Brian J. Audette (@bjaudette.bsky.social)
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Reposting without comment except: I refute that we made a bad or compromised game. We made the best version of what we released, warts and all. I'm damn proud of it and the team. We couldn't have made a _better_ Dragon Age, only a _different_ one. [contains quote post or other embedded content]

In a response to an article written for Bloomberg by Jason Schreier investigating the ten year “development turmoil,” lead level designer Brian J. Audette refutes the notion that the game was “compromised” in a post on their bluesky account.

The full post reads:

Reposting without comment except: I refute that we made a bad or compromised game. We made the best version of what we released, warts and all. I’m damn proud of it and the team. We couldn’t have made a better Dragon Age, only a different one.

I thought the game was alright overall, but it certainly did not feel like a Dragon Age game. The overall story was decent, however a lot of the dialogue was hamfisted. The real problem was that the gameplay felt like Jedi Survivor without the refined combat mechanics. As a result, combat quickly became tedious and repetitive. I also found that the NPCs were more or less fungible, and it really didn’t matter who was in your party. This is a stark contrast with previous Dragon Age games where the whole fun was in scripting the behavior of different characters and coming up with clever ways of combine their abilities. Simply having kept the original mechanics, warts and all, would’ve resulted in a far better game in my opinion.

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