As I attempt to slowly wrap-up some of the other games I plan on covering in my dissertation, I will occasionally post anecdotes here–short discussions of incidents I find interesting. These will not be full-scale play-through write-ups like my Fallout 4 exercise.
The Price of Honor is a quest begun on Faroe in the Skellige Isles with a man named Timmon, whose betrothed, Agda, should have been escorted to him across the sea by his brothers for the wedding. He’s worried they wrecked on the rocks during a recent storm, and I later learn that they have indeed. Agda’s body shows signs of drowning. Using a magic lamp that shows me spirits or traumatic past events, I see that the brothers, ashamed of being unable to protect her, are talking of suicide for honor’s sake. I track them to where they did the deed, beneath a large tree with a beautiful view of the sea. A sad state of affairs all around, but I’ve grown used to this sort of thing.
I find a hopeful note on the bodies from Agda’s father, made sad given the circumstances, and a key to a chest which I assume I’ll find later. When I turn to Timmon, he’s distraught and angry. “You mean, this is all that’s left of ’em?” he asks, teary-eyed, after I give him the note and say I didn’t find anything else. From the look on his face I feel terrible. The quest concludes, but only then do I realize there might be something in the wreck that would give this man some more comfort. So I reload and search for the wreck first. Nothing tells me to do this. Certainly the presence of the key and the mention of a dowry and the shipwreck clues the player in (and were I not getting reacquainted with the game after a long absence I might have noticed sooner), but it is not part of the objectives. Searching the wreck gives me a necklace, but giving it to Timmon gives me nothing but peace of mind, a slightly more satisfying consolation for this brief tragic vignette I’ve witnessed. My drive to do this was driven by nothing but my empathy for a fictional character who, all told, holds little importance for the game.
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One of the interesting things about The Witcher series is the way it in some ways epitomizes the tropes of its genre, but is peppered with instances that break from those tropes. The basic organization is the same: find an interesting person in a town who gives you a quest which leads you through areas that may give you more quests and then back to regroup. The player character, Geralt, is amazingly powerful, able to exercise his will upon the world around him, and yes, in many instances, saves the day. By the time of this quest, though, I am already well accustomed to there not always being happy endings. Instead of saving the day, at least half the time I am merely confirming the worst that was already expected. The Witcher’s world is not a fairytale world.
In this instance, though, what I found interesting was the inclusion of this special necklace in a chest under the sea in a shipwreck the game does not mark. Aside from perhaps being worth some meager coin, the only purpose of this necklace is to give some small solace to a bereaved character as part of this quest, and yet it is not mentioned in the quest description. Surely any other RPG would list the many steps to complete a quest, or at least some optional tasks “Optional: Find the Dowry.” Of course, those optional tasks usually entail bonus rewards at the conclusion of the quest to drive the player to complete them. In the Witcher, this reward is mainly at the forefront when taking on special contracts to kill monsters (in which case it is pre-negogiated), but otherwise going the extra mile will often just have an impact on the way the story unfolds. I did not pursue an optional objective here. I reloaded my game and spent extra time because I felt empathy for a character. This is one of many moments that shows the depth the Witcher builds into its world.