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David Gaider Reflects on Dragon Age 2’s 16-Month Development and the Limits of Choice Reactivity

Gaider says production limits make expansive choice reactivity unrealistic.

Overview

  • Gaider recounts that EA sought a release within the fiscal year ending March 2011, prompting a sudden shift from planned DLC to a rushed full sequel.
  • He says BioWare had roughly 16 months to produce Dragon Age 2, an unusually short window for an RPG.
  • Gaider recalls removing about half the planned quests, which contributed to a smaller-feeling sequel with no open world and reduced backstory.
  • He adds that BioWare did not know how to make a small game at the time, complicating efforts to downscale scope and content.
  • Reflecting on series-wide continuity, Gaider argues that reactivity to past choices is often "never enough" for players, citing the Morrigan "Old God baby" expectations as unworkable within a game.