I believe in Clementine, and so I cried when I ask her to kill my Lee. I believe my friends in Dragon Age: Inquisition, so when I change the decor in Skyhold while they are in mourning, I make believe they notice. Choice feels a lot like faith.
Several weeks ago, when the topic of Telltale’s The Walking Dead came up, a good friend of mine announced that he did not like the game because “your choices don’t matter.” My shock and hostility has subsided, but I still fail to understand how such a perception could be true. Why did the decisions I made lead me to tears while it only led him to frustration?
Meanwhile, the past few days has seen a bevy of writing about Dragon Age: Inquisition and the choices that it contains. Patrick Klepek of Kotaku asks, “There’s much to ‘do’ in Inquisition, but how much of it is meaningful?” While Rowan Kaiser on Unwinnable says, “they’re really gun shy throughout Inquisition, with barely any choice that threatens a player’s emotions throughout the game.” Austin Walker over on Paste states (quite rightly I think), “What trained us to prefer a branching, long-form story over a series of little vignettes? I think if we ask questions like these, we’ll find our definitions of words like “real” and “meaningful” become increasingly complex.” Likewise, Todd Harper chimes in with an, ahem, “stiff” assessment that size does matter.