Dragon Age: Origins Was Never Meant to Spawn a Series, Says Former BioWare Dev

Popular Now

Minecraft Minecraft Brawl Stars Brawl Stars Fall Guys Fall Guys Sonic the Hedgehog™ Classic Sonic the Hedgehog™ Classic Candy Crush Saga Candy Crush Saga God of War Ragnarök God of War Ragnarök Geometry Dash Geometry Dash Poppy Playtime Poppy Playtime R.E.P.O R.E.P.O League of Legends League of Legends

In a fascinating look behind the curtain of one of the most beloved RPGs of all time, a former BioWare executive producer has revealed that Dragon Age: Origins was originally conceived as a standalone game, not the beginning of a sprawling franchise. This revelation, coming from veteran developer Mark Darrah in a recent interview, explains why the game’s world-building feels so rich and self-contained, but also why later entries in the series have struggled to tie up all the loose ends. It’s a candid admission that highlights the organic, and at times chaotic, nature of game development, and the profound impact that a game’s commercial success can have on its creative direction.

Speaking to YouTube creator MrMattyPlays, Darrah explained that when Dragon Age: Origins was in development, the team at BioWare didn’t have any concrete plans for a sequel. “Dragon Age: Origins was originally intended as a standalone game,” Darrah said. ” You can see this, if you play Dragon Age: Origins, knowing that it was intended to stand alone. There’s a lot of threads that are cast out that kind of had to be abandoned because there could be werewolves all over the world, there might be a civil war happening underground in Orzammar.” These were plot points meant to enrich the world of Ferelden and give the player a sense of its history, but they were never intended to be resolved in a follow-up game. This approach, while creating one of the most immersive fantasy worlds in gaming, also created a logistical nightmare for the writing team as the series expanded.

The Financial Pivot: The Birth of a Franchise

So, what changed? The answer, according to Darrah, is simple: money. The critical and commercial success of Dragon Age: Origins was so massive that it became financially illogical not to continue the series. The game sold millions of copies, became a cultural touchstone for a new generation of RPG fans, and solidified BioWare’s reputation as a top-tier developer. Electronic Arts, the game’s publisher, quickly recognized the franchise’s potential to become a long-term revenue stream, much like their other successful IPs. “It’s pretty much financial reasons more than anything,” Darrah confirmed. This decision, while a boon for fans who wanted more adventures in Thedas, forced the developers to retroactively build a franchise around a game that was not designed for one.

This led to a number of challenges, most notably the issue of maintaining continuity across games with wildly different player choices. While the game’s lore team, led by creator David Gaider, had a “master lore doc” with an overarching “uber-plot” for the world of Thedas, the specific stories and choices from Origins were not necessarily designed to be paid off in a sequel. This is why some plot lines were never revisited, and others were addressed in ways that felt a bit underwhelming in later titles. The series’ later games, Dragon Age II and Dragon Age: Inquisition, had to be much more “forward-looking” in their design, with a clearer roadmap for how their stories and player choices would impact the future of the series.

A Lost Opportunity for a Remake

Darrah’s interview also brought with it a more heartbreaking piece of news for fans of the original game. He revealed that BioWare had considered the idea of a remake or a remaster of Dragon Age: Origins but that the idea was ultimately “turned down.” This is a crushing blow for a community that has long wished for a modern version of the game, one that could be a welcome addition to the modern gaming landscape. The success of remasters like the Mass Effect Legendary Edition demonstrated the enormous potential of such a project, and many believe a remastered trilogy could have been a financial windfall for EA. However, it seems the company was not keen on the idea, an attitude that Darrah found “strange for a publicly traded company to basically be against free money.”

The new information about the game’s origins as a standalone title adds a new layer of appreciation for its incredible world-building and narrative design. It’s a testament to the talent of the original development team that they were able to create a game that felt so complete and full of potential, even without the intent of a sequel. While the later games had to make concessions to fit into a larger, interconnected narrative, the first entry in the series will always be remembered as a self-contained masterpiece. The news also provides a somber reminder of the delicate balance between creative vision and financial reality in the video game industry, a balance that can often change a project’s trajectory forever.

Scroll to Top