Very little of what BioWare has said about the upcoming Dragon Age II gives the impression of forward movement. In a Q&A session at BioWare's Edmonton studios, producer Mark Darrah explained that Dragon Age II isn't "a brand-new game. It's a better, more refined version of Dragon Age."
While Darrah is right to point out that DA II maintains the Gygaxian foundation of Origins and tightens it, I hope "more of the same" doesn't become the only message that fans take from the sequel. BioWare has perhaps been gun-shy about broadcasting the changes to the game, but they certainly exist: its new art direction and its fascinating new narrative structure are just two examples.
Dragon Age II is told through a "frame narrative," that is to say, a story within a story. For example, the most straightforward timeline of DA II is pretty lame: a dwarf named Varric is interrogated by a seeker named Cassandra. He answers her questions, and the game ends. The real meat of the game, though, is in Varric's re-telling of the story of Hawke, the Champion of Kirkwall.
"We knew what story we wanted to tell for DA II, but we were talking about how we wanted to tell it," says David Gaider, the lead writer on the project. "Oftentimes, we do what's called 'the walk and talk': you're in every step that the player takes, talking to every person that the player talks to. A lot of RPGs do that, and we do it all the time. . . . But it also limits the types of stories you can tell."
Instead of the "walk and talk," Gaider and the rest of the DA II team settled on a more novelistic approach. "[The game] takes place over a time span where you're looking at the most significant moments of a character or story," he notes. "And [videogame developers] don't do that."

The idea of a frame narrative isn't new at all -- lead designer Mike Laidlaw mentions The Usual Suspects as an example of one, and Gaider points out that The Canterbury Tales featured over a dozen tightly-nestled stories -- "but doing it in an RPG, at least for us, it's nothing we've tried before," says Gaider.
Given Dragon Age II's structure, it's unsurprising that the game is more character-driven than its predecessor, Origins, trading Ferelden macro-politics for one person's rise to power. The Blight is no longer a threat to Thedas, and Hawke lives -- if not happily, then at least peacefully -- in Kirkwall for some time. (That's not to say, though, that Hawke is apolitical -- don't forget that the Chantry is after her.)
Even the surface-level changes suggest a strong narrative shift: Hawke is given a name, a voice, and a backstory -- a far cry from Origins' Build-A-Bear Warden. "Where I think Dragon Age II kind of stands out is that we don't do it with the impetus of the world needing to be saved again," Laidlaw asserts. "There isn't necessarily the Sword of Damocles hanging over your head, where failure will result in everyone's death.
"And so, instead of 'The World Needs to be Saved!,' the world is going to change and I'm curious as to how," he continues. "I'm drawn forward through a different kind of impetus all the way through the story. But your character is still growing; your character is moving from boy to man, but more importantly, moving from refugee to Champion.
"And that creates a really interesting growth arc because it's driven in a different way than we normally would do."
That growth arc seems particularly suited to role-playing games, whose mechanics prioritize a steady growth of power and skills. Laidlaw even describes Dragon Age II as a bildungsroman, a literary structure that charts the protagonist's moral and psychological growth through time. "In terms of the character's growth, what I think we do very clearly is establish what maturity means," Laidlaw states. "What is the mature version of the character you're currently playing?"

While Gaider and Laidlaw were excited about creating a lofty, ambitious narrative structure for DA II, the execution presented a unique challenge: how to fit the ten defining years of Hawke's life into one game. "A videogame is a really big story," Gaider explains. "You fit a lot of stuff into the amount of time you spend in a game." The solution: Varric, who is telling the story, will skip over years of events in order to hit the next hallmark of Hawke's life.
The time leaps were "just different enough that it added something interesting in the mix," says Gaider. "Especially building relationships with followers over the years, and seeing the consequences for your actions more immediately than waiting for the epilogue at the end of the game." Laidlaw takes a slightly different approach to the missing segments: "The key is, if you're going to take away years of content . . . and move to the next interesting bit -- the moments that really help define how you become the Champion -- what we want to do is make sure there's a payoff for that."
Laidlaw describes that payoff as a chance to re-discover Kirkwall each time. "It's a new game," he says. "It gives you that [sense of discovery] multiple times. And what it really does is let you see that you made certain choices and how things played out."
On the other hand, it's a shame that some elements of DA II stay static, despite the time shifts. Art director Matt Goldman tells me, for example, that Hawke won't age during the ten-year period that the game covers: "From a storytelling aspect, the other characters change [and] upgrade around you. The game is about wish fulfillment and player choice, so we didn't want to change around the player character against your whims."

The breaks also create distance between the player and Hawke. After the first time jump in the game, a rune salesman greets Hawke as an old friend, even though the player has never seen him before. It's a subtle reminder that Hawke and the player aren't the same character, and that, in the background, Varric is the one in charge.
I try to see how deep down the rabbit hole goes, but Gaider cuts me off at the pass. "You don't want to get too nebulous, though, to the point that the player suspects that everything he is doing is all a lie. That's going too far," he declares. "You want to give the player enough agency that they feel that they are the one telling the tale, not Varric."
Eventually, though, Gaider concedes my point just a bit, admitting that the player's choices reflect back to Varric's story: "I think it's fair to say that you're the puppet master . . . it's a different type of interactivity. Is it the same as feeling like you're directly in that character's shoes? I think it's just as legitimate. It is role-playing. It has the potential of having more impact."
Really? Build-A-Bear? You do know that all elements of personalization and customization that were in Origins are absent in this game, yes? And yes, Hawke is given a name, but it's not my one. It's Hawke. Tony Hawke.
@Joseph - do you know if people can make choices that could alter a mission or even change the ending?
I hope the whole game isn't going to be a series of jumps forward in time. Otherwise, I'm going to feel less like I'm roleplaying, and more like I'm an old man writing a letter just to check in with Hawke every couple years.
Sure, this game seems significantly more character driven, but your character in DAO wasn't just someone who fell out of the sky.
I could be wrong but I think that's just to show two different areas within one demo. Did you play the Mass Effect 2 demo that was released on the PS3 a couple of months back? It did the same thing there. The first part was a very early mission that was all about helping you get to grips with the controls and the gameplay and whatnot, then it jumped forward to the Mordin recruitment mission on Omega with no story explanation or anything outside of the codex entry for the mission.
Admittedly the jump in the DA2 demo feels a bit more jarring - there's a lot of name dropping and discussion of characters we don't know about - but I imagine in the final game the time-skip at that point won't be present.
As for the customisation issue, it's obviously locked in the demo but you can still check out the menu and it looks like there's a load of options to choose from. Aside from the fact you can no longer choose human/elf/dwarf and then Dalish/noble/commoner/whatever origins, I imagine it'll have the same amount of customisation as DA:O or ME2, if not more.
For starters, the two haircuts available (one male, one female) look leaps and bounds beyond those in DA:O and ME2. I always felt the hair styles in those games just looked silly, whereas these look pretty cool. I get the feeling I'll actually be able to make Hawke look the way I want her to look (that's right, FemHawke is where it's at) without much compromise.
I've said it in the previous DA2 articles, but thanks again for posting these interviews Joseph. They're awesome.
This never works.
@Laen, you can't pick the race or the origin. That's it.
That's more my concern. Any idiot can tell a frame narrative in a film. The difficulty is using a frame narrative in a medium where the player, supposedly, can make choices.
When I played the DA2 demo, I originally thought that it was like the ME2 demo, as in "well, I guess I'll get to know these people in the full game". This article, though, I don't know if I'm misreading it or what, but it makes it sound like those time slices are going to be the whole of the game, particularly when Joseph mentioned the rune salesman that Hawke knows, but the player has never seen before. Surely this can't be the whole game.
I'm also hoping for a little more in the beginning. *potential demo SPOILER (kinda)* They drop you in, then they go "this guy Carver is your brother. And now he's dead." It was the least I've ever felt for a supposed family member being killed. */spoiler*
The same is now in DA2. Companion armor and weapon customization removed, crafting done by someone else after the player only finds a resource.Iso cam gone on PC, friendly fire only on nightmare, approval system with intent icons, paragon/renegade style, skills removed, Origins and race gone, Arcane and dual wielding warrior gone.
So what stays is a false tactics illusion on classes that nearly play the same, and the framed narrative as a excellent way to battle resales and sell the endings as DLC.
A rather unexpected turn, the above things are developer and review confirmed already, still unfortunate for the "Spiritual successor of Baldurs Gate," to end like a generic slasher No # 536, when all that the game needed was to speed up combat to attract the new gamer and a control repair for console users.
Precisely why I don't like that mechanic. I like to role play in my role playing games. I LOVED how Origins allowed you to pick from specific backstories - anyone who says those were shallow needs to actually check out the game. The Dwarf Origins were particularly awesome, especially when you revisit it later in the game.
I liked the idea of forging my own story, and my own legend. I'll be a bit less excited to forge someone else's.
That's a fair point, and I see what you mean. I really hope the full game isn't like that because that would be really off-putting.
As for the thing about the intro...yeah I'm really hoping the story had to be condensed for the sake of the demo and that it'll be fleshed out in the actual game. It just doesn't have the same impact when you're barely given a chance to get to know the characters. Fingers crossed we're just worrying over nothing.
It's not the whole game. The story takes place over a ten year time span, so, naturally, there are going to be points where nothing will be going on. It's during these few points when there will be skips. The incredibly large skip in the demo won't be present in the game. There are of even videos of Mike Laidlaw playing points in the game between each point you're able to play in the demo. They just threw that particular skip in for the same purposes as the skip in the ME2 demo
@Marioxo
First of all, there is no Paragon/ Renegade like system in DA2. The game retains the moral ambiguity of the first. Weapon customization has not been removed. More skills have been added than removed, and the classes now play quite differently in comparison to how they did before. The mage has also been made more visceral, so the arcane warrior would have less of a purpose anyway. As far as other missing subclasses go, they're actually still present, just as weapon agnostic ability webs. Furthermore, the game hasn't been turned into a "generic slasher" as you say. The combat has simply been sped up and the shuffling removed wherever possible; the console users have the ability to initiate every attack, rather than only a string of them. Tactics are still present, as is the ability to pause and play. The combat wheel is still present on the consoles. Mechanically, the combat functions in largely the same way.
Yeah, I'm happy to see that they're moving away from the "X gets drafted into Special Society and must save the world" (Jedi, Spirit Monk, Warden, Spectre, etc) narrative that most of their games have.
@flea friend
While the jump to Kirkwall will certainly be different in the full game, I also hope that the Lothering portion we played will be a bit more fleshed out in the full game.
@Krusayder: Actually, what I've read is that Bioware was planning to have horned Qunari for DA:O but they couldn't get the graphics right until now. They explained it away as certain Qunari can be born without a horn and may be destined for greatness, like Sten. The Dragon Age wikia article on Qunari have more information
"
Let me get this straight.. you think Witcher 2 looks better because this has a character with a predetermined background? I'm pretty sure Geralt has a predetermined background too there pal....
But it does then put a lot of distance between me and Hawke. Not only is his appearance, background and voice fixed, not only does he pick his own words when speaking, but he also gets on with stretches of his life while you get left behind.
That's completely untrue. The new approval system friend?rival works exactly like the paragon/renegade system in ME.
Creating multiple characters for the "evil" ,"good" playtrough will be obsolete.
Example in DAO and this is not a must, but it was available one could take Morrigan,Stan, and Zevran for a "evil" path, and Alistair,Wynne and Leliana for a a good path, again not a must but it was available. The new system will create as the only impact, the Tali/Legion, Miranda/Jack situation and nothing more.
About the weapons, a 2H warrior companion is a 2H warrior and nothing more.
Alistair for example was in DAO able to use S/B,Dual Wielding, Crossbow, and 2H, without any problems this not possible in DA2. They would have to make toi many animations.This apply s to all DA2 companions.
In the demo they even recycled the mage robes, and King Caillan's set.
The camera on PC is blocked to not create more view distance, that's all on the official forums and lots of reviews are describing the game as a recycle fest.
So there is more money invested on marketing than on content.
Disappointing because I even had a import save.
That's completely untrue. The new approval system friend?rival works exactly like the paragon/renegade system in ME.
Creating multiple characters for the "evil" ,"good" playtrough will be obsolete.
Example in DAO and this is not a must, but it was available one could take Morrigan,Stan, and Zevran for a "evil" path, and Alistair,Wynne and Leliana for a a good path, again not a must but it was available. The new system will create as the only impact, the Tali/Legion, Miranda/Jack situation and nothing more.
About the weapons, a 2H warrior companion is a 2H warrior and nothing more.
Alistair for example was in DAO able to use S/B,Dual Wielding, Crossbow, and 2H, without any problems this not possible in DA2. They would have to make toi many animations.This apply s to all DA2 companions.
In the demo they even recycled the mage robes, and King Caillan's set.
The camera on PC is blocked to not create more view distance, that's all on the official forums and lots of reviews are describing the game as a recycle fest.
So there is more money invested on marketing than on content.
Disappointing because I even had a import save.