Examining Choice in Dragon Age: Origins

GameCritics.com editorializes about BioWare's implementation of choice and consequence in Dragon Age: Origins, while also examining the choices they feel were most (and least) successful in the RPG.

My first major quest was at the camp of the Dalish. You are given three options, side with the werewolves and kill all the elves, side with Zaithran and kill all the werewolves, or break the curse by killing Zaithran (and by extension, the Lady of the Forest) and allow the elves to live and the werewolves to live on as humans. If you were playing as a "good" character, there are basically two less than ideal options, and one choice that allows life and freedom to flourish. On the surface, this seems like typical choice, but to bring about the scenario that allows you to kill Zaithran, you have to go through a rather specific set of dialogue options. Good-guy characters are initially confronted with choosing between two terribly unjust massacres, and are rewarded for taking the time to negotiate a new solution.

The game's most complex and varied choice occurred in Redcliffe, where I actually had three sets of choices. The first was to kill Connor or free him of the demon possessing him by entering the Fade. If you chose to free him, you could do so by sacrificing his mother or by gathering more mages to increase the power of the spell. "Gathering more mages" is dependent entirely on the Mages tower quest, and if you sided with the templars, this option will not be available to you, since all the mages will be dead. It's a nice touch that makes the whole world seem very connected, and helps you realize that your choices matter. Regardless of how you choose to free Connor, at the end of the Fade quest, the Desire Demon gives you yet another choice. If you let her live, she will give you either the Blood Mage specialization, or an extra spell/talent point (there are two more options for gifts, but they're not as compelling). Even though I was playing as a good-guy, I couldn't resist the call of another spell since talent allocation was permanent, so I let her live and took my reward. I set out to play a good character, but I was successfully tempted by the demon, making this an unforgettable quest that set the standard for temptation in games (at least for me).
The Mages' Tower contained the most polarized choice in the game. I could either take the risk of some mages being turned into abominations and fighting against me (an event which can be prevented by using an item during the boss fight), or I can slaughter dozens of innocent men and women. Since I was playing as a good-guy, the choice was so obvious that by the end of the game I had literally forgotten that I had another option. The situation is made even less compelling by the fact that the second most important character in the game, Alistair, constantly voices his dislike for the templars, and any mages you have encountered previously have done the same. A below average ending to an otherwise interesting quest.

The choice I had to make while searching for the urn was okay, but not universally good. In my search for the urn, I am given the option of defiling this sacred artifact and turning Leliana and Wynne against me in exchange for the Reaver specialization. Perhaps I would have cared if I were playing a Warrior, but since I was an elf mage, unlocking the Reaver meant nothing to me. If this quest had also offered me the chance at a few extra spell/talent points, I would have thought long and hard about my decision. The Desire Demon's choice was compelling for everyone, but the Urn's choice really only mattered for Warriors.