
More details on Dragon Age: The Veilguard are starting to emerge now that the game has finally been shown off. The main points are all rather evident if you've watched the gameplay demonstration: it's a full action RPG, dialogue wheels still exist, and you play as a completely custom character. But something from IGN's preview in particular has caught our eye.
According to comments made by game director Corinne Busche, The Veilguard is much more focused than its predecessor, Dragon Age Inquisition. Inquisition was built around a number of large, semi-open world environments, which housed side quests, optional exploration, and various collectibles. Those areas were divisive amongst players; some appreciated the need to adventure, while others bemoaned bloated game design. To be fair, there was a lot of busywork.
By comparison, Veilguard is very "mission-based", says Busche. "Everything is hand-touched, hand-crafted, very highly curated," she explains. "We believe that's how we get the best narrative experience, the best moment-to-moment experience."
To us, that sounds like we should expect a more linear approach in terms of level design. But Busche goes on to say that there'll still be room for some exploration every now and then: "Along the way, these levels that we go to do open up, some of them have more exploration than others. Alternate branching paths, mysteries, secrets, optional content you're going to find and solve. So it does open up, but it is a mission-based, highly curated game."
We're left picturing something of a Mass Effect-style structure. You'll have your hub where you can get to know your party members, and then you'll venture off to specific locations in order to complete your next task, making key story decisions along the way.
The Veilguard's gameplay reveal is probably a good indication of what Busche is talking about. Although it's obviously a very early part of the game where you're basically on a straight path towards the next plot point, it definitely reflects this "mission-based" and "highly curated" approach.
Do you prefer this design over Inquisition's more open environments? Get your party together and decide who you want to romance in the comments section below.
Comments 23
Why no port of the first 2 games?
@Cloud39472 yeah i loved the mass effect one but that game is still MIA. Why they didnt do the same for Dragon Age is perplexing especially when it is not available on PS and would still sell
It definitely seems like they are modeling a lot of this game after Mass Effect. (the linear levels, the heavy action combat, the limited but with more synergy based party commands) As someone that clicks more with Mass Effect I must say this speaks to me. I can imagine some of the more diehard Dragon Age fans aren't going to be too happy about it though.
@Rmg0731 Would love that!
I don't mind the linear approach here if the gameplay backs it up. The first 3 Mass Effects had the balance right.
I've been calling for that for months. It seems like easy money for EA and Bioware
Fantastic. I'm utterly sick of open world games; this seems right up my ally. The more I hear about it the more excited I'm getting; Let's just hope there's more than just seven party members.. and where is my darling Dorian?! He has GOT to be there.. I mean, it's Tevinter, his home country we're going to..
I enjoyed both approaches. It was nice not feeling to overwhelmed in DA:O and DA2 but I did like the sense of adventure in DA:I. I think a more linear approach will harken back to the ideas of the older games and settle better with players. I think most of us are burnt out on huge open worlds with filler content.
So similar to Final Fantasy 16?
I liked the design of FF16, it keeps the story and action going at a steady pace and the maps weren't too big, so there was no tediousness to exploration.
Unfortunate. I was hoping it would go more "open world", but it seems the opposite is true.
Personally, I hated the wide open levels of Inquisition. They were filled with "do this thing x amount of times", and were a chore to traverse as your character couldn't climb, could barely jump, and your horse didn't actually sprint, as a Bioware developer later admitted. Also, this same level design influenced Mass Effect Andromeda to it's detriment.
So like god of war 2018
This sounds good to me, now I just need to hear the words "limited crafting system" or even "no crafting system".
@UltimateOtaku91 as soon as I read this I thought the exact same thing. It's a good approach to semi-open world. Worked well for 16, so hopefully the same here.
Okay I'm back on board now, but that 1st trailer needs to be taken out back and put out of it's misery, that thing scared the Sneaky Dickens out of me
@DogPark Amen, no crafting and no settlement building whatsoever (looking at you Fallout)
I dunno. The game looked painfully generic. Funnily, much like the first trailer.
I can't imagine why it took so many years to come out with a linear game. There is a horror development story behind this one too.
Just watched the cg trailer again.
HTF did I miss the baby griffon!?????
Looked good to me. The gameplay was a surprise, the world seems fine for an introduction area, the trailer just was what it was.
They do keep pushing the Mass Effect direction sometimes and that always seemed odd to me. Sales are what they are, audience voices are another. Mass Effect was fine but some seek the RPG and differences in Dragon Age (as far as I hear) then Mass Effect being well a shooter, the changes of the emails or loyalty missions or story and worlds and other factors of Dragon Age and Mass Effect are very different yet leaning into Mass Effect more always seemed odd.
The classes/structure and Mass Effect comparison wasn't sure for hubs or the decisions or the 'get the crew' type story telling Mass Effect 2 & 3 have then how Dragon Age did things it's way very well.
I think it's doing a fair thing for the series. The tactical I mean I get the action direction over how others did it in the past. Tactical needs to be better to be usable. The action approach seems fair I think for the series at this point it could be different but I think it still fits.
I don't mind Tactical options but most aren't great and even then most devs don't offer it in a great way. I mean Ratchet 1 had variety but no one knew you could mix the Mine Glove and Taunter it wasn't very clear. Very physics or two weapon using it just didn't work. I never hated the idea it's just they didn't do it well. Like saw a puzzle game would or multiple characters or other coordinating. I mean RPGs could handle effects differently to be 'IN THE WORLD' of physical assets not just effects of the ice, poison, fire, electricity, why not have it effect the world not just enemies. Offer lava to have in the world as a physical assets even if brief or control it. But that takes more time, the game is slower but I mean it's more impressive then just effects on screen all the time. That or element combining to weigh down (not physically but could) the player in a way. Other setups make sense. To me just effects is very overdone but it won't happen what I think it's too particular of design and too time consuming.
So in Mass Effect/Dragon Age the attacks or healing or otherwise to pause and select is fine or however different it is this time is fine but most times don't see a need to use it as much if their attacks/support moves don't do much.
Let alone tactical in other games other than turn based ones focus on that. So playing tactics games I sometimes use support but most enemies vary so much per level or region I barely use the support moves so I never find a need for them as the effects to hinder don't do enough to justify them if strong enough and just grind or use other level design options (like geo panel in Disgaea).
Yeah bioware is dead now, all the talent already left so we got this instead of the real dragon age, which is dark fantasy setting rather than this dragon "suicide squad" age.
Still a get for me. But I liked Origins, hated 2, and absolutely adore Inquisition. We’ll see…
I think people forget Dragon age inquisition won GOTY that year 2014
So is this the new Dragon Age that's been in the works for quite a whole or is it like a spin off from the main entries?
I think it's the art style that's confused me as its not looking like the previous games.
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