Bioware has promised at PAX a bigger, better game with Dragon Age: Inquisition. In fact, they purposely changed the name from Dragon Age III to show just how different it would be. One key element is the dialogue, which will take a much less binary approach.
In previous Bioware games, the dialogue trees were fairly clear on the good vs. evil choices: do you want to save this innocent woman or this evil warlock? The new approach will write the the choices so that both look “right” depending on the player’s worldview and philosophy. These will be designed to make players genuinely debate about which choice to make. Additionally, Bioware is looking at other elements that might impact dialogue options, such as stats, which companions are present, or previous dialogue choices. The goal here is to add a sense of cause and effect throughout the game – if you take certain actions (or fail to do so), cities might be razed or saved.
On a different note, Dragon Age: Inquisition will return to the Bioware roots of exploration. The player can explore maps, and discover dungeons big and small. Furthermore, there will be a diverse range of environments. We are assured that there won’t be the same cave repeated over and over; DA:I will showcase deserts, swamps, mountains, grasslands, ruins and snowy locations, to name a few.
I’m definitely looking forward to this game, even though it’s only supposed to come out next year. It looks like Bioware is learning from its mistakes and taking the best from the two previous Dragon Age games. Their plans sound ambitious, and I’m curious to see how successful they are. This is a franchise that I thoroughly enjoy – I even thought Dragon Age II was fun, despite its flaws. It would be really nice to feel like I was having a deeper impact on the game, something that these changes could fulfill, as well as some more believable dialogue.
Last Updated: July 22, 2013