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  1. Games
  2. RPG
  3. Dragon Age
  4. Dragon Age: Origins

Dragon Age

Features
By Ross_Atherton
Published 15 February 2007

The masters of the RPG return

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That said, some tried-and-tested formulas are also used - such as party-based adventuring. Your main character will be joined by up to three comrades. "All the characters have their own agenda," says Scott. "We're very clear about what they want, and it's not just straightforward good or evil. We're going to be clear that when you act, there will be fallout."

Your hero will also be invested with an Origin Story. There'll be two to choose from for each race - the example they give is a dwarf noble or commoner - and this choice entirely dictates your first couple of hours in-game, giving some texture and logic to your involvement in the main quest. It will be a recurring theme later in the game, too: there'll be a nemesis specific to your Origin Story who'll be back to haunt you throughout your adventure and if you, as a dwarf, ever venture back to the dwarven lands you came from, your history as well as your choices can impact the plot.

That said, some tried-and-tested formulas are also used - such as party-based adventuring. Your main character will be joined by up to three comrades. "All the characters have their own agenda," says Scott. "We're very clear about what they want, and it's not just straightforward good or evil. We're going to be clear that when you act, there will be fallout."

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Your hero will also be invested with an Origin Story. There'll be two to choose from for each race - the example they give is a dwarf noble or commoner - and this choice entirely dictates your first couple of hours in-game, giving some texture and logic to your involvement in the main quest. It will be a recurring theme later in the game, too: there'll be a nemesis specific to your Origin Story who'll be back to haunt you throughout your adventure and if you, as a dwarf, ever venture back to the dwarven lands you came from, your history as well as your choices can impact the plot.

All the Origins lead to the same starting point for the overall plot after an hour or two, but their influence continues throughout the game, creating different subplots later on. For each race, there's one traditional fantasy Origin, and one that's "a lot more edgy." From three archetypes - fighter, rogue, mage - before long you'll get a chance to specialize your main character's class (and those of your party). Later in the game, yet another level of choice will enable you to mix and match abilities in a way old-fashioned D&D wouldn't dream of.

Wondering about that name? Think "Bronze Age" or "Iron Age" - the game takes place in an era dominated by dragons and powerful magic. "Magic is a really big deal. If someone were to walk into a pub, point the finger and you burst into flames, that would have real consequences in the world. There'd be all kinds of controls put on the use of magic." Scott's point is that this world isn't complacent about magic, death and destruction. The idea is to make us feel the results of our actions more keenly.

All the Origins lead to the same starting point for the overall plot after an hour or two, but their influence continues throughout the game, creating different subplots later on. For each race, there's one traditional fantasy Origin, and one that's "a lot more edgy." From three archetypes - fighter, rogue, mage - before long you'll get a chance to specialize your main character's class (and those of your party). Later in the game, yet another level of choice will enable you to mix and match abilities in a way old-fashioned D&D wouldn't dream of.

Wondering about that name? Think "Bronze Age" or "Iron Age" - the game takes place in an era dominated by dragons and powerful magic. "Magic is a really big deal. If someone were to walk into a pub, point the finger and you burst into flames, that would have real consequences in the world. There'd be all kinds of controls put on the use of magic." Scott's point is that this world isn't complacent about magic, death and destruction. The idea is to make us feel the results of our actions more keenly.

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