Dragon Age

For years, RPGs had to rely on text to communicate their stories, dialogue and scenes. Technological advances created new avenues - we started seeing expressions, hearing voices, understanding how characters felt without being told "Bob is angry!"

But it's never reached the level of sophistication we've grown used to in other media. Where are the pregnant pauses, the glowering looks, the terrified faces and the cheeky grins that would give our heroes and villains true depth? BioWare understand that their audience is growing up. We expect more from our entertainment: more depth, darker themes, subtle tones and complex characters.

Dragon Age aims to deliver just that. For although touted as the spiritual successor to Baldur's Gate and Neverwinter Nights, and with all the stats, monsters and quests that entails, Dragon Age far outreaches those games in its technical and artistic range. BioWare is looking to add a third layer of communication to what is said and how it's said; how characters look when they speak. With any luck, we can kiss goodbye to immobile faces badly lip-synching dialogue that deserves animated expressions. We'll begin to understand motivations instinctively; rather than digesting dialogue and calculating our next move, we'll feel what the right way to proceed is. BioWare's plan is nothing less than a reinvention of the genre, of the way we play.

Dragon Age is all about invention, in fact. BioWare are creating its world, its systems and whole lore from scratch. Five people have spent four years fleshing out the details. Not programming or designing levels, just creating the world and writing its history. After working on what were effectively licensed games in the Baldur's Gate, Neverwinter Nights and KOTOR series, it's evident that BioWare is intently focused on creating a convincing setting. That’s something Scott Greig, Project Director, was keen to stress.

"If you look at all the other great fantasy licenses, like Dungeon and Dragons, or Lord of the Rings, there's a lot of work gone into building these up, and we wanted the world of Dragon Age to be worthy of gamers' time and effort. We want Dragon Age to feel like it has a history, rather than a few random fantasy elements thrown together. We realized that, if we owned our own IP, we could wield enormous control over the setting and story."

For years, RPGs had to rely on text to communicate their stories, dialogue and scenes. Technological advances created new avenues - we started seeing expressions, hearing voices, understanding how characters felt without being told "Bob is angry!"

But it's never reached the level of sophistication we've grown used to in other media. Where are the pregnant pauses, the glowering looks, the terrified faces and the cheeky grins that would give our heroes and villains true depth? BioWare understand that their audience is growing up. We expect more from our entertainment: more depth, darker themes, subtle tones and complex characters.

Dragon Age aims to deliver just that. For although touted as the spiritual successor to Baldur's Gate and Neverwinter Nights, and with all the stats, monsters and quests that entails, Dragon Age far outreaches those games in its technical and artistic range. BioWare is looking to add a third layer of communication to what is said and how it's said; how characters look when they speak. With any luck, we can kiss goodbye to immobile faces badly lip-synching dialogue that deserves animated expressions. We'll begin to understand motivations instinctively; rather than digesting dialogue and calculating our next move, we'll feel what the right way to proceed is. BioWare's plan is nothing less than a reinvention of the genre, of the way we play.

Dragon Age is all about invention, in fact. BioWare are creating its world, its systems and whole lore from scratch. Five people have spent four years fleshing out the details. Not programming or designing levels, just creating the world and writing its history. After working on what were effectively licensed games in the Baldur's Gate, Neverwinter Nights and KOTOR series, it's evident that BioWare is intently focused on creating a convincing setting. That’s something Scott Greig, Project Director, was keen to stress.

"If you look at all the other great fantasy licenses, like Dungeon and Dragons, or Lord of the Rings, there's a lot of work gone into building these up, and we wanted the world of Dragon Age to be worthy of gamers' time and effort. We want Dragon Age to feel like it has a history, rather than a few random fantasy elements thrown together. We realized that, if we owned our own IP, we could wield enormous control over the setting and story."

CATEGORIES
Latest in Dragon Age
A Dragon Age character stares out against a blue background.
BioWare makes a return to Dragon Age: The Veilguard with a surprise PC update, months after layoffs and a seemingly final patch
Dragon Age: The Veilguard screenshot showing the RPG's companions standing as a united group, the main protagonist at front wielding a sword
Weeks after EA said Dragon Age: The Veilguard "did not resonate with a broad enough audience," BioWare's RPG is coming to PlayStation Plus as a free monthly game
Dragon Age: The Veilguard screenshot of Solas
Dragon Age and Anthem producer says stop harassing developers "because you don't know the circumstances that resulted in the thing that you're mad at"
BioWare's Sonic The Hedgehog RPG "actually uses Dragon Age: Origins dialogue system heavily streamlined to fit on the Nintendo DS"
Dragon Age: The Veilguard screenshot showing Solas, a pale bald Elven mage, wielding lightning-like powers while grimacing
As EA hints The Veilguard's low sales could be due to a lack of live service elements, former Dragon Age lead calls out "silly" demands to "fundamentally change the DNA of what people loved"
Dragon Age: The Veilguard reveal trailer screenshot showing Lace Harding, a dwarven woman with long red hair and a freckled face
Legendary Dragon Age writer looks to Baldur's Gate 3 devs while giving EA advice after The Veilguard: "Follow Larian's lead and double down on that"
Latest in Features
Kill Team: Blood and Zeal box on a wooden surface
Kill Team: Blood and Zeal pre-orders just went live, and I wish other Warhammer games were this weird
Batman, Superman, and Wonder Woman.
DC June 2025 solicitations: 10 must-have comics to pre-order this month
Flow
Flow won big as this year's Oscars underdog against Pixar and Netflix, and it's proof of the power of storytelling over dialogue
Yasuke riding through a village looking for Knowledge in Assassin's Creed Shadows
Assassin's Creed Shadows' prologue is the most gripping in franchise history, but I'm fixated on the tiny details
Naoe blends in among lush trees in Assassin's Creed Shadows while observing Amagasaki Castle from a rooftop perch
After 18 years Assassin's Creed Shadows cracks the ultimate stealth loop with its deliciously dense castles
Naoe perched in front of a castle in Assassin's Creed Shadows
I've spent 20 hours in Assassin's Creed Shadows chasing drip and decor, and it's proving to be my biggest source of motivation in the RPG