{"id":636,"date":"2013-05-19T11:58:30","date_gmt":"2013-05-19T15:58:30","guid":{"rendered":"http:\/\/blog.richmond.edu\/playing-at-leadership\/?p=636"},"modified":"2013-05-19T11:58:30","modified_gmt":"2013-05-19T15:58:30","slug":"friends-rivals","status":"publish","type":"post","link":"https:\/\/blog.richmond.edu\/playing-at-leadership\/2013\/05\/19\/friends-rivals\/","title":{"rendered":"Friends &#038; Rivals"},"content":{"rendered":"<p>So I&#8217;ve been working on a book chapter over the last couple weeks on BioWare&#8217;s <em>Dragon Age II<\/em>, specifically examining the friendship-rivalry mechanic that the game employs. This is one of my favorite mechanics, not because it&#8217;s particularly fun (it isn&#8217;t&#8230; it isn&#8217;t un-fun, either, but it doesn&#8217;t substantively make the game more enjoyable in any measurable gameplay sense), but because it&#8217;s intellectually and academically interesting.<\/p>\n<p>What I like about it is that it forecloses the idea of absolute morality. So many games &#8211; including BioWare games &#8211; place the player-character within a continuum of &#8220;good&#8221; and &#8220;evil&#8221; (&#8220;dark side&#8221; and &#8220;light side,&#8221; &#8220;paragon&#8221; and &#8220;renegade,&#8221; whatever). Now I know that this isn&#8217;t always as black and white as &#8220;good&#8221; and &#8220;evil,&#8221; per se, but it still uses a static continuum of behavioral evaluation for all the player&#8217;s actions. Did you kill this NPC outright? Yes? Dark side. No? Light side. And yes, some actions will gain more points to either direction than others, but such a system still evaluates the player-character&#8217;s actions as though there is a moral truth.<\/p>\n<p>Not to start a philosophical debate about the (non)existence of Truth, but the real world doesn&#8217;t work that way. If there is a Truth (and I&#8217;m a skeptic on that), it&#8217;s very, very difficult for us to know what it is. A game continuum with clear parameters (and often an iconographic representation in the choice menu) is clear. We know, when we choose to hit the left or right trigger in <em>Mass Effect<\/em>, that we&#8217;re choosing Paragon or Renegade. But the world does not kindly provide us with flash events that are clearly color coded.<\/p>\n<p>Instead, we have to decide for ourselves what we think about the issues of the day, and we are evaluated not by some omnipotent designer granting us points on a good-evil scale (at least that we&#8217;re aware of, which is a completely different philosophical debate that raises the issue of divine feedback, which I&#8217;m just not going to get into), but by the other people we live with, work with, and encounter on a daily basis.<\/p>\n<p>Which is why I like this mechanic in <em>Dragon Age<\/em>. Because each of the player-character&#8217;s party companions comes fully equipped with his or her own evaluative continuum, ranging from friend to rival. And if you-as-the-player are going to maximize that slider (in either direction), then you have to consider what you say, what you do, and who you&#8217;re taking with you on your missions. Just as you wouldn&#8217;t invite a religious fundamentalist to a talk by Richard Dawkins unless you wanted them to become your rival.<\/p>\n<p>This isn&#8217;t the most profound post ever, but I&#8217;ve been spending a lot of time with this game, and a lot of time thinking about the reasons a developer would choose to take away the security of a single evaluative continuum &#8211; because the choices in <em>Dragon Age<\/em> aren&#8217;t obvious, they&#8217;re not easy, and it&#8217;s sometimes deeply unsatisfying to make a choice just because Fenris or Anders or Varric will like it.<\/p>\n<p>And that&#8217;s exactly why I like the mechanic. Because it&#8217;s important for us as humans to think about why we&#8217;re making choices &#8211; if we play as paragon, do we do it because the game will reward us by telling us what good people we are? Because we get presents (as in <em>Bioshock<\/em>, where Tennenbaum sends you bears full of ADAM for saving her creepy girls)? Because we think that&#8217;s the better choice, even though there&#8217;s no appreciable advantage or disadvantage for choosing it? Or because we have to choose something, even though we aren&#8217;t certain of the consequences? The last two, for me, are the most compelling, and those are the kind of decisions in <em>Dragon Age II<\/em>.<\/p>\n<p>Ultimately, I think a lot of my affection for the game (and the mechanic) springs for a growing distaste for the high fantasy conventions of pure good and pure evil. Even in <em>Dragon Age: Origins<\/em>, which also had the friendship-rivalry mechanic, there was a clear good and bad (darkspawn and archdemons, anyone?), but it just isn&#8217;t that simple in <em>Dragon Age II<\/em>, and I really appreciate the recognition that there aren&#8217;t always going to be clear sides &#8211; clear goods and bads &#8211; in the real world. Because I think that&#8217;s where our games (and our movies and books and television) should be taking us &#8211; back to the real world and the complexities of ethical evaluation that we have to make on a small scale (for most of us) every day.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So I&#8217;ve been working on a book chapter over the last couple weeks on BioWare&#8217;s Dragon Age II, specifically examining the friendship-rivalry mechanic that the game employs. This is one of my favorite mechanics, not because it&#8217;s particularly fun (it &#8230; <a class=\"more-link\" href=\"https:\/\/blog.richmond.edu\/playing-at-leadership\/2013\/05\/19\/friends-rivals\/\">Read More &raquo;<\/a><\/p>\n","protected":false},"author":1710,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[9130,9128,9136],"tags":[],"class_list":["post-636","post","type-post","status-publish","format-standard","hentry","category-game-criticism","category-leadership-studies","category-videogames"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p6XN03-ag","_links":{"self":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/posts\/636","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/users\/1710"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/comments?post=636"}],"version-history":[{"count":0,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/posts\/636\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/media?parent=636"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/categories?post=636"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.richmond.edu\/playing-at-leadership\/wp-json\/wp\/v2\/tags?post=636"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}