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Fantasy role-playing series Dragon Age has garnered a dedicated base of fans with its lore-heavy storytelling and memorable characters. The debut of 2009's Dragon Age: Origins was a very well-received beginning to what would become BioWare's flagship fantasy tale. While sequel Dragon Age II was met with a somewhat-positive response, it did not quite live up to the standard set by its predecessor.

The newest entry into main series, Dragon Age: Inquisition, launches this month. Powered by a new engine and the promise to incorporate players' past choices into a story framed by a vast new world to explore, the game has some rather high expectations to meet. I sat down with BioWare creative director Mike Laidlaw to discuss what fans can expect from stepping into the shoes of the Inquisitor, character relationships, and the future of the series.

Dragon Age: Inquisition places players in the role of the leader of the Inquisition, an organization formed with the purpose of defending the nation of Thedas against peril. As such, It is the responsibility of this leader to deploy troops and agents to the battlefield. Curious how in-depth this strategic gameplay would reach, I asked Laidlaw whether this element of the game would require players to be familiar with tactical planning. Would players who were less than familiar with commanding troops in war be penalized?

"We set down as a rule, let's not turn it i nto moving pieces around," Laidlaw said in response. "Instead, what we wanted to go back to was the feel of a leader and a commander who generally doesn't have to specifically layout troop movements...you have specialists who handle that. We thought it would be a much more satisfying way to treat it like it was almost a story beat. What they're looking from you is direction. They can handle it, they can take care of the details, but they want to know how you would approach this."

In a non-spoiler example he provided, a group of refugees take up residence on a lord's land. The lord will approach the Inquisition with a request to have the refugees removed from his property. Players consulting with the diplomat will have her encourage them to talk to the local bands and find a new location for them. Speaking to the spies will reveal the option to have them removed. If the commander is asked, he will offer to help the band because he finds the lord is "a bit of a jerk." Here, Dragon Age: Inquisition will offer a variety of paths to take in decision-making, with results ultimately emphasised through consequences that may surface further down the path.

"We've tried to make them more about leadership choices, leadership style, and more about reactivity to choices you make throughout the game. A lot of those operations appear in response to you having made an ally, or you having done this major thing and suddenly people are reaching out to you because they've heard about it," he said. I wondered if the conflict in that scenario would continue, regardless of whether the player chose to intervene or realign their focus on the main story. Would this area remain in a perpetual state of pause until the player chose to address it?

"It really depends on the conflict. In the case of that one, it would eventually go away. It takes a very long time, it's not on a timer or anything. A major story event would probably wipe it out at one point. But the world is fairly chaotic, it's a rough time. We don't want to penalize the player and say these things are going go away in the sphere of time. However, stabilizing the world fundamentally feeds back into the story."

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