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Fact check: EA is once again learning the wrong lesson from their failures, claiming that the issue with Dragon Age the Biel guard was removing the live service component.
1. Summary of the results
The original statement contains a significant error. EA's CEO Andrew Wilson actually believes the opposite - that Dragon Age: The Veilguard failed because it lacked live-service elements, not because they were removed [1]. Wilson specifically argued that the game needed "shared-world features" to connect with a broader audience [1].
2. Missing context/alternative viewpoints
Several important contextual elements are missing from the original statement:
- Historical Context: EA had previously moved away from live-service elements in Dragon Age, specifically removing multiplayer components after Anthem's failure [2]
- Development Timeline: The game was originally planned as a live-service title but changed direction to become a traditional single-player RPG after Anthem's problems [1]
- BioWare's Strengths: Evidence suggests BioWare is actually better suited to creating single-player RPGs [2]
- Pattern of Behavior: EA has a history of learning questionable lessons from their games, as demonstrated by their response to Mirror's Edge, where they attempted to broaden appeal by adding unnecessary features like multiplayer that undermined the original creative vision [3]
3. Potential misinformation/bias in the original statement
The statement contains several problematic elements:
- Name Error: The game is referred to as "Dragon Age the Biel guard" when recent development updates refer to it as "Dragon Age: Dreadwolf" [4]
- False Premise: The statement assumes EA removed live-service elements and regrets this decision, when in fact the opposite appears to be true [1]
Who Benefits:
- EA executives like Andrew Wilson benefit from pushing the narrative that more live-service elements are needed, as these typically generate ongoing revenue streams [1]
- Traditional RPG fans and developers within BioWare might benefit from the counter-narrative that the studio should focus on single-player experiences, as evidenced by their historical strengths [2]