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EA CEO Says Dragon Age: The Veilguard Failed to 'Resonate With a Broad Audience,' Gamers Increasingly Want 'Shared-World Features'

Authore: DanielUpdate:Mar 01,2025

EA's Andrew Wilson attributes the financial underperformance of Dragon Age: Dreadwolf to its failure to resonate with a broad audience, a shortfall he believes stems from a lack of "shared-world features and deeper engagement."

Last week's restructuring of BioWare, focusing solely on Mass Effect 5, saw personnel shifts from the Dreadwolf team to other EA projects. This followed EA's announcement that Dragon Age: Dreadwolf, despite a reported 1.5 million players, significantly underperformed projections, falling nearly 50% short.

IGN previously documented Dreadwolf's development challenges, including layoffs and the departure of key personnel. Bloomberg's Jason Schreier reported that BioWare staff considered the game's completion a miracle given EA's initial push for live-service elements, later reversed.

Wilson's comments during an investor call suggest a need for shared-world elements and increased player engagement alongside strong narratives to broaden appeal beyond the core fanbase. He acknowledged the game's high-quality launch and positive reviews but emphasized its insufficient reach in a competitive market.

This perspective is questionable given EA's prior decision to drastically overhaul Dragon Age's development, shifting from a planned multiplayer game to a single-player RPG. The success of recent single-player titles like Baldur's Gate 3 further challenges Wilson's assertion. Many fans believe EA has drawn the wrong conclusions. The future of Dragon Age remains uncertain.

EA CFO Stuart Canfield linked BioWare's restructuring, including significant staff reductions, to the focus on Mass Effect 5, highlighting the evolving industry landscape and the need to prioritize high-potential opportunities. He noted that blockbuster storytelling, while historically crucial, is no longer sufficient.

It's crucial to remember that single-player games constitute a small fraction of EA's revenue. Live service games, particularly Ultimate Team, contribute the majority (74% in the past year), with significant contributions from titles like Apex Legends and The Sims. Future titles like Skate and the next Battlefield are also planned as live-service games.