“Dragon Age in the early days had its fair share of identity crises,” Flynn says. “Was it going to be a tools-driven, modding-driven game like Neverwinter Nights? Was it going to be a big singleplayer RPG like The Elder Scrolls IV: Oblivion?”
“Dragon Age on PC shipped with the toolset, so we did do that,” Flynn says.
Dragon Age: Origins does have a quite prolific modding community that’s created new party members, tons of hairstyles and armor sets, combat mods, and more. The output for Dragon Age 2 was noticeably smaller. Then BioWare switched to DICE’s Frostbite Engine, notoriously difficult for modders to use, especially without official tools, and Dragon Age: Inquisition’s modding community was hamstrung.
“I wish we’d kept that up and stuck to that,” Flynn says of shipping Dragon Age games with modding tools. “Unfortunately we got, I’d say, a little too homogenous between Mass Effect and Dragon Age. I wish we would have kept more of a PC-centric, Neverwinter-like identity for Dragon Age.”
Flynn describes the move to Frostbite as a push to standardize tools internally across BioWare’s then-growing studios. “We had so many different engines for so long at BioWare,” Flynn says, explaining that the studio hoped to create a more common vocabulary across teams who could share what they’d built with one another’s projects.
I’m loving BG3, but DA is honestly not that far off the mark. It’s missing crunchy, turn-based combat, and the sprawling story, but they probably have the tech and writing chops to pull that off, too.
I believe 2008 Bioware had the chops for it, Post-Anthem Bioware gives me such doubt. I think EA has made it impossible for them to make a game like that again.