And you’re going to want to play those classes, because while the starting classes are fine and dandy, those secondary classes are a shitload of fun to play.


This movement, while somewhat randomized, is still rooted in kind of objective oriented system that forms the core deviation from Mass Effect 3’s model.  While ME3 had the “distilling combat and leveling up” thing down to a science, the game itself was a mess of passive play tropes: every level was essentially a survival level with randomized “necessary objectives,” and there was no control whatsoever over character unlocks. Players who unlocked characters could even find themselves unlocking the same character again, gaining experience points in place of a new toy, a dubiously useful prospect, and only assigned to that already unlocked character, making their applicability especially questionable.  DA:I abandons all this: levels are centered around clearing out areas and accomplishing objectives.  All optional objectives are highly optional, and while progress is gated by random drops, all of those random drops can be turned towards some kind of overarching progress given enough time and consideration.  DA:I lets you set a goal, whether it’s completing a single mission top to bottom or unlocking a certain character, and actually attain that goal in a reasonable time frame, without curtailing or limiting the raw scope of overarching progress available to players. I’ve already set a personal goal (unlocking the Assassin character) and achieved it.  Now I’m working towards unlocking every single character in the catalog, playing around with each of them, and maxing out the armor of my favorites.  I’m always moving towards those goals, and I’m always tapping back into DA:I’s RPG feedback loop of kill-loot-level.  Arranging skill points and swapping out knives, rings, belts, and necklaces is a heady reward for a foe well killed, and its placement in the overarching tapestry of DA:I’s gameplay is superlative. DA:I’s single player might be too vast to even effectively discuss, but its multiplayer is simultaneously perfectly bite sized and consumable, and so overwhelming large in scope that I can’t see myself ever finishing with it, even as I’m constantly progressing within its frames, unlocking new toys and achieving the myriad goals presented to me along the way. 

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