In the past, BioWare has been heralded for creating games with epic
stories that were comparable to what you'd read in a fantasy novel,
except the protagonist was your character and the narrative was derived
from your decisions. But much of that narrative, depending on how you
played, would be very similar to your friend's play through of the same
game, albeit with subtle differences.
Dragon Age: Origins, however, looks to change that mold. At GamesCom
2009, the BioWare team pulled out all the stops and sat journalists
down for what they described as "storytelling 2.0." They showed the
gathered press two different versions of the same event, each of which
had huge repercussions on that person's gameplay. Ten Ton Hammer was
there, recording every detail.
to what David felt at this point,” Laidlaw states,
character is feeling that he’s staring down at what the
represent in the world. They’re not just ridiculous butt
can kill thousands of darkspawn. Yes they can do that, but is that the
important part to the people?”
“No!” Laidlaw continues. “The important
part of the Wardens is that
they represent hope. The chance that they [might get through the
Blight]. We’re not thinking, let’s destroy it. On
the contrary, people
need hope as badly as anything, and that’s what this
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