My first experience with a Bioware game was Dragon Age: Origins. At the time I didn’t know much of anything about the studio, what their “return to roots” project meant to people or, really, what I was getting into at all. I just read a lot of really good things about a game — namely, the amount of narrative choice it offered players — and thought it would be worth trying out. Now, having played two Mass Effects, two Fallouts and Skyrim, I’ve gone back into the first Dragon Age with, maybe, a bit more of an understanding of how to approach these kind of massively customizable RPGs (MCRPG?) and a better grasp on how to play off their shortcomings.
In short, I’ve learned how to communicate with a videogame by speaking its own language.
Continue reading Communication Breakdown in Dragon Age: Origins