So now that it’s up, I can tell you that one of the reasons blogging has been so light for the last week is that I have been hip deep in reviewing Dragon Age for G4. It’s brilliant and amazing and I spent close to 50 hours over the course of five days playing through it and I’ll probably do it again with a different character. If you’d like to read the rest of my take, check out the full article on the G4 Web site. This particular post isn’t about the quality of the game, which is beyond question for me. It’s about the problem that I had with the Darkspawn, the main threat to the world the player faces.
Here’s the problem. Like the Orcs or goblins in Tolkien’s world, the Darkspawn are an embodiment of absolute evil. They are like locusts, driven to destroy, unable to be negotiated with and seemingly incapable of any higher desire than to burn, crush and destroy and make more of their kind. In short, they’re a typical rampaging fantasy horde that exists merely to provide sword fodder for the player to hack through millions of them without the annoyance of feeling guilty. That bothers me. I don’t like unredeemable fantasy monsters. It was one of the awful influences of Tolkien that turned me off of fantasy for many years.
Now, I’m not a pacifist. I’ve supported wars in the real world knowing that real people on both sides would suffer horrible deaths and injuries because of it. Even as I did it though, I never bought into the simplistic propaganda that those on the other side were irredeemably evil or anything less than human. War is a serious matter, requiring serious deliberation with full appreciation of the consequences of legally sanctioning the killing of other sentient beings. Even when the cause is just, the process is tragic. Like my recent bout of guilt fighting the Morroval in Moria, I’m wondering how to feel about the Darkspawn I’ve killed. (Yes, I know they’re not real and that “it’s just a game.” That’s hardly the point, is it Captain Metaphor?)
What makes the moral simplicity of the Darkspawn especially glaring in Dragon Age is the incredible level of characterization the other races and societies are given. Every character and race in the game has realistic, multi-layered set of motivations. They’re not purely good, nor are they purely evil. Even the “villain” the player faces throughout much of the game is given a believable, though twisted, sense of moral purpose for the actions he takes in defense of his homeland. In fact, at one point one of the character’s henchmen, when asked about the actions she takes, scoffs at the player. “It’s really easy to be an adventurer,” she says. “No one weeps for the death of an ogre. It’s much harder when you’re facing enemies who look just like you.”
She’s right and it’s to the game’s credit that despite the threat they pose, the Darkspawn are actually in the minority of the foes you’ll face. One of the toughest choices you’ll face in the game is deciding which side of a Dwarven royal succession struggle you’ll support — knowing that whichever way you choose, you’re going to have to kill a lot of dwarves whose only real crime is choosing to support the side the player didn’t pick.
No such grace is granted to the Darkspawn, though. They are sword fodder, there to be killed in order to rack up the experience points. Yet the darkspawn wear armor. They carry swords and medical supplies. Clearly they have a culture — someone must be forging this stuff — and value life, their own if no one else’s. Who are they? Are they sentient at all? If they’re nothing but locusts, then they’re not truly evil, are they? This was the reason why in Sufficiently Advanced Magic I chose to avoid having an “evil race” and made sure to explain the motivations for why two nations are at war. I have my sympathies and they come out in the book, but as far as I’m concerned, I’m ready to retire Tolkien’s orcs once and for all.