Home > News > EA CEO Says Dragon Age: The Veilguard Failed to 'Resonate With a Broad Audience,' Gamers Increasingly Want 'Shared-World Features'
EA's Andrew Wilson attributes the financial underperformance of Dragon Age: The Veilguard to its failure to connect with a wider audience. Last week's restructuring of BioWare, focusing solely on Mass Effect 5, saw personnel shifts following the game's disappointing sales figures. EA reported only 1.5 million players engaged with Dragon Age: The Veilguard, significantly below projections.
IGN previously documented The Veilguard's troubled development, including layoffs and the departure of key personnel. According to Bloomberg's Jason Schreier, BioWare staff viewed the game's completion as a remarkable achievement given EA's initial push for live-service elements, later reversed.
Wilson, in an investor call, suggested future role-playing games require "shared-world features and deeper engagement" alongside strong narratives to broaden appeal. He acknowledged the game's high-quality launch and positive reviews but emphasized its limited audience reach in a competitive market. This statement is perplexing given EA's earlier mandate for BioWare to completely overhaul Dragon Age from a planned multiplayer game to a single-player experience.
This interpretation has drawn criticism from fans, who highlight the recent success of single-player RPGs like Baldur's Gate 3. The future of the Dragon Age franchise remains uncertain.
EA CFO Stuart Canfield linked BioWare's restructuring and the downsizing of the studio (from approximately 200 to under 100 employees) to the evolving industry landscape and the need to prioritize high-potential projects. He highlighted the shift away from traditional blockbuster storytelling models.
It's crucial to note that single-player games contribute minimally to EA's overall revenue. Live service games, particularly Ultimate Team, represent the majority (74% in the past year) of EA's income, with contributions from titles like Apex Legends and The Sims. Future projects like Skate and the next Battlefield are also expected to follow this live-service model.
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