The Consequences of True Choice – A Look at the Decisions in Dragon Age: Origins

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...

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.

“Contrary to what David felt at this point,” Laidlaw states, “my character is feeling that he’s staring down at what the Wardens represent in the world. They’re not just ridiculous butt kickers that 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 represents.”

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