Welcome back, everyone, from a (hopefully) refreshing break! While many of you probably spent a lot of time with family members, friends, significant others, pets, step-uncles-in-law, household plants, maybe some complete strangers, I spent most of my time playing a game. You may be able to guess based on the title that this game is Dragon Age: Origins, and that I clocked an embarrassingly long time playing it (don’t ask). Here for you, I’m going to summarize one scenario from the game’s story to give a case study in what it does correctly:
The Darkspawn
You are a Grey Warden, one of the elite warriors in charge of keeping the world safe from the monstrous Darkspawn. While these creatures live mostly in the underground Deep Roads, occasionally they come in force, led by a corrupted god known as an Archdemon in a march known as a Bilght. After nearly having your entire order wiped out by a treacherous general in the King’s army, you are tasked with using some old treaties to gather up support against the Blight. However, once you show up to each of these locations, you learn that it takes a bit more than the threat of complete obliteration to solve everyone’s problems.
Orzammar: One of the last cities of the dwarves.
Enter Orzammar, the kingdom of the dwarves. They’re a hearty folk, very strong and with an in-born resistance to magic. In non-Blight times, their elite soldiers ceaselessly patrol the Deep Roads to keep the Darkspawn from wiping them out completely. The only problem is, they have no king. After the death of King Endrin, two candidates with seemingly equal claims to the throne appear: his son, Prince Bhelen Aeducan, and his confidant, Lord Harrowmont. While they do have a kingdom, the dwarves choose their king primarily by a vote of the noble class in the Assembly, which means that both sides need a lot of help to ensure victory.
Whichever side you choose, they eventually send you into the Deep Roads to search for their one guarantee of victory. In dwarven society, members who distinguish themselves above and beyond the call of duty are known as Paragons, and the vote of a Paragon outweighs any decision of the Assembly. The only living Paragon, Branka, has been gone for two years along with hundreds of fellow dwarves in search of the legendary Anvil of the Void, an artifact that long ago created the massive stone Golems that made the dwarven army invincible. Giant steel men impervious to pain and fatigue, bringing them back could be a huge boon against the Blight, but at what cost?
The Anvil
You learn before meeting her what lengths Branka was willing to go to to find the Anvil. The entire house of dwarves she brought with her, some two or three hundred, were killed, some thrown carelessly against the Anvil’s defenses to see what would happen, and others sacrificed to a fate much worse than death (don’t even ask) to that same end. Further, the Anvil itself isn’t morally neutral. As its guardian reveals, no smith can create life, they have to take it from somewhere else. Souls must be bound to the steel and stone of the golems. At first, only volunteers were used, but over time the pool expanded: prisoners, the poor, political enemies, anybody the king wanted to be rid of. As long as the Anvil exists, it can make slaves in the most pure and irreversible way. Could any threat possibly justify this?
Paragon Branka
It’s the ultimate example of the “ticking bomb” scenario. The Darkspawn, left unchecked, will raze the entire nation and everyone will die, but are we willing to make such a sacrifice? What happens to the Anvil when there isn’t a Blight? Could anyone be trusted with the power to mold souls? As with everything else in Dragon Age, the decision isn’t easy, and there is no un-contestable answer. Just as with real life, we have to decide not between the good and the evil option, but between security and morality, practicality and principle, or other equally murky sets of ideas. As I alluded to before, the clash between ideas such as these are prevalent in modern society, and it’s nice to see a game that can so adequately offer a choice in a virtual world that people may become involved in, in some small part, in the real world.