The Open Space and Hissing Wastes of Dragon Age: Inquisition
Several aspects of Dragon Age: Inquisition have put players at odds with each other, but there are few topics more divisive than the way the game uses its space. Depending on who you ask, Inquisition’s slice of Thedas is plodding or breakneck, dull or fascinating, packed from corner to corner—with absolutely nothing. There’s a grain of truth to each interpretation. Areas of roiling chaos exist alongside vast expanses of seeming nothingness, both of which grow ever more peaceful—more barren—as you progress. You cross each at the same measured pace, and mounts carry you only marginally faster than your own feet. To some, this represents tremendous design flaws. To me, they’re part of why the world of Dragon Age: Inquisition is one of the most tangible I’ve experienced.
Case in point: The Hissing Wastes.
When you first arrive in the Hissing Wastes, Scout Harding is there to greet you. Hers is always the first face you see in any new location, and her windburned cheeks and button nose are a reassuringly familiar sight set against so many shifting backdrops. “This space has nothing but space,” she reports, and there’s a very good chance that her statement will not resonate with you. Not at first. “There’s nothing here” is just something that NPCs say when there is definitely something there.
While the Wastes aren’t entirely empty, what’s there is spread out across an ocean of undisturbed sand extending out under the moonlight. You can cross them mounted and riding at an easy pace in about fifteen minutes and, if you’ve already cleared the area, you’ll be lucky to find a single enemy. Coming from the Forbidden Oasis, a place that coils in on itself like a knotted Ouroboros, the Hissing Wastes feel like an alien planet. And that makes sense. An oasis ought to be a hub of activity while the desert around it ought to be, you know, deserted.
Even so the Hissing Wastes took me entirely by surprise, and I loved it there. Harding hadn’t been exaggerating, and the more time I spent on the dunes and promontories the more I wondered about what it meant that I’d dismissed her words so easily when I arrived. I had taken them to be more of a figurative description than a literal one. I had assumed that “nothing” meant “as much as every other location but please just play along”. Simply put, that’s what other games had taught me to expect.
But what does “nothing” really mean? There is something everywhere in a game. There has to be, because someone somewhere spent hours building the form and rules to sustain five seconds of “nothing”. In reality, the Hissing Wastes are full of things to stumble upon, but there is no flag to plant by a statue half-lost to the creeping sands. There’s no quest marker for watching the silhouette of a fox cresting a ridge in front of the imposing milk-white disk of the moon. When you do finally arrive at a “something” on the map, it’s made that much sweeter by how isolated and elusive it is. You’re knee-deep in the snow, searching for warm embers again. These places, these moments, these experiences are evidently “nothing” because they’re unmarked.