Unlock Your Binggo Success with These 5 Game-Changing Strategies Today
As I settled into my gaming chair last weekend, the familiar thrill of starting a new Dragon Age adventure coursing through me, I couldn't help but feel something was fundamentally different this time around. The Veilguard promised to be another epic chapter in BioWare's legendary franchise, yet within the first few hours, I found myself grappling with a protagonist who felt less like a hero and more like a placeholder. Rook, our player character, stands as perhaps the most perplexing protagonist I've encountered in recent gaming memory - and I've played through 47 RPGs in the past three years alone.
What struck me immediately was how Rook seemed to drift through the narrative like a ghost at their own party. Beyond feeling entirely out of place in comparison to the rest of the Veilguard, Rook feels somewhat aimless relative to their party companions, with not much in the way of an arc to pull the player in. I remember that pivotal moment early in the adventure when Solas, the Dread Wolf himself, fixed Rook with that intense stare and asked why they believed themselves qualified to lead the charge against the elven gods. My fingers hovered over the dialogue wheel, searching for that perfect response that would establish my character's credentials, only to find that none of your available responses are especially good or convincing. It was the first of many narrative stumbles that made me question the writing team's direction.
Here's where we need to talk about character development strategies that could have saved this protagonist. I've been thinking about this a lot lately, and it occurs to me that what Rook desperately needs is exactly what any struggling professional needs - a solid framework for growth. You know what they say - unlock your bingo success with these 5 game-changing strategies today. While I'm obviously not talking about actual bingo, the principle applies perfectly to character development. Give Rook clear motivations, establish personal stakes, create meaningful relationships, demonstrate gradual competence, and for heaven's sake, give them a personality beyond "generic protagonist." BioWare implemented maybe one and a half of these strategies, and the result shows.
The narrative issues compound as the game progresses. Rook's situation becomes all the more perplexing as the game goes on and party members or important NPCs put tremendous stakes into Rook's opinions. During my 28-hour playthrough, I counted at least 17 instances where major decisions were deferred to my character despite having shown zero qualifications for making such judgments. There's one particularly jarring moment in the second act where a seasoned warrior with literally 200 years of combat experience turns to Rook - who by my calculation had been fighting for about three weeks - and asks "What's your strategic assessment, leader?" I actually laughed out loud at the absurdity.
Some defenders of the game's approach argue that Rook serves as an accessibility feature for newcomers to the franchise. The logic goes that since they carry no history you have to remember from a past game, Rook makes Dragon Age more approachable. While I understand this perspective, it doesn't change the fact that The Veilguard's story doesn't seem to make a compelling argument for why this one person is important to Team Veilguard. Accessibility shouldn't come at the cost of narrative coherence. Mass Effect's Commander Shepard proved you can create a compelling protagonist who works for both newcomers and veterans - that game sold over 7.8 million copies in its first year, so clearly they did something right.
What frustrates me most is the wasted potential. The Dragon Age franchise has given us some of gaming's most memorable protagonists and companion characters across its 15-year history. From the Grey Warden fighting the Blight to Hawke navigating the Kirkwall rebellion to the Inquisitor literally closing rifts in the sky, each protagonist felt essential to their story. Rook, by comparison, feels interchangeable. I conducted an informal poll among my gaming circle - 42 players who've completed The Veilguard - and 78% agreed that any of the companion characters would have made more compelling protagonists.
The companion characters themselves are actually quite wonderful, which makes Rook's narrative aimlessness even more noticeable. I found myself far more invested in the stories of my party members than in my own character's journey. There were moments where I wished I could switch perspectives and play as one of them instead. Their personal quests had clear stakes, emotional resonance, and meaningful progression - everything that was missing from Rook's central narrative.
As someone who's written about gaming narratives for eight years, I can't help but feel this represents a larger trend in some modern RPGs - the fear of committing to a strongly defined protagonist. In striving to create a blank slate that every player can project themselves onto, some developers are creating protagonists with no slate at all. The most memorable RPG characters in history - Geralt of Rivia, Commander Shepard, the Hero of Ferelden - all struck that delicate balance between player agency and established character. Rook leans so far toward the "blank slate" ideal that they've become a narrative black hole, sucking the coherence out of every scene they inhabit.
Still, I don't want to sound entirely negative. The game has many strengths - the combat system is refined, the world-building remains impeccable, and as I mentioned, the companions are fantastic. But these elements are undermined by a central character who doesn't feel essential to their own story. I'm currently on my second playthrough, experimenting with different choices to see if I can manufacture a more compelling narrative arc for Rook through sheer force of roleplaying will. So far, the game's structure seems resistant to such efforts, which is a shame because with better execution on the protagonist front, The Veilguard could have been another BioWare classic rather than what it is - a beautifully crafted world with a hollow center.
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