Dragon Age stuff blog | begging BioWare for better hair designs
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"my fave did nothing wrong" oh yeah well MY fave fucked everything up and she's still my fave so
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- By the Ancestors, what’s gotten into you, my boy? - Enchantment? - That’s more like it.
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FIRST step to enjoying any media is getting attached to the character whose suicidal tendencies are the most obvious
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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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anyway dai solas you will always be famous to me. nothing but respect for my boy who wandered off mid-cutscene in the hinterlands to go help out refugees, is extremely good at Lies Of Omission™️, has a whole spy/agent/informant network of elves who followed him, fervently argues that it's unethical to be happy about killing bandits bc they had lives and loved ones, describes his own temple(?) prison(?) as having "indecipherable" elven writing, has ferocious debates with dorian and iron bull about slavery, set himself on fire once by mistake, and within about a year of his 10000 year lifespan, went from seeing all the world as disposable emotionless husks, to developing actual friendships and even falling in love.
and then! still thought it was necessary to destroy and reset the world! but he would treasure the chance to be wrong again!!
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DA2 but Anders & Justice have separate affinity meters.
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Something about Davrin just fucking hurling this rock at this venatori is so funny to me. This happens in the finale of the game, and while I'm gonna keep this as non-spoilery as possible this man just fought a fucking colossal goddamn statue and singlehandedly brought it down, he pops out of the rubble like a jack-in-the-box and then just chucks this rock at this dude. He's so goddamn tired of this shit. Imagine being part of a magic eugenicist cult and dying via rock. So embarrassing. I love Davrin so much
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“apologist.” “critical.” y’all are doing too much. when my favorite characters do evil reprehensible shit I simply don’t fucking care cause it’s not real
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Boy I have to say as much as I love Dragon Age and a lot of things about this community I despise the way some people try to make 1 to 1 comparisons between the fantasy politics of dragon age and the politics of our actual world. Is it good to examine the motivations behind why the writers wrote what they did? Sure, that’s just critical analysis? But reducing Templars to just “cop” is super silly and equating mages to actual irl minority groups is misguided at best and straight up offensive at worst.
#dragon age#who cares what characters people find themselves relating to it’s literally fiction#the point is to be able to engage with topics that you wouldn’t be able to irl the same way#and comparing mages to queer people or POC is so…#like last time I checked queer people can’t set things on fire with a wave of their hand are you insane#I’m also so sick of seeing the Templar cop comparison like get a fucking grip
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I truly do love how the dragon age games are just:
Origins: you're dead. You have been since the beginning. You should be by the end.
Dragon age 2: you failed and there's nothing you can do about it. You lost your home twice.
Inquisition: you're erased. You are the most important person in the world and nothing you are matters.
And it fucking slaps!!
#reblogging without the veilguard addition bc I DESPISED the executor ending#like oh good everything I was invested in was just some plan thought of by the big bass across the sea#loghain complex and complicated? NOPE get mind-controlled idiot
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If Veilguard did use save ports (not even the Keep, straight up save ports) they would have the opportunity to pull the funniest move in Dragon Age history and make it so that there's a single chest in Solas' room in the lighthouse and all it has in it is all of the high-grade gear he stole from you at the end of Inquisition
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The world is in great peril, and you are the unlucky protagonist who must save it! Spin this wheel three times and get your Dragon Age party that you're stuck trying to save it with.
Feel free to reroll repeats. Most are companions, but there are also a few companion-adjacent possibilities. You can assume that you as the protagonist have a basic level of combat competency even if you don't in real life, so don't worry about yourself
#Neve#sten#Vivienne#this is such a strange combo#powerful tho I think we’d win#but I don’t think my insecure ass would recover
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i think whats so interesting about the severe fumble of the dragon age elves is how i get the feeling that the devs underestimated how many people identify so strongly with them, even outside of the cultures they are most often cited as analogous to. you dont have to be indigenous or jewish to see yourself or your family or your people in their struggle. anyone who has ever experienced racism, xenophobia, religious persecution, or any sort of social and economic discrimination can find themselves reflected in the elves of thedas. anyone who has experienced poverty. anyone who has ever experienced the threat of sexual violence. perhaps not all of the experience would resonate but some aspect of it would. and even if they weren't so universally relatable, they should have been treated better for the way they do so clearly mimic real world experiences of genocide, racism and discrimination and the implications of veilguard's message to just "forget the past and move on" is frankly disgusting when viewed as an answer to the same questions faced daily by the real world cultures they reflect, and yesterday's anon showed that brilliantly.
but im also fascinated by the thought process behind how they just got so readily written off as an irrelevant monolith. it feels like they thought it would make no difference for players to lose this major point of connection to the world. epler's comment about how the "elves had their time to shine" haunts my nightmares. where are they getting these ideas from like genuinely? i dont understand where this conception of the players being sick of elves comes from. sick of solas, sure. even ancient elves. this is a widely expressed sentiment all over the internet and i don't blame people for it. but modern elves? city elves and enslaved elves and new dalish clans? are people actually saying this somewhere? or did they just conflate people being sick of how over-exposed solas and ancient elves were with being tired of elves as a people? did they think that requests for more dwarf and qunari lore meant people wanted the elves to be narratively absent? and did they really try to remedy that with giving titan/harding a throwaway line about how the elves have "thrived" while they suffered? and not actually really giving the dwarves or qunari anything substantial anyway? or did they fear criticism for writing them "wrong" and decided it was better to barely write them at all? did they think the players just wouldn't care? did they think at all?
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It's SO funny that the Inquisition was, essentially, mostly a bunch of liars.
Varric is an unreliable narrator who according to Bianca tends to make up stories about what he wished would have happened. The Iron Bull is a Ben-Hassrath who will mostly act the same whether you've sacrificed the Chargers or not until *that moment* in Trespasser. Vivienne, while always frank in her opinion of you, is also absolutely a master of The Game. Sera runs with the Friends of Jenny, appears immature and pulls pranks on people, yet she does it with such skills that she is rarely caught. Solas is Solas. Blackwall/Thom Rainier? NO ONE does it like him. The advisors are not exempt either. While Leliana is obviously a spymaster, Josephine can and will destroy someone's reputation with nothing but a glove planted somewhere compromising. And Cullen? Is really cagey about his time as a templar. Even the Inquisitor is a fraud. Willingly or not, you gain an army because people believe that you are the Herald of Andraste. Which is patently false.
Then there's Cassandra Allegra Portia Calogera Filomena Pentaghast, Seeker of TRUTH. Cole, whose job is to blurt everyone's secrets aloud. And Dorian, who left the nest of backstabbing vipers that is Tevinter, only to traipse through sand and snow and mud with this organization of lying liars.
10/10 team no notes
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