DOI

http://dx.doi.org/10.11588/rel.2014.0.12162

Abstract

The core conflict of BioWare’s 2011 digital role-playing game Dragon Age II places the Christianesque Chantry in opposition to both the hierarchical Qunari and the Circle of Magi. In Dragon Age II religious beliefs, particularly those of the Chantry, prove destructive; by demonstrating the chaos of religious conflict, the game guides the player to recognize the danger inherent in extremist devotion to religion, and argues that interpersonal relationships should form the basis of our ethics. In Dragon Age II, the player-character, Hawke, is evaluated by each of his (or her) non-player companions; the mechanic forms the basis for a fundamentally humanist ideological framework in the game’s world, despite the prevalence of a variety of religious beliefs. I suggest that the game retreats from systems of belief as ideal sources of ethical mores, instead turning to human interaction as a preferable means of determining social and personal ethics.

Document Type

Article

Publication Date

2014

Publisher Statement

© 2014 Institute for Religious Studies, University of Heidelberg. This article first appeared in Online: Heidelberg Journal of Religions on the Internet 05 (2014): 134-61. doi: 10.11588/rel.2014.0.12162.

Please note that downloads of the article are for private/personal use only.

Share

COinS