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'Dragon Age: The Veilguard' creators on their new vision for the fantasy series

After nearly a decade in development, “Dragon Age: The Veilguard” comes out Thursday.
“Expectations are so high — whether from the fans of the franchise or the perspective of the company — there’s tremendous pressure.” says game director Corinne Busche. “One thing I’ll say about this team: They really rise to the occasion.”
Busche helmed the latest game in the blockbuster fantasy franchise after the departure of “Dragon Age” creator David Gaider. In the following years, company BioWare lurched from an underwhelming “Mass Effect” spinoff to a failed multiplayer experiment called “Anthem.”
“We sort of lost our way in a couple of previous titles, moving away from that character-focused storytelling that made ‘Mass Effect’ and ‘Dragon Age’ a success,” says John Epler, “Dragon Age” series creative director. “This project really coalesced when we consciously identified that central aspect of the experience: the characters.”
“Veilguard” puts players in the shoes of an unlikely leader to a small band of rebels — think “Oceans 11” meets “The Fellowship of the Ring.”
“It’s a deeply personal experience,” says Busche. “You’re creating your own character and that might be a representation of you, that might be reflective of the kinds of choices you'd like to make.”
For the first time in BioWare history, that customizability allows player avatars to be transgender and access unique dialogue options around that identity. There’s also a prominent storyline about a party member coming out as nonbinary.
“I'm an openly queer trans woman — I really believe that representation matters,” says Busche. “Everyone is welcome in ‘Dragon Age,’ and we want people to see themselves and feel like they can have a heroic place here.”

“The Veilguard” has scored polarized but broadly positive reviews, though it hasn’t reached the acclaim of BioWare classics like “Mass Effect 2.” Early sales seem promising, however, and point to a new chapter for a company that’s spent many years out of the spotlight.
4 questions for Corinne Busche and John Epler
What makes “Dragon Age” stand apart from other fantasy games?
Corinne Busche: “‘Dragon Age’ is a franchise that’s fundamentally always been about this really authentic team of companions that come together to take on insurmountable challenges. It's about people. It touches on some pretty deep themes as well. Injustices. The burdens of leadership. It really is about establishing this sense of found family to take on these challenges that lay ahead.”
What feels different from previous iterations?
John Epler: “I'd say this version of the game is much bigger in its storytelling, in its scope. We really wanted to put you in every one of the big story moments. So as an example, it's the difference between watching the Battle of Minis Tirith versus being someone who's fighting in the middle of it. You're much more participatory in it. We wanted you to feel like you were part of these big world-changing events. You were right in the thick of it and really focusing on making the story that is so big and epic feel personal just by how you interact with it.”
What sort of hero is the player character, Rook?
Epler: “One thing we wanted to steer away from very consciously was the sense of them being a chosen one because that's something we've done previously. They are the right person in the right place at the right time. But there is always a core personality to them. They are always going to be someone who needs to pull together this small but somewhat dysfunctional group and really lead them in a way that makes sense for that team.”
Busche: “And it's one of the interesting aspects of each new game having a different protagonist. We do have a true blank slate, some say in ‘Dragon Age: Origins.’ I would put the Inquisitor in that category. Whereas Hawke in ‘Dragon Age 2’ has a very bespoke identity. So we kind of strike a balance between that. One of the defining properties of Rook, who they are as a character, is this idea of someone who's very competent, but as a leader, they're learning how to shoulder this responsibility.”

You’ve put a lot of blood and sweat into this game. It’s nearly out. Have people already been telling you stories about how they connect with it?
Busche: “Absolutely. One of the reasons that I felt so honored, so privileged to be able to join this team and work on this franchise is so rarely have I seen a game or a piece of media, for that matter, that connects with people so deeply. There's a real sense of ownership and an affinity for the franchise. It's a rare thing.”
Epler: “I'll share a very personal anecdote about this game and people connecting. So I wrote the follower Bellara. Early on while we were making this game, I got a diagnosis of ADHD. So I'm writing this character who has a lot of the same mannerisms, a lot of the same views of the world, in a very specific way. And hearing people online, connecting to this character in the way she speaks and the way she interacts, they were able to point to and say, ‘That's me, that's how I deal with the world.’ And it's just such a cool feeling to have someone connect with a character you create and be able to say, ‘I felt seen in a way that I've never felt seen in a game before.’”
James Perkins Mastromarino produced and edited this segment for broadcast with Ahmad Damen. Perkins Mastromarino also adapted it for the web.
This segment aired on October 30, 2024.