Gameplay and historical consciousness in Dragon Age: Origins and Dragon Age II (Bioware)
2012 (English)In: Meaningful Play 2012 Conference Proceedings, 2012Conference paper, Published paper (Refereed)
Abstract [en]
This article deals with the historical consciousness in Dragon Age: Origins and Dragon Age II
(2009-2011 BioWare) which is a single-player third-person role-playing video game series
within the fantasy-medieval context. In order to know how gameplay operates with its
dystopian fictional present, the article analyzes how the two video games create a spatial and
temporal connection between past, present and future in a fictional history inspired by dystopian
Sword and Sorcery-fantasy. This article is based on the assumption that
understanding the projective identity through a Playing Character (PC) as a part of a flow of
time with a past, a present and a future in the game, is a crucial part of the gameplay. This
article stresses that the two games within the series turn out differently according to the
gameplay;
Dragon Age: Origins develop from an apocalyptic and dystopian place (a world
full of threats) into a eutopian place (a good location) whereas
Dragon Age II remains in a
dystopian plot.
Place, publisher, year, edition, pages
2012.
Keywords [en]
Historical consciousness, gameplay, role-playing, fantasy, Dragon Age, Video
National Category
Other Humanities not elsewhere specified
Research subject
Humanities, History Education
Identifiers
URN: urn:nbn:se:lnu:diva-26229OAI: oai:DiVA.org:lnu-26229DiVA, id: diva2:626784
Conference
Meaningful Play, October 18 - 20, 2012 in East Lansing, on the campus of Michigan State University, MI, USA
2013-06-102013-06-102014-01-15Bibliographically approved