If youāre like me, youāre not playing Dragon Age to save the world. Youāre playing Dragon Age to get to know some buddies, and maybe even to smooch someone.
Iāve largely praised the way Bioware handles romance and sex inInquisitionāthe characters are nuanced, complex, and titillating. And, unlike many Bioware games, where sex is presented as the reward for completing a romance/getting to the end of the game, relationships in Dragon Age: Inquisition are more natural and ongoing.
https://lastchance.cc/ten-sex-scenes-found-in-dragon-age-inquisition-1665184846%3C/a%3E%3C/p%3E
Last night my romance story took a turn. You can see this in the video by Nibzzu above if youād like but, basically, the context is that Josephineās family has fallen from grace. They used to be esteemed merchants with a trade fleet, but now theyāre barely making ends meet. As a means of elevating their status, the family promises Josephine to a man sheās never met. The man is from a good family, and he has money. The arrangement would have been fine with Josephineā¦had she not fallen in love with my character.
Naturally, the only choice my character is left with is to duel with the man for Josephineās affection. Yeah, I know. Weird way to handle someone who is supposed to be a person to me, right? Shouldnāt she be able to choose who to be with, or what to do in response to this particular love triangle? But, those are the customs in this world: you can do things like duel someone for someone elseās affection. Also, I sort of went behind Josephineās back to do itāshe wanted to handle it her way, but that mightāve taken years. I couldnāt risk it. But if I was being an asshole in doing this, it was a choiceānot something inherent to the gameās design. I could have waited and let her handle it, but I didnāt.
In any case, since my character chose to duel, the game presented me with a very dramatic scene full of rapiers and lots of shit talking. Midway through the battle, Josephine actually showed up. She asked me to stop. Iām too important to the Inquisition to endanger myself like this, she said. Why am I doing this, she asked me. Thatās when the game presented me with a prompt: do I break it off right there, and admit that what Iām doing is crazy? Or do I say Iām doing it because I love her?
Romantic that I am, I said I love her. And the second I selected thisāthe second that I pressed āXā to tell Josephine that I love herāthe game gave me a trophy. You canāt see this in the footage above (which isnāt mine, though Nibzzu makes the same choice I made in my playthrough) because the PlayStation doesnāt record the trophy pop-up, but thatās what happened. In my own playthrough, heard the PlayStation trophy chime at the exact same time I heard my character say I love you. In that moment, everything that Bioware had built up felt like it had crumbled. Oh, right, I thought. Iām playing a video game. In video games, romance has a reward.
Iām not shocked. This is how video games normally handle not just romance, but everything. You sometimes get achievements or trophies for pressing start, for crying out loud. Iām so resigned to trophies and achievements being a thing, that I would have been fine with getting one for telling Josephine I love her after the scene was done, when the little trophy pop-up couldnāt interrupt what was happening. Instead, I saw that I won a trophy for saying āI love you,ā and it made me stop paying as close attention to what was happening in the scene. If the trophy was supposed to make me feel accomplished, it failedāthe scene that followed, where I kissed Josephine, stopped being a tender one. I was distracted thinking about how much trophies can pull you out of the experience.
While getting a trophy cheapened my romantic experience in Dragon Age, itās actually part of a larger trend. As Jason Schreier noted to me in a conversation, pop-ups have the capacity to ruin a lot of moments. Imagine youāre playing The Last of Us, for example. āYouāre in the thick of this emotional experience, and suddenly in the right corner: ābonerdude is onlineā,ā Jason posed. Itās the sort of situation that happens all the time, too.
Games want us to take them seriously. And if they want to accomplish that, maybe itās time to reconsider how they notify players of their accomplishments. Hell, maybe they should trust that doing something should be its own reward sometimes.