I actually don’t think Dragon Age II was all that terrible. Or rather, I fully understand that elements of it were very, very bad (it had more caves than Ron Gilbert’s The Cave, for instance; and not on purpose), but others were incredibly fascinating. Party members lived their own lives, themes like racism and security-vs-freedom got the spotlight, and your choices really, really didn’t matter all that much. Was it a game whose budgetary and time constraints hung about its neck like a noose, leaving only gasping wisps of potential? Absolutely. But those limits also shaped it, so it was interesting to see a less powerful BioWare craft a narrative about, well, powerlessness. After discussing the baffling impracticality of sexism, Dragon Age lead writer David Gaider and I talked about the ups and downs of Dragon Age II and how they’ve ultimately guided Dragon Age III to a very different place.
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