Dragon Age 2 lead wanted players to have strong opinions about every character in the RPG: "If some people are ambivalent […] I guess I didn't really do my job"
Dragon Age co-creator David Gaider got the job done
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David Gaider - the lead writer on the first three Dragon Age games and the man frequently credited as the architect of Thedas - wanted people to have very strong reactions towards every Dragon Age 2 companion.
People have passionate opinions, good and bad, about every aspect of Dragon Age 2, from its action-oriented combat to its story that has less to do with saving the entire world and focuses more on a singular city's struggles. When it comes to the sequel's cast, those heated fan reactions were part of the plan.
"If some people are ambivalent about a character, I'm like, I guess I didn't really do my job," Gaider says in an interview with TheGamer looking back at the RPG. "All I want to do when I'm writing a complex character is be able to justify their world viewpoint in my head. If I can make that make sense in my head, whether it's Anders or Loghain, then I know that I've got it."
Part of that emphasis on strong, sometimes divisive characters came from Dragon Age 2's slightly stripped back stakes. "Do we really need to have a big bad? Do the stakes always need to be [that] you're saving the entire world? Can we do something that's a bit more character-driven and more about surviving?" are all the questions Gaider posed during the game's production.
"It's very hard to make a player care about a fantasy country or fantasy world, but it's easy to make them care about a person," he adds. "That's all the followers were for us, six different ways for us to get the player invested in the plot."
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Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.
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