EA is predictably learning the wrong lessons from Dragon Age: The Veilguard's failure
EA blames the failures of Dragon Age on a lack of shared-world experiences.
It's no secret that Dragon Age: The Veilguard has failed to capture the hearts and minds of fans in a truly meaningful way since its release. Marked by disappointing sales and the franchise director taking leave for greener pastures, Dragon Age: The Veilguard should serve as a learning opportunity for EA and BioWare to grow. But it doesn't look like they will.
In the recent Electronic Arts Q3 2025 Earnings Conference Call, EA discussed its core strategy, "Our Blockbuster storytelling strategy is built on three strategic objectives: first, create an authentic story and experience for the core audience. Second, build innovative, groundbreaking features. Third, emphasize high-quality launches across both PC and console."
EA continued, "In order to break out beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared World features and deeper engagement alongside high-quality narratives. In his beloved category, Dragon Age had a high-quality launch and was well-reviewed by critics and those who played. However, it did not resonate with a broad enough audience in this highly competitive market."
I'm sorry, what?
Excuse me? Did they say Dragon Age failed to resonate with a broader audience because it didn't feature shared-world features? I'm sorry, but no. That's an assumption I won't get behind. The majority of players want a compelling story with proper world-building, great gameplay, and memorable characters. It has nothing to do with a shared world.
Look at the recent success of games like S.T.A.L.K.E.R. 2, Black Myth: Wukong, and Kingdom Come Deliverance 2. These aren't shared worlds at all, and they found celebrated success in the gaming community. In fact, no single multiplayer component can be found in any of these three titles (S.T.A.L.K.E.R. 2 multiplayer forthcoming).
It drives me mad to see EA and BioWare somehow wholly missing the point as to why Dragon Age failed to find success. I wanted to love Dragon Age: The Veilguard; I was ready to throw my life away and play into the wee hours of the night. Seeing the logo across my screen brought fond memories long distant to me to the forefront of my imagination. What ruined it was the absence of the soul that once defined Dragon Age.
Our own Jennifer Young wailed on the experience in messages with me, "The writing was incredibly bad, just unbearable to sit through. Bioware is known for having morally grey characters, conflict between companions, and making you make difficult choices. It was all watered down so much that Rogue had little to no personality; everyone was either a hero or a Disney villain. Conversation choices did not matter; they were an illusion. It was just a hot mess. I didn't care if my companions lived or died because they were all so one note."
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Forget Dragon Age being "woke"; I don't care about that crap. Games like Hogwarts Legacy and Baldur's Gate 3 prove any character can be part of a video game experience, so long as they're well-written. What doesn't fit is writing that begs the user to skip dialogue. It's something I would have never done in a Mass Effect (forget Andromeda) or previous Dragon Age game. In fact, I felt anxiety if I accidentally skipped a single cutscene or ounce of dialogue to the point I'd reload a save!
If you want another excellent deep dive into the issues I and others had, look at this thread from a former BioWare developer. It's eye-opening how often BioWare strayed from the storytelling and mechanics that made it a legendary household gaming name. The thread is a stark reminder that a reputation can be just as easily lost as it is earned.
EA doubles down on Live Service
EA continued to prove they've learned nothing from the experience, saying, "Live services are 74% of our business. Let me start with Dragon Age: The Veilguard. The historically blockbuster storytelling has been the primary way our industry brought beloved IP to players. The game's financial performance highlights the evolving industry landscape and reinforces the importance of our actions to reallocate resources toward our most significant and highest potential opportunities."
How quickly EA and BioWare have somehow managed to forget Anthem, a live-service title that was literally built from the ground up on the idea of a shared-world experience. It was a massive failure that EA dealt with for years afterward, and I was someone who absolutely loved Anthem. I even have all four individual Javelin posters!
Like their shared-world experiences, not every single-player game will be an absolute blockbuster. Eight of the top ten global sellers on Steam can be played as a single-player experience, with Kingdom Come: Deliverance 2 reigning supreme. You have to go outside of the top five before you even come across a game that's a multiplayer-only title: the hit hero-shooter Marvel Rivals.
For every Marvel Rivals, there's an Anthem. For every Kingdom Come Deliverance: 2, there's a Dragon Age: The Veilguard. Doubling down on multiplayer titles for future IPs when you haven't had an original hit since 2020 with Apex Legends might not be the call. Let's double back and look at Hogwarts Legacy again.
Hogwarts Legacy exploded at launch. One of the title's most listed complaints was the lack of Quidditch, a game every Harry Potter fan knows is part of the wizarding experience. Instead, Quidditch was planned as a stand-alone title that launched late in 2024. It must have been a huge success, right?
No, it was a colossal failure. The game failed to reach more than 6,500 concurrent players on Steam. That's less than a tenth of what Dragon Age: The Veilguard achieved. By every calculation, Harry Potter: Quidditch Champions was an embarrassment. Doesn't sound like players really wanted a shared-world experience after all, did they? Making a failed single-player title into a multiplayer game doesn't equate to success.
Players simply want a good game. That's it. There's no secret to it. Players want to play a game that's fun and enticing, a game that values the time they put into it. They don't care if other players are involved. They want to see and do awesome stuff in something that pulls them away from the real world, not something that condemns them for playing like the drag that Anthem and Dragon Age: The Veilguard were.
EA, you need to be mindful of what the player base actually wants—not what your Madden, FC, and Apex Legends whales have paid for. Be smart, and make good games. Listen to the players.
What do you think? Do you need a multiplayer or shared-world experience to really enjoy a game? Is that what pulls you in? Let us know below in the comments or on social media. I'll be sure to check out the conversation.
Michael has been gaming since he was five when his mother first bought a Super Nintendo from Blockbuster. Having written for a now-defunct website in the past, he's joined Windows Central as a contributor to spreading his 30+ years of love for gaming with everyone he can. His favorites include Red Dead Redemption, all the way to the controversial Dark Souls 2.
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K Shan If they want reason for failures maybe look at their decision to remove importing saves. I'm sure that saved them money, but to me the entire thing felt like someone went through and chopped up the story to save money. Hey, if we say Morrigan fused with someone else off camera we don't have to pay the voice actor to do lines 4 different ways like we did in Inquisition and stuff like that.Reply
Same with the choices. I actually like the old telltale games and their fake choices. It can work. But veil guard feels like they had actual choices and then cut them. How many times does it seem like a should you kill this guy or show mercy turn into, should you be say a nice or mean thing before they are arrested ir something like that. And don't get ne started on playing a dwarf and there is just the occasional one line about it and then go right back to someone asking for advice about dreams or explaining something.
Which is sad because there was good here. I liked the combat. And I liked the early game. I actually really liked that people didn't blame you for which city you save. And the characters were all interesting. But it was clearly chopped up and rearranged from a spreed sheet. -
fjtorres5591 Making a successful single player game that stands out in the sea of content we live in is hard; making a successful live action game that engages and holds on to its gamers is way harder.Reply
Single player games can get away with one and done narratives, and many do.
Building single player games that offer endless replayability ala DRAGON AGE ORIGINS or the first MASS EFFECT is very hard and that those games managed it is the reason their brands alone got VEILGUARD and ANDROMEDA their limited success. If it weren't for the Dragon Age name, Veilguard would have quickly been exposed as a one and done action game pretending to be an RPG, and not a particularly good one, combat system aside.
Now add to that challenge the need to retain gamers' interest over years and years and you increase the difficulty exponentially over time. First, you need an engaging setting that allows regular plug in challenges. Second, you need to engage gamer preferences and allow them to express them inside the game world, and finally, as a online multiplayer project it needs to engage the players themselves and foster communities of like-minded players, which is to say it needs a social component, be it guilds, clans or just friends lists.
Miss on any of the three and you're done.
Most live service wannabes fail at the first hurdle, typically launching with a limited playground with a single game type in mind. Which brings in the second challenge, be it PvP or PvE or whatever, gamers will do what gamers want to do, not what developers think they will do.
(Fallout 76 being a classic example; the developers delivered on the first hurdle but failed to consider that the Fallout brand was for games built on narrative, exploration, and experimentation. Instead of a PvP slugfest, it quickly turned into a limited exploration slog peppered with griefers. To their credit, they addressed gamer expectations with NPCs, more narratives, and pacifist mode to neuter griefers, eventually turning the game into a decent sustainable success.)
Now EA has a variety of studios that understand live service, so if their intent is to give them more resources to create more such games, they might be right.
However, if they intend to graft online components on what is by nature a single player experience (MASS EFECT 3) trouble lies that way. Do one or do the other. Hybrids rarely survive because those are two very different audiences.
A final caution: the live service sector is getting crowded.
The bar for success is getting higher and higher and the risks getting bigger with free-to-play lowering the barrier to entry.
Modern games are expensive and take time to assemble but success in live service not only delivers big player counts, it NEEDS them. And it needs them EARLY. Unlike single player, local games, which can bring in revenue over time (FALLOUT 4 is still selling significantly, years later.) live service games are expensive to maintain if the audience numbers fail to materialize.
Taking it all together, EA is still in a better position to pursue live service than, say SONY or SEGA, but they need to be careful how they go about it.
Given how badly VEILGUARD damaged the DRAGON AGE brand, it might actually make sense to take a page out of BETHESDA'S ESO or AMAZON'S NEW WORLD and pivot to a different era of the THEDAS timeline for a purely live service game, even if that fantasy trope is well mined already. They might bring something new to the field. Maybe.
MASS EFFECT still has some brand value in the single player space (pun intended) but again, they have to choose single player or live service. Either should succeed if done right forcing online to the single player is going to hurt.
Another failure is not going to cripple EA (they're in better shape than UBISOFT) but it might limit the derivative revenue potential of MASS EFFECT. There's good video money at risk there.