lackblogger
SasqWatch
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An Interesting Thread About Dragons?
Dragons… what's the big deal?
Dragons are just a creature that featured alongside many others in the great pantheon of tabletop RPG monster manuals. They were usually a high level encounter, but other than that they had no greater individuality or prominence than a whole host of other creatures. You can find more difficult opponents, more scary opponents and within the pool of dragons there was also variety, the different colours signifying quite dramatic escalations of difficulty level.
Further, dragons were used in the titular Dungeons & Dragons because dragons are probably the most universally recognisable symbol of mythological fantasy, from east to west and north to south, every culture has their version of a dragon & the ubiquitous heroic symbolism of the brave warrior who was so strong they could slay the dragon. It also began with the letter D. Or maybe dungeons was the one that needed to begin with a D.
But when did dragons suddenly become screen-covering behemoths that represent the ultimate challenge in RPGs, or even more so, virtual villains that spend their time playing chess with the puny humans like some crazed Bond villain?
In both the above cases I can imagine a Bioware game as a prime offender. Whether it be a camera that can't even show the dragon in full on-screen, resulting in the primary difficulty of the challenge being navigating your mouse pointer so that you don't click on the dragon instead of moving to a safer spot on the battlefield, or the always anti-climactic 'plot-twist' that a dragon is, for some unknown reason, spending its time being evil to humans because… I dunno, erm, because dragons as the final battle is cool?
But I'm not sure Bioware is the only offender here, nor that they are the root-cause of this phenomina. My main suspicion is that it's mainly caused by the move to 3D graphics.
In lower budget or older RPGs, usually in games where even the biggest monster will have a relatively small sprite or appear in the same box-window as all the other creatures, dragons don't ever really get presented as anything more than "just another creature". Sure, some might treat them as 'intelligent' creatures that are a bit more NPC-like, but in these cases they tend to still hold to the lore that dragons don't particularly like meddling in the affairs of men… unless there's a huge pot of shinies in it for them, and usually this just means taking the loot rather than working for it.
Even the earlier Bioware titles generally stuck to these formalities, though even both BG2 and NWN dragons were starting to show the trend towards making them too-big-to-fit-the-game-screen problem. ie: making dragons bigger and more important than they actually are in comparison to everything else, but having the same issue in, for exaple, Icewind Dale 2 suggests this was more of a technological issue as people started to become more concerned about size realism and the like.
Meanwhile the old first-person perspective style method never had this problem, you could, if you wanted, stick loads of dragons on the screen:
And still have lots of room for all kinds of other critters Likewise, an isometric game that doesn't care about relative size realism can do the same:
And, as such, also tends towards lessening the sense that dragons are some uber-entity. They are just another critter. You start by navigating goblins, then you navigate the level full of lizard men, then you do the level of Giants, then you do the dragon zone, then you go to the next difficulty jump, such as demons or demi-gods etc.
And I think it's this skewing of the dragon out of proportion and out of context that has helped cause a lot of confusion about what constitutes an RPG. If a game comes out and in that game you, at some point, fight a big ol' dragon in a boss-like encounter then people will associate the game with an RPG, when, really, what dragons represent in a 'real' RPG is just another step in the difficulty curve. In effect, imagine instead of a dragon that art had been converted to a giant eagle, does that radically alter your concept of the game? Does the game feel 'less RPG' now? Not "it's no longer an RPG", but just "less RPG"?
You know what I'm saying? Or does this all appear like gibberish and not at all interesting to you?
Dragons… what's the big deal?
Dragons are just a creature that featured alongside many others in the great pantheon of tabletop RPG monster manuals. They were usually a high level encounter, but other than that they had no greater individuality or prominence than a whole host of other creatures. You can find more difficult opponents, more scary opponents and within the pool of dragons there was also variety, the different colours signifying quite dramatic escalations of difficulty level.
Further, dragons were used in the titular Dungeons & Dragons because dragons are probably the most universally recognisable symbol of mythological fantasy, from east to west and north to south, every culture has their version of a dragon & the ubiquitous heroic symbolism of the brave warrior who was so strong they could slay the dragon. It also began with the letter D. Or maybe dungeons was the one that needed to begin with a D.
But when did dragons suddenly become screen-covering behemoths that represent the ultimate challenge in RPGs, or even more so, virtual villains that spend their time playing chess with the puny humans like some crazed Bond villain?
In both the above cases I can imagine a Bioware game as a prime offender. Whether it be a camera that can't even show the dragon in full on-screen, resulting in the primary difficulty of the challenge being navigating your mouse pointer so that you don't click on the dragon instead of moving to a safer spot on the battlefield, or the always anti-climactic 'plot-twist' that a dragon is, for some unknown reason, spending its time being evil to humans because… I dunno, erm, because dragons as the final battle is cool?
But I'm not sure Bioware is the only offender here, nor that they are the root-cause of this phenomina. My main suspicion is that it's mainly caused by the move to 3D graphics.
In lower budget or older RPGs, usually in games where even the biggest monster will have a relatively small sprite or appear in the same box-window as all the other creatures, dragons don't ever really get presented as anything more than "just another creature". Sure, some might treat them as 'intelligent' creatures that are a bit more NPC-like, but in these cases they tend to still hold to the lore that dragons don't particularly like meddling in the affairs of men… unless there's a huge pot of shinies in it for them, and usually this just means taking the loot rather than working for it.
Even the earlier Bioware titles generally stuck to these formalities, though even both BG2 and NWN dragons were starting to show the trend towards making them too-big-to-fit-the-game-screen problem. ie: making dragons bigger and more important than they actually are in comparison to everything else, but having the same issue in, for exaple, Icewind Dale 2 suggests this was more of a technological issue as people started to become more concerned about size realism and the like.
Meanwhile the old first-person perspective style method never had this problem, you could, if you wanted, stick loads of dragons on the screen:
And still have lots of room for all kinds of other critters Likewise, an isometric game that doesn't care about relative size realism can do the same:
And, as such, also tends towards lessening the sense that dragons are some uber-entity. They are just another critter. You start by navigating goblins, then you navigate the level full of lizard men, then you do the level of Giants, then you do the dragon zone, then you go to the next difficulty jump, such as demons or demi-gods etc.
And I think it's this skewing of the dragon out of proportion and out of context that has helped cause a lot of confusion about what constitutes an RPG. If a game comes out and in that game you, at some point, fight a big ol' dragon in a boss-like encounter then people will associate the game with an RPG, when, really, what dragons represent in a 'real' RPG is just another step in the difficulty curve. In effect, imagine instead of a dragon that art had been converted to a giant eagle, does that radically alter your concept of the game? Does the game feel 'less RPG' now? Not "it's no longer an RPG", but just "less RPG"?
You know what I'm saying? Or does this all appear like gibberish and not at all interesting to you?
Last edited:
- Joined
- Nov 1, 2014
- Messages
- 4,778