you know, it feels strange, somehow. it's as if some part of me has been calling out to you this whole time.
Don't wanna be here? Send us removal request.
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though. i do think it's a little funny for people to excessively defend the game's tone + act like anyone who thinks it doesn't have meaningful choices just hasn't played it enough and then you look at the development and it's like "yeah our biggest issue is we didn't have time to make any meaningful choices and we were pushed to write in a tone that doesn't work for the series" lol
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Solas & Felassan | A story, unfinished .
↳ Cole: They are not gone so long as you remember them. Solas: I know. Cole: But you could let them go. Solas: I know that as well.
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Jason Schreier for Bloomberg reports: 'Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio'
The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil. The failure of Dragon Age: The Veilguard, released in October, led EA to gut BioWare
[note: article is below cut after these tweets]
Jason Schreier: "NEW: What went wrong with Dragon Age: The Veilguard? Why was the writing so tonally inconsistent? Why did it feel so shallow? Why were there so few choices? Really, after ten years of turbulence, it was a miracle that anything came out at all. This is the story [link]:" [source]
Jason Schreier: "The fatal flaw for Dragon Age: The Veilguard wasn't just that it pivoted from single-player to multiplayer and back again. It was that after the second pivot, the team was forced to keep going rather than hit the reset button and take the time to create a new plan." [source]
Jason Schreier re: this old tweet from Casey Hudson: "Fun fact: when I first reported at Kotaku in 2018 that Dragon Age 4 was rebooted to become a live-service game, BioWare studio head Casey Hudson wrote this on Twitter. But it was not entirely truthful. In reality, the game was being designed around cooperative multiplayer, replayable missions, etc" [source] Casey Hudson's old tweet from 2018: "Reading lots of feedback regarding Dragon Age, and I think you'll be relieved to see what the team is working on. Story & character focused. Too early to talk details, but when we talk about "live" it just means designing a game for continued storytelling after the main story."
Rest of post/article under cut due to length.
(bold in the text below is mine for emphasis)
"In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video-game publisher Electronic Arts Inc. had been under intense pressure. The studio’s previous two games, Mass Effect: Andromeda and Anthem, had flopped, and there were rumors that if Dragon Age underperformed, BioWare might become another of EA’s many casualties. Not long after Christmas, the bad news surfaced. EA announced in January that the new Dragon Age had only reached 1.5 million players, missing the company’s expectations by 50%. The holiday performance of another recently released title, EA Sports FC 2025, was also subpar, compounding the problem."
"As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson explained, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA’s share price promptly plunged 18%. “Dragon Age had a high-quality launch and was well-reviewed by critics and those who played,” Wilson later said on an earnings call. “However, it did not resonate with a broad enough audience in this highly competitive market.” Days after the sales revision, EA laid off a chunk of BioWare’s staff at the studio’s headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on Dragon Age: The Veilguard, there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switcheroo that muddled development and inflated the title’s budget, they say, ultimately setting the stage for EA’s potentially unrealistic sales expectations. A spokesperson for EA declined to comment."
"The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, like Madden NFL, and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released Dragon Age: Inquisition, the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title went on to win the much-coveted Game of the Year Award and sell 12 million copies, according to its executive producer Mark Darrah — a major validation of EA’s diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next Dragon Age installment — code name: Joplin — aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio’s focus to more pressing titles coming down the pike. In 2017, BioWare released Mass Effect: Andromeda, the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft Inc.’s Casey Hudson, an alumni of BioWare’s early, formative years."
"Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as Destiny and Overwatch, in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into Anthem, a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whisky. The next Dragon Age sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. “I wish that pivot had never occurred,” Darrah would later recount on YouTube. “EA said, ‘Make this a live service.’ We said, ‘We don’t know how to do that. We should basically start the project over.’” Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of Dragon Age — code name: Morrison — while everyone else helped to finish Anthem, which was struggling to coalesce. Goldman pushed for a “pulpy,” more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series."
"In February 2019, BioWare released Anthem. Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare’s second consecutive flop, the multiplayer version of Dragon Age continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would only experience once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn’t die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of Anthem hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building “Anthem with dragons.” Throughout 2020, the pandemic disrupted the game’s already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare’s new studio head, revealed yet another shift in strategy. Moving forward, the next Dragon Age would no longer be multiplayer."
"“We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay later told Bloomberg News. “No, we need to get back to what we’re really great at.” In theory, the reversion back to Dragon Age’s tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game’s fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they’d be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an “alpha” build of Dragon Age to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game’s biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games."
"But Dragon Age’s multiplayer roots limited such choices, according to people familiar with the development. BioWare delayed the game’s release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish Dragon Age, BioWare brought in a second, internal team, which was working on the next Mass Effect game. For decades there’d been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the Dragon Age crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the Mass Effect group was called the USS Enterprise, after the Star Trek ship, because commands were issued straight down from the top and executed zealously. As the Mass Effect directors took control, they scoffed that the Dragon Age squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the Mass Effect team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating Dragon Age leaders who had been told they didn’t have the budget for such big, ambitious swings."
"“It always seemed that, when the Mass Effect team made its demands in meetings with EA regarding the resources it needed, it got its way,” said David Gaider, a former lead writer on the Dragon Age franchise who left before development of the new game started. “But Dragon Age always had to fight against headwinds.” Early testers and Mass Effect leads complained about the game’s snarky tone — a style of video-game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman’s vision for the multiplayer game. Worried that Dragon Age could face the same outcome as Forspoken — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game’s dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game’s poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors strike limited the writers’ ability to revise the dialogue and create new scenes. An initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game. When Dragon Age: The Veilguard finally premiered on Halloween 2024 after many internal delays, some staff members thought there was a lot to like, including the game’s new combat system. But players were less impressed, and sales sputtered."
"“The reactions of the fan base are mixed, to put it gently,” said Caitie, a popular Dragon Age YouTuber. “Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.” Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is now working on the next Mass Effect. After three high-profile failures in a row, questions linger about EA’s commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA’s annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits like Cyberpunk 2077, Elden Ring and Baldur’s Gate 3. In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. “That said, if they shuttered the doors tomorrow I wouldn’t be totally surprised,” Creutz added. “It has been over a decade since they produced a hit.”"
Article by Jason Schreier. [source]
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huge fan of how whenever you try to address that the trend of black characters consistently being seen as less attractive and interesting due to traits that people famously laud white characters over is a systemic occurrence and even if you don't realize this about yourself it's important to recognize the pattern there will always without fail be at least 30 different chucklefucks going "so true i just didn't like him because i like this white character more but you're so right 🥰" it's awesome actually
#dragon age#fandom#racism -#antiblackness -#a fandom that drooled over cullen should love davrin. but well here we are#(to be clear i hate cullen & love davrin)
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Some Davrin and Assan for @datvcompanionweeks Davrin Week! Day one is Shepard/Hunter, Nurture/Nature. I know Davrin's known for his sword and board work, but I loved the idea of him taking Assan on hunting trips in Arlathan for a little griffon-y enrichment!
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“Your abilities declare the world real. Who, if not the Maker of this world, could grant such a gift?”
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Since Veilguard was released, there is this genre of Dragon Age fans popping up who are explaining Dragon Age lore, who have been talking a lot about Qunari lore. Disappointingly, they've just been taking Bioware's qunari lore at face value for every single game, no matter how much the Qunari lore for each game retcons the lore from game before it.
And I feel like, it needs to be understood that, Qunari were designed to be "Militant Islamic Borg" -- the intent behind them is to be this oriental technologically advanced people who are violent and expansionist savages and made specifically to contrast the rest of Thedas, meant to be White and European. They are routinely called barbarians and savages, real world slurs used against people from the SWANA region, by characters the players are meant to see as sympathetic and intelligent, like Solas. The lore starts and ends with this. And even with Gaider not working on the game, each bit of new Qunari lore introduced is built on 2 things: Racism and Vibes.
Trying to explain Qunari lore without even examining the deeply racist framework within which Qunari lore exists is inadvertently reinforcing the racism and the orientalism and xenophobia in the writing. You cannot separate them.
I have been seeing people calling Qunari society "inherently violent" or "teaching violence" and that this is why they are written as having had the Antaam branch away and go to the South and join the ancient Gods. And No. That is not correct in any sense. But if you rewrite the lore of the Qunari in every single game, of course that would be your takeaway. The real reason they are written this way is so you can have a faceless orcish brute enemy archetype that you can kill in Dragon Age: The Veilguard without any guilt. It's literally not deeper than that.
Why is it that Bioware is so resistant to having us go to Seheron or go to Par Vollen and walk amongst Qunari society and view them in a context where they are just living their lives? Is it possibly because it will draw attention to how alien and inhuman they are intended to be? Is it so they are not humanized in a way that makes every previous inclusion of Qunari seem jarring and uncomfortable to see?
In Origins, we meet Sten, and though he exists to expound on this group of people who exist in Thedas, the Qunari, and introduce us to this bit of world building which isn't directly relevant to the main story, but fleshes out the world beyond Ferelden. The writing was still racist (after all "militant Islamic Borg" refers to their Origins iteration), but you got so little information that you could infer that there may be some nuance there, especially given the way Sten is written in a way that humanizes the Qunari. Later lore shows him as being someone who cares deeply about the world around him and, as Arishok, about diplomacy. And all this not conflicting with his belief in the tenets of the Qun.
And in Dragon Age 2, the game pivots into making them one of the major causes of conflict in the story. This is the first introduction of Qunari as faceless brute enemy archetypes which you can kill without guilt, without explanation of why you can kill them without guilt--at least not immediately. You do not walk into DA2 knowing who Tal-Vashoth are and why they are attacking you--only that they're violent and they yell things in a foreign language at you.
The Arishok in Dragon Age 2 is stubborn, dogmatic, and violent when opposed or crossed. He shows up, sets up a military compound, and stays there for years. Your only representation here is a military leader and his subordinates, contrasted with equally violent mercenaries who the game promises are of a completely different ideology. All shirtless muscular men, who speak in a growling menacing dialect.
Then Bioware turns around and goes. Just kidding! Those weren't the real Qunari; they're a violent offshoot! We promise they are nuanced, you just haven't met those ones yet. They give us Tallis in Mark of the Assassin, but she's an elf, and one who had to pick between slavery and the Qun, and picks the lesser of two evils. Sure, she's sympathetic, but you get the impression that Hawke feels betrayed to find out that she's Qunari, and interrogates her on this--which, is partly, I guess, you, the player, clicking the dialogue options to learn more, but Tallis is on the defensive, trying to convince you Qunari are people, just like you and me.
Inquisition introduces another Ben-Hassrath, like Tallis, in the Iron Bull. And on the surface, his inclusion is quite a lot like Sten in Origins. They both showed up because there was an unknown threat in the South that they were ordered to investigate. Unlike Sten, though, you are given the option to convert him away from the Qun. Not only that, but the game drills into you how there is no free will under the Qun. But then contradicts itself with Bull telling you that under the Qun you DO have the choice to change your role under the Qun and that there is even a word for it, Aqun Athlok, which means transgender, but, in a society where gender is directly related to the role you perform in society, that implies less rigidity and more open-mindedness than every other character wants you to believe.
However, beyond dialogue with Krem and the Iron Bull about gender (and later Taash in the Veilguard), Bioware is not interested in exploring the implications of the existence and acceptance of Aqun Athlok in Qunari culture.
And in the end, if Bull becomes Tal-Vashoth, that's framed as the outcome that is overall most positive--the outcome where he can keep his romantic relationships (whether that's with the Inquisitor or with Dorian), his friendships with the Inquisition and the Chargers, and his individuality. It's reinforced in banter with his companions and dialogue with the Inquisitor. And it all sounds a little too close to how white savior types talk about Muslims who leave SWANA and leave Islam to come to the more enlightened and liberating West.
By the Veilguard, the Qunari lore is already so wishy washy that sure I guess now we have to believe that the Antaam (literally just the Qunari military) broke away from the other Qunari because the other Qunari weren't expansionist and violent enough. I guess that's what we are going with. And that's the reason why, as a gameplay mechanic, we see the return of the Qunari as a faceless brute enemy archetype. And this time, instead of them clearly speaking in normal pitch but in a foreign language (like in DA2), they communicate in inhumanly deep, animal-like grunts and growls. Even when they're not being hostile to you, and you pass them by in Treviso just hanging out? They are still hollering and growling in monstrous deep voices, without a trace of a thought out and well-enunciated language. And how racist do you have to be for you to be more racist than the DA2 Qunari?
I don't even want to get into whatever scraps you get through Taash and their personal quest because it's so irrelevant and detached from everything it feels like putting a bandaid over a stab wound. Nevermind Taash introducing us to a brand new and innovative genre of Qunari who can sniff things out like hunting dogs. Thanks for that one Bioware -- "but nooooo, Nairuz, they're part dragon it makes sense in the lore" -- the ancient Elves can also turn into wolves and dragons and even monsters, but you don't see them growling and sniffing and prowling like animals.
All this to say. Stop trying to make sense of Qunari lore in a way that validates and justify the decisions Bioware made, when they made those decisions out of Islamophobia and racism and orientalism. I am tired of seeing this lore be uncritically parroted by Dragon Age lore accounts.
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i throw around the phrase "it could be so good if it was good" a lot but honestly i can't think of any other way to express it. dragon age is a franchise notorious for inciting Discourse because it is a franchise that originated with something to say - granted, the people saying it were/are white centrist canadian libs with a boot down their throat, but like. it willingly engaged with oppression and political power dynamics in a way that a lot of games are simply unwilling to, and managed to largely-successfully transplant real-world issues into a fantasy setting in a way that wasn't overtly reductive and/or one-dimensional.
and It Could Be So Good If It Was Good applies to all the dragon age games, to an extent - there's always been questionable writing, inconsistency, self-conscious irony poisoning, but the previous three games at least felt like sincere attempts to engage with questions about the cost of power and the systems of oppression set up as factors in the world. and then veilguard absolutely pussied out of ANY of that, which makes it feel like a betrayal of the principles of the franchise - which is an Insane thing for me to say about these games, but the standards of modern aaa gaming are such that among games that do willingly intellectually engage with concepts like oppression, dragon age stands at the fore. like, the reason people like it so much is that it consistently has something to say, even if that something makes you apoplectic with rage sometimes
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it is, i think, symptomatic of the way larian has built this brand: bg3 was always marketed as being mature (read: sexual), and that was one of the big draws for players - myself included! especially as media pulls more towards extremes, with mainstream video games starting to get increasingly graphically sexual, graphically violent, and the vogue for 'grey morality' becomes the norm, those boundaries get pushed, and it becomes more and more of a selling point.
larian obviously focused on this, along with the How Do You Do, Fellow Kids brand, the increased accessibility of game devs on twitter, and adopted it heavily into their marketing strategy, and are now pretty reliant on the horny gamer crowd for a lot of their audience, and more importantly, they're doing this on purpose.
which is how you end up in situations like this.
characters (white men) the players want to fuck get centred: they get updates, they get more content, they get favoured. halsin's gone from a side character in EA to a half-fledged romance option, to a full romance option: he shows up in the promotional material, is larian's poster boy for the sex scenes, he gets more content with every update.
now gortash gets more heavily implied situationship lines with the dark urge, because players are horny for him. nevermind that some people aren't playing that way, or that he was originally set up to be a lower-level antagonist; nevermind that if the durge's storyline needed expansion, it should've been with orin and sarevok and bhaal, or that it muddies the writing for the rest of gortash's arc + characterisation: people want to fuck him, so it gets put in the game. it's not even to do with karlach, whose quest so desperately needs expansion! it's specifically catering to the people who want their character to have a Relationship with the slaver, because they're either not interested in or not able to focus on strengthening the weak spots in the narrative: they're just doing things that will net the 'my favourite dating sim' people lmfao.
meanwhile, literal main character wyll gets his quest demoted to a subquest, doesn't get bugfixes, doesn't get a single unique romance greeting after 6 patches and months of requests. he's not a Horny character, so he doesn't get the focus: he's not a player favourite, so he gets nothing. it's just... so unbelievably, indisputably racist, and it's incredibly grim and disappointing to watch it happen in real-time.
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Yasuke (Assassin's Creed Shadows)
See, with all the antiblack racism we've been put through over this man's sheer existence, is proof enough that he's excellent Black character design. Everyone rise and give Yasuke a standing ovation right NEOW-
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me: wow its great that anders was written so relatable for someone whos bipolar/cluster b, it seems very realistic and i wonder if the writer did it to show realistic representation of those disorders that have overlapping symptoms and are so heavily stigmatised :)
the insidious monkey’s paw:
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solas showed up in my dreams last night...sigh, i miss my man ;(
#legit his my most fave character ik smth bad happens to him at the end of veilguard ig i gotta play today#p#dragon age#solas
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i think it’s a little unfair to compare spite and justice’s ability to act normal against each other, or to act like spite just being a misbehaving cat diminishes how hard it was for anders justice to cope with possession. spirits in the material world get upset when they can’t fulfil the pure ideal they seek. spite is a creature of spite and gets to kill people trying to hurt it basically all the time. justice is a creature of justice and was living in fucking kirkwall
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@bob-nixilis

Me and My Shadow
"Self-Portrait with Death Playing the Fiddle" by Arnold Böcklin, except it's Emmrich...s?
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also the supposed criticisms about the ASD diagnostic criteria in the DSM don't hold up as much as some people think
not that the DSM is gospel/perfect lmao
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it sounds like weekes is autistic themself..?

i don't think this is a good way to write autistic characters lol
#dragon age#i feel like this is an important disclaimer since ppl responding to this are evidently assuming they're saying this as an allistic person#but also idk this post feels. weird lol
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