BioWare has learned from the brutal failure of Anthem and has not made the mistakes of the past with Dragon Age: The Veilguard

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BioWare has learned from the brutal failure of Anthem and has not made the mistakes of the past with Dragon Age: The Veilguard

Age, Anthem, BioWare, brutal, Dragon, Failure, learned, mistakes, Veilguard

Among the most resounding flops in the history of video games is, without a doubt, Anthem. The futuristic multiplayer shooter from BioWare It failed completely and was a tremendous setback for a studio that was consolidated in success thanks to the saga. Dragon AgeThe good thing is that you learn from your mistakes.

That’s why the developer has revealed that it has focused on what they do best when it comes to shaping Dragon Age: The Veilguard. The new Medieval fantasy RPG It does not yet have a release date, but we have already been able to learn some details of the work. During a Interview with Edgecreative director John Epler has assured that they have their focus very clear.

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“We’re a studio that’s always been built on digging deep into narrative and RPGs. I’m proud of a lot of things about Anthem; I was on that project for a year and a half. But at the end of the day we were building a game that focused on something we weren’t necessarily that proficient at.

For me and the team, the most important lesson was to figure out what we’re good at and then replicate that. Don’t spread yourself too thin. Don’t try to do a bunch of different things that you don’t have the experience to do. A lot of people on this team came here to make a story-driven, single-player RPG.”

The truth is that Anthem closed its servers just two years after its appearance, certifying the little attraction it generated among the community. The game as a service did not work out and, despite this, BioWare tried to introduce elements of the genre in Dragon Age: The Veilguardbut they quickly realized that this was not going to work.

“We tried a lot of different ideas early on. But the form that The Veilguard has taken is, in many ways, the form we were always going towards. We were just trying different ways to get there. There was a point where we really settled on, ‘This is a single-player, story-focused RPG, and that’s all it needs to be.'”

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