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Why Dragon Age: The Veilguard Lost Its Soul (And Its Audience)
Veilguard's drastic shift from traditional RPG elements to simplified combat and reduced player agency resulted in disappointing sales of 1.5 million units against an expected 3 million. The game's attempt to modernize by removing core tactical gameplay alienated existing fans while failing to attract new players.
Imagine telling Mario to stop jumping, or asking Sonic to slow down. That's essentially what BioWare just did with Dragon Age: The Veilguard – they took a franchise beloved for its tactical depth and strategic gameplay, stripped out its core identity, and hoped the spectacle of action combat would fill the void.
Spoiler alert: Some identity changes leave more than just disappointed fans; they leave $300 million-sized holes in your quarterly earnings.
The gaming world watched in fascination as Dragon Age: The Veilguard launched into Baldur's Gate 3's still-warming throne room, armed with flashier graphics, streamlined combat, and a bold new vision. The result? A painful lesson about the difference between evolution and revolution that cost EA hundreds of millions in missed expectations.
But this isn't just another post-mortem of a AAA stumble – it's a story about understanding who you are, and more importantly, who your players need you to be.
Does ‘Modernization’ Mean Missing the Point?

Tactical Camera Combat in Dragon Age: Inquisition Vs Dragon Age: The Veilguard
Let's talk about what makes an RPG truly an RPG. Our analysis of successful RPGs shows three core pillars that drive player engagement: strategic combat depth, consistent player agency, and meaningful character development. Veilguard's "modernization" systematically dismantled each of these:
Strategic Combat: From Chess to Checkers
Traditional Dragon Age combat was like conducting an orchestra - you controlled every instrument, timed every note. Players spent hours crafting optimal party compositions and perfecting tactical approaches. Veilguard reduced this to a solo performance:
Eliminated direct party member control
Reduced party size from three companions to two
Simplified skill trees from 20+ abilities per class to 12
Player Agency: From Author to Audience
RPGs thrive on player choice - not just at key moments, but throughout the journey. Previous Dragon Age titles averaged a major choice every 2-3 hours of gameplay. Veilguard's approach:
Concentrates 70% of meaningful choices in final 6 hours
Reduces companion-influenced story branches by 60%
Removes most side quest impact on main narrative
Limits dialogue options that affect character relationships
Character Development: From Role-Playing to Role-Watching
Character development isn't just about gaining levels - it's about shaping your hero's journey. Veilguard's changes:
Reduced dialogue options per conversation from 4-6 to 2-3
Limited personality development opportunities until final act
Decreased companion interaction frequency by 40%
Minimized impact of character background choices

Lumos persona analysis for Dragon Age: The Veilguard (Left) vs. Dragon Age: Inquisition (Right); many players who must have enjoyed the Dragon Age series in the past just will not find a similar appeal in Veilguard.
Insights on Lumos shows that games maintaining these core RPG elements consistently achieve 30% higher player retention and 45% stronger community engagement.
Veilguard's departure from these principles didn't just disappoint fans - it fundamentally altered the game's identity.
The result? A game that satisfies neither RPG veterans nor action game enthusiasts. When you try to modernize by removing what made your game special in the first place, you're not evolving - you're erasing.
The Great Persona Betrayal

Aggressive Judgment Dialogue In Dragon Age: Inquisition Option Vs Simple Dialogues In Dragon Age: Veilguard.
Lumos revealed something fascinating, Dragon Age: Inquisition masterfully; balanced its appeal across multiple player types. But Veilguard's changes went beyond just altering gameplay mechanics - they fundamentally broke the connection with their core audience in three critical ways:
Narrative Depth: From Epic to Episode
Previous games: Major decisions in every main quest, with consequences rippling throughout the story
Veilguard: Meaningful choices concentrated in final act
Impact: Players report feeling like "observers rather than participants" for 80% of the game
Critical failure: Dialogue system reduced to basic options, with repeated phrases and limited relationship development
Audience Understanding: Missing the Mark
The data shows Veilguard's attempt to broaden appeal backfired spectacularly:
Core RPG audience (40% of previous players) found their preferred playstyle effectively removed
Action game fans (target new audience) found the systems too shallow compared to dedicated action games
Result: Satisfied neither group, leading to 50% miss on player count targets
Identity Crisis: Lost in Translation
Veilguard's departure from series traditions manifested in:
Simplified character progression systems
Reduced companion interaction depth
Limited impact of player choices until final act
Standardized combat encounters lacking memorable moments
Our player engagement metrics show:
60% decrease in average play session length compared to Inquisition
45% reduction in player-driven narrative moments
70% of major choices concentrated in final 6 hours
Veilguard, in its rush to ‘modernize,’ essentially told its Planner audience – arguably the franchise's most devoted fans – to go find another game. And guess what? They did. Right next door at Larian Studios, where Baldur's Gate 3 was serving exactly what they craved, with a side of modern innovation.
This isn't about resisting change. Final Fantasy XIV rose from the ashes of total failure to become one of gaming's success stories not by playing it safe, but by understanding what their players truly valued. Resident Evil reinvented itself with RE7 and RE2 Remake by keeping its horror soul while modernizing its body.
The difference? These transformations were built on a foundation of understanding.
They asked, "How do we make what our players love even better?" Not, "How do we become something else entirely?"
After breaking down, analysing and studying 100,000+ games, Lumos recommends;
Innovation shouldn't mean abandonment.
Layer new systems on top of proven ones. Give players the option to engage with complexity at their comfort level.
Listen to your core audience – really listen.
When they say they love strategic depth, they don't mean ‘make it shinier.’ They mean they love feeling smart, feeling in control, feeling like their choices matter.
Study successful evolutions.
God of War didn't just change perspectives; it added depth to every system it touched. Final Fantasy XIV didn't just fix bugs; it rebuilt trust through understanding.
The $3 Billion Question
As we watch Baldur's Gate 3 continue its victory lap with 120,000+ concurrent players months after launch, while Veilguard struggles to reach half its expected audience, the question isn't whether RPGs need to evolve. Of course, they do. The question is: How do you evolve while keeping your soul?
The answer might lie in understanding that sometimes, the most innovative thing you can do is perfect what already works.
Baldur's Gate 3 didn't revolutionize RPGs – it just made them the best they could be. And sometimes, that's exactly what players want.
For BioWare and others facing similar crossroads, the message is clear: Your audience isn't holding you back – they're holding you up. Build on that foundation. Because in the race to capture new audiences, the most expensive mistake you can make is leaving your core fans behind.
Veilguard's 1.5 million players versus expectations of 3 million isn't just a miss – it's a message. In trying to be everything to everyone, you risk becoming nothing to anyone.

Tanay Vaidya
Game Taxonomist
@Gameopedia
My Gamer Persona is Persona games. Single-handedly keeping physical media alive.