Dragon Age: The Veilguard offers gamers a number of alternatives to not solely make selections, however to elucidate to different characters why they’d made these decisions. These vary from life-and-death decisions like which metropolis you’ll save from a dragon assault, to smaller moments of introspection the place you shade within the traces of choices you’d made within the character creator. Nonetheless, one determination you make doesn’t have any type of in-game debrief, and that’s the climactic selection about tips on how to deal with Solas, the Inquisition get together member turned Veilguard antagonist. However at one level in improvement, the sport would have included a second that had you reflecting on this momentous selection as effectively.
I not too long ago sat down with Trick Weekes, one of many writers on BioWare’s Mass Impact and Dragon Age sequence, and as we spoke in regards to the “logistical nightmare” of representing a protagonist’s varied backgrounds in a recreation like The Veilguard, they advised me a few last determination the participant would have initially made within the recreation that was minimize.
Within the last recreation, the participant binds Solas, the elven trickster god, to the Veil, a barrier between the actual world and the spirit world. This may be completed in certainly one of 3 ways: brute drive, outsmarting him, or making an attempt to redeem him by data you acquire through an elective quest line. No matter what you do, the day is saved and Solas is certain to the Veil, however your character, Rook, can half methods with him as allies or enemies relying on the selection you make. Then the sport has a celebratory montage and the credit roll.
In one of many earlier drafts of this scene, Morrigan, a returning character from the unique Dragon Age: Origins, and the Inquisitor, the protagonist from Dragon Age: Inquisition, would have requested you why you probably did what you probably did, and BioWare wished to account for all of the nuances of every determination and whether or not or not the Inquisitor could have left for the Fade as Solas’ lover on the finish of The Veilguard if the participant made the suitable decisions to reunite the 2.
“One of many issues that I used to be most bummed about dropping, actually, was in an early model of Veilguard, after you took down the elven gods, you had a last dialog with the Inquisitor,” Weekes tells Kotaku. “In that last dialog with the Inquisitor, we had the possibility to do what I like doing for gamers, which is to have the Inquisitor and Morrigan collectively say, ‘Why did you decide the ending you picked?’ however in a non-fourth-wall-breaking manner. It was both Morrigan alone saying ‘I can’t imagine that the Inquisitor left, why did you determine he was value it?’ or it was the Inquisitor and Morrigan saying, ‘So I suppose you selected to battle him,’ ‘I suppose you selected to outsmart him,’ or ‘you redeemed him, however I wasn’t romancing him and didn’t go in [the Fade] with him.’”
Weekes says designing choice-based RPGs is a balancing act between giving gamers lots of room to specific themselves on one hand whereas additionally having them role-play a personality who isn’t a pure self-insert on the opposite, however they are saying moments like this and one a lot earlier within the recreation when Rook has to ascribe which means to props of their bed room primarily based on their class, race, and background, are probabilities for the participant to truly converse their motivation into the sport somewhat than having to easily internalize it.
“I feel that there’s a small share of our gamers who, perhaps the people who find themselves on their fourth or fifth playthrough, who will do the ‘this time I’m enjoying evil, this time I’m enjoying a personality with this particular mindset,’ however the overwhelming majority simply need to see themselves because the hero,” Weekes says. “‘What’s it prefer to have me in right here?’ And the dialog could be, ‘Why did you make this sort of selection?’ These are a few of my favourite ones to put in writing as a result of it’s giving the participant slightly bit extra probability to paint issues in and say ‘right here’s why my Rook did this.’ ‘My Rook didn’t suppose that Solas was simply misunderstood and tragic and wanted a hug. My Rook hates Solas however did this for the Inquisitor as a result of the Inquisitor deserved higher.’”

Whereas the Solas debrief was misplaced in improvement, Weekes says the aforementioned scene in Rook’s room, spearheaded by Veilguard director Corrine Busche, was one probability for BioWare to have the participant interrogate the selections they’d made within the character creator, and it was necessary to the crew that it not be an elective, missable interplay.
“That dialog in Rook’s room was an opportunity to say, ‘Hey, listed below are the alternatives you made and [we] simply reminded you since you’ve type of gotten by the prologue. It’s been a short while, you understand, let’s speak about what you’re feeling about your self. Let’s speak about what it seems like being a dwarf, what it seems like being non-binary, what it seems like being a Gray Warden and let’s allow you to bounce off that slightly bit now that you simply’ve damaged the brand new boots within the recreation world and the way you’re feeling about them. Gamers love attending to react to issues and say, ‘right here’s what my character feels about this,’ and so any additional time you can provide them that’s actually time effectively spent on it.”
Weekes says {that a} “beneficial push and pull” BioWare confronted with each Dragon Age and Mass Impact concerned acknowledging that there have been people who have been much less invested in dialogue and roleplaying and would skip by it, however the crew wished to make sure that scene in Rook’s room wasn’t elective as a result of it was an opportunity to make gamers replicate on who their character was simply earlier than a number of the extra weighty decisions.
“Determining that steadiness is significant as a result of there are gamers in each camps, and most gamers actually are someplace within the center. So we did make it non-optional, and it was necessary to us to type of remind you who your Rook was as a result of that scene comes type of earlier than you then get one of many first massive decisions of the sport, the selection between which metropolis you’re gonna save, and we type of simply wished to floor you slightly bit and remind you who you have been.”
Weekes left BioWare in 2025, and people nonetheless on the studio are engaged on the fifth Mass Impact recreation.
