Let me sell you on my favourite game: Dragon Age: Inquisition.
It’s filled with beautifully rendered landscapes, an engaging but not too intricate combat system, a cast of diverse and well-written characters, and hundreds of fully voiced choices that just do not matter—not even a little.
Well, it really depends on who you ask.
“Matter” is such a nebulous word—so lofty, loaded, and vague. Put it beside the word “choices” and both start to feel awfully important. “Choices that matter.” That’s one of those phrases they like to put on the back of the box. If you want to sell it, though, you need a metric. “How many endings?” is a favourite. “How many branches?” is another. What all these definitions share is a focus on content. “How many permutations of the text are there?” is what they’re all really asking. Moreso, much like our choices in real life, there’s a yearning for decisions that last. Continue Reading →