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Hassan's 2017 analysis argues the game is marketed as a breakthrough in customization and LGBTQ+ representation. It argues the game still reinforces binary gender norms and stereotypes shaped by race and religion.
Mohamed S. Hassan's 2017 analysis argues that Dragon Age: Inquisition markets itself as a breakthrough in character customization and LGBTQ+ representation, yet ultimately reinforces binary gender norms and stereotypes shaped by race and religion. Grounded in the view that player avatars extend players' real-world identities, the study contends that the game expands identity options while still relying on socially constructed scripts of gender, sexuality, and faith. The central claim is that these scripts constrain the very choices the game presents as liberating.
The analysis treats the game's "magic circle" as porous. Players experience in-game actions as meaningful reflections of who they are, and the real-world religions mapped onto the game world shape which romance paths are open. Through a two-playthrough case study supplemented by BioWare forum posts, the author shows how a player's religious and gender selections can restrict or unlock romantic options, reinforcing heteronormative and hegemonic gender expectations.
Examining BioWare's romance design more closely, the study finds that the developer's inclusive direction following Dragon Age II drew both praise and backlash, despite that game's weaker sales relative to Origins (0.83 million versus 1.67 million units). Romance options were varied in announcement but constrained by race, religion, and class. Restrictions such as limiting Cullen and Solas to female elves, and excluding characters like Vivienne and Varric from romance, are presented as evidence that the game's stated commitment to inclusivity falls short.
The author further argues that non-intersectional romance design, such as confining Cassandra to heterosexuality and tying Dorian's arc to his sexuality, undermines representational diversity and fails to mirror real-world identities. Drawing on player anecdotes, the study concludes that the boundary between game and reality is eroding, and that developers exploit this porousness to build immersive worlds. Future technologies such as virtual reality are expected to intensify this blurring, making the question of representational limits increasingly consequential.
DiGRA · 2026