Autonomy, Coercion and Exploitation in Baldur's Gate 3; Analysis
I finally got around to play Baldur's Gate 3 and would like to talk about some of the running themes I've noticed. Specifically how the game repeats stories of people in or escaping dynamics where making choices regarding their autonomy puts them into contact with the evil (as defined in DnD), controlling and machiavellian. A lot of whom get their way by turning people into their thralls, and don't even need literal mind control through tadpoles, giant brains or magic to abuse those they have under their thumb.
Spoiler warning for major plot points throughout the game.
Raphael: Hope is a farce
There's no group of characters that understand these themes more than the devils of BG, who seem to always prefer making deals with people who are desperate, rather than someone with the power and autonomy to negotiate or even refuse. And the best example is part time devil, full time Disney Villain Raphael.
And when it comes to us, he has a key for our 'cure', the hammer, as soon as the game starts, but holds out until the very moment that all our other choices, the ones that don't give him control, are eliminated or undesirable. By the time he meets us he's already confident that he will be able to ensnare us when we're most desperate sooner or later.
He has already made the choice for us.
He emphasizes this when he's talking to us about Mol, described her as an apple ripe for plucking, and as someone who has the unconditional freedom to make the only choice she has left.
Mol at this time has just been separated from all her systems of support, community, autonomy and safety, from the Grove to the deadly Shadowlands, with the dire responsibility to shepherd her crew of (also) children to safety, and the inexperience to know better than to think her control is unconditional. She's desperate to regain what she's lost, and perfect for exploitation. And Raphael is very willing to give her what she wants in return for who she is, what I call autonomy and what he calls hope.
Mystic carrion: I rented you your body
A more literal example in the story are the cases of necromancy in the game. Mystic Carrion is a super prominent example of someone who is essentially using and even creating thralls to use as slaves. He sees them as objects or even artifacts that he owns, not people. He's even quoted stating that he gave them their own bodies (that he took from them in the first place), therefore he feels owed the right to dictate, and even destroy their lives, as he sees fit. And as soon as the thralls begin to take autonomous choices, Mystic Carrion simply sends us to retrieve them, with no consideration for the conditions that would have made escape from a harsh master the only option.
The one that gets memed on a lot but also ties into this is the zombie husband in the hag quest, who depending on your choices can be given to Mayrina, who never really sees past her grief enough to stop and consider if her husband would have wanted to be brought back, her focus is mainly on what she has lost, including his utility as a husband and father.
Cazador and Astarion: Togethaaaaa as Familyyyyyy
The most popular dynamic that recreates this is between Astrion and Cazador.
Cazador considers Astarion to be, and I quote, "made to be consumed" (to hear this dialogue, you need to stop the ritual without destroying it, then you need to pass a dialogue check in which you convince Astarion not to ascend). And Cazador uses more than the vampire spawn dynamic to maintain his chains over Astarion.
Cazador sees his spawns as tools, and himself (based on what we can glean from his relationship with his own master) as an unfeeling, efficient higher being. Which is just a tool with extra labels attached. Cazador also has the extra narcissistic layer of warping words to his own ends, calling the brood he controls and abuses a "family", and scolding Astarion for "abandoning them" when in reality Astarion broke free of the tightly controlled setup Cazador had, undermining his previously absolute control.
Astarion internalizes this and mimics Cazador's behaviour at first (despte his repulsion toward the trauma he has suffered under the man, and a clear understanding of the physical component of the abuse he endured). His entire undead life he has been taught the lesson that he can only use or be used. Which is also why he disapproves of altruistic acts, moves in a selfish and power hungry manner, and is pretty careless with himself and his autonomy (shown when you can convince him to drink the blood of a drow by saying it's so that the team can get stronger) because he ties his self worth and safety to power dynamics; that is his utility as an object or his power as a vampire with no in between.
Depending on our choices we can either reinforce his ascent into darkness (literally and figuratively), where he internalizes the lessons of his predecessors, or teach him to embrace salvation and life, shown by how he falters when it comes to sacrificing his siblings, and finally chooses a new path free from the cycle of power and violence (as much as is possible in a DnD game that is).
Gortash: The Philanthropist
There are many other really good examples of this theme repeating itself. The Gondians for example who are treated more like assets than workers by Gortash. He even instructs his subordinates to get rid of them before they outlast their value and after they have completed enough automatons to secure his authoritarian rule. Additionally, Gortash treats Karlach in a similar way, earning her loyalty but then repurposing her (giving her away to be a test subject and prototype for the Gondian machines) once her utility as a "bodyguard" asset was no longer of value to him. And he uses coded language of "doing it for the greater good" when she confronts him on it. But in reality Gortash sees people as things to be controlled; systems at best, tools at worst.
Shar: Mother of Loss
There's also Lady Shar whose doctrine involves hollowing oneself out into a "tool" for the goddess, depicted by how she both punishes and rewards Shadowheart with loss. She also discards disciples who step out of line, question her wants, or cling to their own autonomy too tightly. When this happens Shar is prone to testing them with loss once again. Essentially, your will is meant to be indistinguishable from Shar's under her doctrine, therefore you are an extension of her and her will, more akin to her shadow, a tool than a person.
Shar frames this as love, her love to be specific. And that anything less including attachment to others (Shadowheart's parents) as not only lesser but unacceptable. This is also why disciples are discouraged from keeping personal items, personalizing their appearance or expressing individuality, and why Shadowheart dyeing her hair is so significant (it's a visible, aesthetic, personal choice that expresses her autonomy). I also have a headcannon that Shar pretends to allow people to grieve (the house of loss but actually uses the trauma of loss as a weapon of fear and tool to nurture codependence with her and eithin the cult, but that's a thought thread for another day. Shadowheart breaks this cycle by sitting in the grief instead of once again turning to Shar for relief from the loss.
Vlaakith and Lae'zel: Utility as a religion
There's also the warrior culture of the Githyanki, specifically seen through the lens of Lae'zel. She essentially (and initially) is absolutely okay with her purpose as a "sword" of Vlaakith, following orders unquestioningly and shaping herself to her queen's service and a doctrine built on survival and utilitarianism. Lae'zel (like Shadowheart and Astarion) truly believes her worth as a living being stems from her usefulness despite processing it differently.
Additionally her harsh demeanour initially is precisely because of that aspect of being a collectivist weapon for her species, therefore weakness or even passivity (including the methods of followers of Shar like Shadowheart) is seen as failure, and assisting the weak is like feeling sorry for a sword or arrow instead of fixing it or discarding it altogether. The way Lae'zel reacts to our choices is an extension of the culture she has been indoctrinated into, where people are essentially weapons or tools. You are your role in society first, and an individual second. There is no sympathy for those who cannot perform their function, their role in Vlaakith's order.
This inevitably falls apart when, like the others, Lae'zel stops being a useful tool, or rather she is more useful as a scapegoat, and is discarded. It didn't matter how efficient she was (shown by how Lae'zel follows protocol and holds onto her faith till the very end when a different truth is shown to her) as a sword once Vlaakith's will changed and saw her as more useful dead.
The Emperor: Girlboss, gaslight, gatekeep
And finally the best example of this is The Emperor. He is that toxic person who thinks his ability and choice to rescue/protect you is a pass to completely invalidate your autonomy and individuality. His argument is basically "You would not exist without me therefore you owe me your entire self" and he uses coded language like Cazador, centered around "trust", "survival" and "protection". Additionally, he lies often and then retroactively says he didn't (gaslight, gatekeep, switch sides when you don't get your way)
I also don't think gameplay "changes" the emperor. The choice is not to influence his behaviour to be close and cooperative or abusive and controlling by trusting him or not. It's simply choosing to ignore his red flags or not, or choosing that you don't need to ask for better communication or proof to trust him better despite him having the ability to end your life on a whim. His threats simple get uglier the more you resist him, similar to Gortash whose relationship with us oscillates between partner/ally and hostage depending on how convenient we are.
Every time you disagree with him, including holding him accountable, questioning his plans, or refusing to sacrifice your own body and soul to become a thrall like him, he pulls out a "You'd be dead or a puppet without my grace, I can't believe you didn't trust me unconditionally. As if trust and respect is something you have to get by verbally flash banging people with how they owe you.
Compare with Omeluum where even when he's in danger (when he alerts us that he's been capture in Act 3 and has the choice to not tell us that Wyll's father is a captive along with him), he still gives us the choice to save him or not in a life or death situation. He also does not question the want to remove the parasite, empathizing with the potential reasons.
The Emperor is the distilled personification and game mechanic of these themes, that you don't necessarily need to mind control someone to control them.
The End
Anyway I don't know how to end this now that I have all my thought-blurbs out (it only took like 4 months), so here are some pictures of my (and Karlach's) gallant son who I am so very proud of to finish off:
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Some of my concept art for Project: Anglerfish (the Myst game I was art directing back at Cyan) that was shared in Cyan's recent State of the Union presentation at Mysterium last week!
A lot of the appeal of this pitch was the idea of shifting, dynamic environments—vs. the more frozen worlds of previous Myst games—so a fair amount of our exploration was finding ways to pull that off with lighting, atmosphere, and some more... drastic measures.
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rook is genuinely so funny because emmrich being stressed about the hand of glory just for rook to say "let's go to the necropolis, i'm sure looking at some graves will cheer you up" and then being right
Lore: A qunari whose parents died in the fade under mysterious circumstances. The child, found by Watchers, was raised to be a warrior class who dealt with combat problems for the watchers but also trained in the principles of watchers such as procedure and bedside manner for spirits and philosophy regarding life and undead. Rather than being one with the undead, he has a preference for the Mourn Watch because he finds purpose in protecting the border between life and death for both parties, and will often choose protecting life over undead if it aligns with this.
Personality: Driven and pragmatic, but restless and awkward, sometimes off-putting. Straightforward except when there's an opportunity for dark humor. Problems with authority he doesn't agree with. Awkward because of his extended time in the Necropolis and is better at making friends with ghosts than people.
How they meet Varric: Varric needed an expert on spirits to protect him, help him track down Solas and deal with any emerging demons. The Mourn Watch offered Rook as a bodyguard and consultant. They figured Varric's experience would temper Rook's restlessness after he quelled the civil war in the underworld (it did not). I like to think that now he has something to prove when the story's events kick in and he's tasked with managing a team trying to kill the elven gods when the first lead dies. That his first coup wasn't a reckless, youthful fluke.
Romance quest: Taash. Their bluntness feels like clarity, and their fierceness like excitement and familiar valor. He does not notice that they are neurodivergent until another member of the party points it out.
Solas: He puts aside his grievances with Solas to collaborate, even relates to him at times. But he also cannot overlook Solas as a threat to the border between life and the fade.
Bonus pictures:
In this scene Melinoë thinks that she is "earning" her family back because she has no concept of ever having them in the first place. So she doesn't see the injustice of being denied something that is and should be freely given to others and being given a duty/role in its place (but Nemesis whose job it is to punish injustice, and who has her own compicated family dynamics) feels it keenly).
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My friend scolded me into putting this somewhere where it won't disappear into the void
Context: This was feedback to this excellent article on building a "relevance/cultural microcosm" by one of the top African game devs right now. it's called:
The Cultural Gravity Model: How African Gaming Can Build Its Own Global Market
My feedback:
"I have feedback on this so brace for paragraphs.
This was really excellent and a wonderful read. What I'd add is there seem to be some gaps that need to be filled-in so that it's a complete framework that can be implemented and replicated more seamlessly.
For example it heavily aligns with the community framework for fandom (a cultural ecosystem centered around a specific interest such as kpop or hiphop or rock or a certain video game) just from an entrepreneural perspective.
Find your rhythm → create the content
Activate your people → build the fanbase
Build a world → establish the lore
Multiply from strength → monetize the loyalty
This was really excellent and a wonderful read. What I'd add is there seem to be some gaps that need to be filled-in so that it's a complete framework that can be implemented and replicated more seamlessly.
For example it heavily aligns with the community framework for fandom (a cultural ecosystem centered around a specific interest such as kpop or hiphop or rock or a certain video game) just from an entrepreneural perspective.
Find your rhythm → create the content
Activate your people → build the fanbase
Build a world → establish the lore
Multiply from strength → monetize the loyalty
Fandom eventually matures into subculture, which is where you get identity centered around a brand, ideology or product, punks, goths, Queen bees under Beyonce, furries, or kpop stans (who aren't necessarily the same as fans of Korea the country), or Otakus (who aren't necessarily fans of Japan or Japanese people)
The key gap I've seen is how the games reach the audience exactly (complete infrastructure) and how the audience can reciprocate and participate in the process beyond spending. For example anime blew up because of deals way back when between cartoon studios in America who needed more content to keep up with demand, and studios making anime in Japan (with the governments in the middle), took up and localized animations from Japan to children who eventually became otakus who spend but also cosplay and make fan content.
Also, that aspect of identity could be deeper and more comprehensive as outlined earlier, for example people are drawn to hiphop because the stories and and imbued emotions of struggle and resilience resonate with their own personal strife (the book Understanding Comics by Scott Mcloud explains this well with why silent protagonists work, you can also look at FD Signifier's videos on kayfabe and the history of hip hop). I also think each stage needs contingencies, like: What do you do when the diaspora doesn't show up? What are other cultural ecosystems that could buffer?
Finally you could also repackage this into smaller-scale, cleaner unit of the framework, such as the way there are smaller communities who gather around individuals (Markiplier, vtubers), indie animations like Ebony Witch (which is a Kenyan webtoon), Knights of Guinevere, and mini-brands...
Also forgot: There also needs to be online and offline that feed into each other because online fandom forms rapidly but are unstable (can degrade or be coopted and appropriated) without material buffers (hence also the audience participation beyond spending). So for example the game can have the virtual or even simulation aspects and also merchandise or events (like cosplay) to ground it in the material world in the long term. So you have an online ecosystem for vitality, and an offline ecosystem (working with the cosplay community and giving fans means to wear their identity that's tied to the brand through compatible merch like ita bags for example) for stability. This is different from inspiring your community but also pre-planning what they will do.
This is an ita bag by the way. It's a really good example of people "displaying" and expressing their identity/fandom through merch and people will even have multiple for specific franchises or characters and it's hardly the final form of that feedback loop between online fandom and offline.
A good way to look at this is how perfume companies are able to hold a market because they don't have the main way to access the product (making people smell it) so they brand around identity e.g. "Only this certain kind of person uses Hugo boss and this is the world they live in (worldbuilding)"..."
"...Other example of people who aren't necessarily constantly purchasing but will make content aka marketing material for your brand out of interest ir alignment (your brand or art aligns with what they're already making). They can also make content that isn't locked into a specific wanted behaviour but which benefits a recognizable brand regardless. For example your game might not be about baking but people make videos with food that resembles the characters or try to recreate the fictional food and drink in it..."
"...So this video specifically has pulled in multiple demographics like bakers, people with casual interest in watching the process of cooking, people who like anime casually, and people who are hardcore fans of the genre of food anime. Being able to signal and satisfy all these groups is creating the views that she's getting..."
"...Okay I found someone who explains it well:
Also this:
His is more anecdotal an has holes in it but it's a good comparative framework because there's a lot that he discovered through sheer experimentation that the other creator compiled into a manual from a totally different stream and community.
I think content creation has far faster cycles than video game development but it's still the creative cycle condensed into the smallest possible unit of the production/development cycle for the ever evolving and fast paced ecosystem of the internet.
I also think the sweet spot is between the conventional method of preperation and iteration. Where you're preparing material and then testing it then feeding the results back into preparation. So if people don't respond to a project it's not failure, it's data..."
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