EA thinks that Dragon Age: The Veilguard would have seen greater success if it included online functionalities.


# **EA’s Miscalculation: Understanding the Sales Struggles of Dragon Age: The Veilguard and Implications for Bioware’s Future**

Electronic Arts (EA) had lofty ambitions for *Dragon Age: The Veilguard*, yet with only 1.5 million copies sold—nearly 50% below forecasts—the game is deemed a commercial letdown. Despite favorable feedback regarding its characters, gameplay, and graphics, criticisms of the narrative and writing may have played a role in its lackluster performance. Nevertheless, EA seems to be making misguided assumptions, with CEO Andrew Wilson claiming that the game would have achieved greater success had it integrated live-service features.

This perspective raises alarms not just for the future of *Dragon Age* but also for Bioware’s upcoming significant project, *Mass Effect 5*. If EA persists in advocating live-service models for traditional single-player RPGs, it could lead to turmoil for the studio.

## **EA’s Preoccupation with Live-Service Gaming**
In a recent financial call, Andrew Wilson commented on the unsatisfactory sales data, stating:

> *”To extend beyond its core audience, games must directly respond to the evolving needs of gamers, who are increasingly desiring shared world functionalities and deeper connections paired with high-quality storytelling in this favored category. Dragon Age had a robust debut and was well received by both critics and players; however, it failed to connect sufficiently with a wide audience in this fiercely competitive landscape.”*

Simply put, EA attributes *The Veilguard’s* inability to engage a broader audience to its lack of multiplayer and live-service features. This argument is debatable, especially given that Bioware initially aimed for *The Veilguard* to be a live-service title—only to switch to a single-player format following the catastrophic performance of *Anthem*.

EA’s push for live-service models has resulted in several previous failures. *Anthem* epitomized a game that emphasized multiplayer interaction over compelling storytelling, and it ultimately fell flat. Other live-service attempts, like *Hyper Scape* and *XDefiant*, also struggled to gain popularity and were quickly left behind.

## **Single-Player RPGs Can Still Thrive**
As EA seeks explanations for *The Veilguard’s* lack of success, other titles demonstrate that single-player RPGs can be exceptionally successful.

Consider *Baldur’s Gate 3*, which embraced a traditional RPG framework with a strong emphasis on narrative and single-player engagement. It has emerged as one of the most celebrated and commercially successful games in recent memory. Likewise, *Kingdom Come: Deliverance 2* has generated considerable enthusiasm, underscoring the appetite for rich, narrative-driven single-player experiences.

The achievements of these games indicate that the challenges faced by *The Veilguard* were not due to an absence of multiplayer or live-service components, but rather flaws in its storytelling and execution. Instead of acknowledging this, EA seems to be reinforcing its live-service aspirations—potentially jeopardizing future Bioware projects.

## **What This Means for Mass Effect 5**
The primary concern now is how EA’s position will affect *Mass Effect 5*. The game is currently in development, but recent layoffs at Bioware and shifts within the studio have already raised concerns. If EA compels *Mass Effect 5* into a live-service framework, it could alienate the core fanbase of the franchise and result in yet another significant setback.

Bioware has a storied history of crafting rich, single-player RPGs with compelling narratives. If EA prioritizes multiplayer and live-service elements above storytelling, it could deliver a fatal blow to both *Mass Effect 5* and Bioware as a whole.

## **Conclusion**
*Dragon Age: The Veilguard’s* disappointing sales should have served as a wake-up call for EA to enhance storytelling and RPG mechanics. Instead, the company appears determined to inject live-service elements into franchises that have traditionally excelled as single-player experiences.

If EA continues on this trajectory, it jeopardizes not only *Mass Effect 5* but also further deteriorates trust in Bioware—a studio once synonymous with delivering some of the finest RPGs in gaming history. The gaming landscape has proven there remains a robust demand for well-crafted single-player experiences. The pressing question is whether EA will recognize this before it’s too late.