It’s clear that Dragon Age: The Veilguard hasn’t struck a chord with fans deeply since its debut. Its underwhelming sales and the franchise leader departing for new opportunities suggest a missed mark. However, it appears that Electronic Arts (EA) and BioWare might not be taking this as a chance to learn and grow.
During the Electronic Arts Q3 2025 Earnings Conference Call, I learned about their primary strategy, which I personally refer to as our “Blockbuster Storytelling Strategy”. This approach is constructed on three key objectives:
1. Firstly, we are dedicated to crafting an authentic narrative and experience that resonates with our core audience.
2. Secondly, we aim to develop innovative, trailblazing features that set us apart from the competition.
3. Lastly, we prioritize high-quality launches on both PC and console platforms to ensure a seamless gaming experience for our players.
As I observed, EA pointed out that to expand beyond the dedicated fanbase, games must establish a direct link with the ever-growing preferences of players, who are now drawn towards immersive shared world elements and more profound involvement along with compelling narratives. In the much-loved Dragon Age category, the launch was of top-notch quality and received positive acclaim from both critics and gamers. Regrettably, it failed to strike a chord with a wide enough audience in this fiercely competitive landscape.
I’m sorry, what?
Apologies for any confusion, but it seems there’s been a misunderstanding regarding the reason behind Dragon Age not appealing to a wider audience. Contrary to the suggestion that it lacked shared-world features, I believe the primary reasons players might not connect with it are the quality of its narrative, world-building, gameplay, and character development. The concept of a shared world doesn’t appear to be a crucial factor in this case.
Notice how games such as S.T.A.L.K.E.R. 2, Black Myth: Wukong, and Kingdom Come Deliverance 2 have garnered significant acclaim recently, despite not being part of a shared universe. Remarkably, these games haven’t included any multiplayer elements whatsoever, which is unusual in the gaming industry. Interestingly, S.T.A.L.K.E.R. 2 will eventually offer a multiplayer mode, but for now, it doesn’t.
It’s incredibly frustrating for me to witness EA and BioWare seemingly overlook the crucial factors behind Dragon Age’s lack of popularity. I had high hopes for Dragon Age: The Veilguard, ready to immerse myself fully, even staying up late into the night if needed. Just seeing the logo on my screen stirred up nostalgic feelings from my past. However, what spoiled it all was the lack of the essence that once made Dragon Age so special.
Jennifer Young, our team member, shared her thoughts with me in a series of messages: “The writing was terribly bad and painful to endure. Bioware is typically known for creating morally ambiguous characters, complex conflicts among companions, and offering tough choices. However, this time around, the depth was significantly reduced, leaving Rogue with barely any personality at all; everyone seemed to be either a heroic figure or a stereotypical villain. The dialogue options didn’t seem to matter; they felt insignificant and illusory. Overall, it was a complete mess. I found myself indifferent about the fate of my companions because they lacked any nuance.
Regardless of whether Dragon Age is considered “woke” or not, it’s the quality of the writing that truly matters to me. Games such as Hogwarts Legacy and Baldur’s Gate 3 demonstrate that any character can enrich a video game experience, provided they are skillfully written. What I find unsuitable is dialogue that encourages players to skip it. Such a tactic would have never been part of my approach in creating games like Mass Effect (ignoring the issues with Mass Effect: Andromeda) or previous Dragon Age installments. In fact, I was so engrossed in these games that I’d experience anxiety if I unintentionally skipped a scene or line of dialogue to the extent that I’d reload my save!
If you’re interested in an insightful discussion about the problems I and others experienced, check out this thread by a former BioWare developer. It’s quite revealing to see how frequently BioWare deviated from the storytelling and mechanics that once made it a renowned gaming brand. This conversation serves as a sobering reminder that a hard-earned reputation can just as quickly be tarnished.
EA doubles down on Live Service
![](https://cdn.mos.cms.futurecdn.net/ezCezqRmeXEoTX2dwUSxgG.jpg)
EA, it seems, hasn’t seemed to learn from their past experiences, as they asserted, “Live services account for 74% of our operations. To illustrate this point, let me discuss Dragon Age: The Veilguard. Traditionally, our sector has thrived on blockbuster storytelling to introduce cherished IP to players. The game’s financial success underscores the shifting industry trends and underlines the need for us to channel resources towards our most promising and profitable projects.
It’s striking to see how rapidly EA and BioWare seem to have moved on from Anthem, a live-service game that was specifically designed around the concept of a shared-world environment. Despite being a significant disappointment for both the company and its fans, who had high expectations, it remains a cherished title for many, including myself – I’ve even got all four unique Javelin posters hanging in my room!
Just as not every shared-world story translates into an instant box office hit, not all single-player games guarantee blockbuster status. In fact, eight out of the top ten best-selling games on Steam are designed for solo play, with Kingdom Come: Deliverance 2 leading the pack. It’s only when you delve deeper into the rankings that you find a multiplayer-only game like Marvel Rivals, which has gained popularity as a hero-shooter.
For every Marvel Rivals game, there’s a game like Anthem. Similarly, if there’s Kingdom Come Deliverance 2, you’ll find a Dragon Age: The Veilguard. It seems that focusing on multiplayer titles for future IPs might not be the best decision, given that Apex Legends was our last original hit in 2020. Let’s reconsider Hogwarts Legacy instead.
At its debut, Hogwarts Legacy saw a massive response. One of the game’s most frequently mentioned criticisms was the absence of Quidditch, a sport that every Harry Potter enthusiast is familiar with and considers an integral aspect of the wizarding world. Instead, it was decided to release Quidditch as a separate title, slated for launch in late 2024. Given its popularity, one would assume that this stand-alone game must have been incredibly successful.
Unfortunately, the game didn’t live up to expectations as it managed to attract fewer than 6,500 simultaneous players on Steam at its peak. This is significantly lower than Dragon Age: The Veilguard’s achievement of more than ten times that number. In other words, Harry Potter: Quidditch Champions was a disappointment, falling far short of success. It seems that the idea of a shared-world experience might not have been as popular among players as initially thought, doesn’t it? Transforming a single-player game into a multiplayer one does not guarantee success.
Essentially, players seek enjoyable gaming experiences, plain and simple. There’s no hidden trick to it. They yearn for games that are engaging and entertaining, ones that appreciate the effort they invest. They don’t focus on whether other players are involved or not. Instead, they desire exciting and captivating content in a game that serves as an escape from reality, rather than one that penalizes them for playing, like Anthem and Dragon Age: The Veilguard did.
EA, it’s crucial to pay attention to the desires of the overall player community, not just those who heavily invest in games like Madden, FIFA, and Apex Legends. Exercise wisdom, create quality experiences, and heed the feedback from your players. Keep a close ear to their voices.
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2025-02-06 13:39