• umbraroze@lemmy.world
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    6 days ago

    No, it failed because making a good game was pushed aside in favor of making a game with a messageā€”and not even a very good one.

    I see! So there was some kind of explicit order, or at least concerted effort with explicit goal, to make a game with ā€œa messageā€. And I assume we have all the evidence to look at to see the day-to-day chain of events that led to the market failure.

    No?

    Seriously though, there were many reasons why DAV failed, and ā€œhaving a Messageā€ was not even in the top 100. Every piece of media has a message.

    It makes no sense to have nonbinary people in The Veilguard!

    ā€¦This is literally just the ā€œhistorical accuracyā€ argument.

    • mechoman444@lemmy.world
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      5 days ago

      Youā€™re misrepresenting my point. I never claimed there was an explicit directive to prioritize ā€œa messageā€ over game qualityā€”I said it feels like thatā€™s what happened. Thatā€™s a critique of execution, not a conspiracy theory.

      Yes, every piece of media has a message, but thereā€™s a difference between a theme that naturally emerges from storytelling and one that feels forced or out of place. The issue isnā€™t that the game has a messageā€”itā€™s how it delivers it.

      Claiming messaging wasnā€™t in the ā€œtop 100ā€ reasons for failure is just hand-waving. You provide no evidence for that, and even if itā€™s not the primary reason, that doesnā€™t mean it wasnā€™t a factor.

      Finally, comparing this to the ā€œhistorical accuracyā€ argument is a bad-faith deflection. Dragon Age isnā€™t real history, but it does have established lore and internal consistency. When a game introduces elements that contradict its own worldbuilding, it breaks immersion. Thatā€™s the issue.

      • umbraroze@lemmy.world
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        5 days ago

        I said it feels like thatā€™s what happened.

        Youā€™re deflecting the real issue here. The issue isnā€™t whether thatā€™s factual or just your personal feels. The issue is that youā€™re saying that was the definitive cause of its failure:

        it failed because making a good game was pushed aside in favor of making a game with a message".

        And what I was saying was, well, no, it wasnā€™t the definitive cause. Far from it. Thereā€™s a lot of reasons for the gameā€™s failure.

        Claiming messaging wasnā€™t in the ā€œtop 100ā€ reasons for failure is just hand-waving. You provide no evidence for that, and even if itā€™s not the primary reason, that doesnā€™t mean it wasnā€™t a factor.

        I fail to see how you refute my point by saying that. I never said it wasnā€™t a factor, I said it was insignificant compared to bigger problems.

        You know, I didnā€™t list the reasons because I thought they would be obvious to anyone whoā€™s actually following whatā€™s going on. Buuuut how about the oversaturation of the AAA game publishing space? (People have giant backlogs of great games to play, and thereā€™s no end to this stuff.) Rising game prices? (Big game publishers are getting pretty greedy.) Increasing standards of quality from consumers? (Canā€™t release a meh game these days, if people are paying $70+ for games, they have to be beyond excellent.)

        Most importantly: people actually want games that were made by studios that give a damn about the end product. Bioware is just EAā€™s puppet, they make product chunks. In my opinion, the biggest reason DAV failed commercially because it was a game nobody was asking for, made by a developer thatā€™s a shadow of its former self and everyone knows that. People had scepticism, and rightfully so.

        See? I didnā€™t even get into whatā€™s in the game. Thatā€™s what I meant when I said the Message isnā€™t even in the top 100 problems.

        Finally, comparing this to the ā€œhistorical accuracyā€ argument is a bad-faith deflection.

        No, perhaps I was being unclear. What I meant by that is that itā€™s in the same category as ā€œhistorical accuracyā€ whinging. Itā€™s a fictional setting, so arguing that it has to match some real world facts and logic is utterly pointless.

        Dragon Age isnā€™t real history, but it does have established lore and internal consistency. When a game introduces elements that contradict its own worldbuilding, it breaks immersion. Thatā€™s the issue.

        So how exactly did it contradict the worldbuilding? Was it specifically established in DA lore that all nb/trans people will use polymorph magic? Iā€™m genuinely curious here.

        Or did you mean that this particular logic doesnā€™t make sense to you personally? Thatā€™s not ā€œloreā€. Thatā€™s not a worldbuilding issue. Thatā€™s projecting your own assumptions.

        Besides: Even if it was specifically earlier established in DA lore that all nb/trans characters will just use polymorph stuff, who cares? The writers are well within their rights to retcon their stuff. Worldbuilding is not dogma.

        • mechoman444@lemmy.world
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          5 days ago

          Youā€™re shifting the goalposts. My argument wasnā€™t that messaging was the sole reason for failure, but that it was a major factorā€”one that contributed to the game feeling like a product with priorities misaligned from what players actually wanted. Saying there were ā€œmany reasonsā€ doesnā€™t refute that.

          Your claim that messaging wasnā€™t even in the ā€œtop 100ā€ is still unsupported. Listing industry-wide problems like oversaturation and rising prices is fine, but none of that explains why The Veilguard failed specifically. Plenty of games thrive under these conditions. The difference? They connect with their audience. DAV didnā€™t.

          As for lore consistencyā€”yes, Dragon Age has established magic that lets people change their gender at will. If that exists, then the idea of medical transition (and scars from it) doesnā€™t naturally fit within the world. Thatā€™s not a personal assumption; itā€™s a logical question based on the rules the setting has already established. If a game contradicts its own internal logic without explanation, thatā€™s bad writing.

          And no, ā€œretconsā€ donā€™t excuse anything. A writer can change their worldbuilding, but doing so in a way that breaks immersion, alienates players, or makes the setting feel incoherent is bad storytelling. Just because you can rewrite lore doesnā€™t mean you shouldā€”especially if it weakens the internal consistency of the world.

          • umbraroze@lemmy.world
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            5 days ago

            Youā€™re shifting the goalposts.

            No, weā€™re having a simple disagreement over whether this was a major reason why the game failed commercially or not. Youā€™re the one whoā€™s making this complicated.

            My argument wasnā€™t that messaging was the sole reason for failure, but that it was a major factorā€”one that contributed to the game feeling like a product with priorities misaligned from what players actually wanted. Saying there were ā€œmany reasonsā€ doesnā€™t refute that.

            Insisting that the game having a message is the most major reason the game failed doesnā€™t refute any of what I said either. Weā€™re still having a disagreement, nothing more. Youā€™ve not proven your claim either.

            Your claim that messaging wasnā€™t even in the ā€œtop 100ā€ is still unsupported. Listing industry-wide problems like oversaturation and rising prices is fine, but none of that explains why The Veilguard failed specifically. Plenty of games thrive under these conditions. The difference? They connect with their audience. DAV didnā€™t.

            OK, so you continue to be the one whoā€™s making the extraordinary claim here, that DAV specifically failed because the game didnā€™t connect with the message, and that it was specifically because it was the message.

            There are still plenty of reasons why a game wouldnā€™t connect with the audience, as I said. Youā€™ve not exactly proven why and how this was the definitive reason. Thatā€™s the claim that needs to be proven, yet youā€™ve not done that.

            Whether or not youā€™re acknowledging it or not, youā€™re acting as if as you think the game having a message is the sole reason why the game failed commercially. You acknowledge that it was a ā€œmajorā€ reason, but then, above, youā€™re also specifically saying that industry-wide problems arenā€™t affecting the gameā€™s situation at all. Why? Why isnā€™t the industry downturn affecting this game specifically? Why canā€™t we explain this gameā€™s failure in large part with the incompetence and greed of major publishers?

            Dragon Age has established magic that lets people change their gender at will. If that exists, then the idea of medical transition (and scars from it) doesnā€™t naturally fit within the world.

            You didnā€™t answer my question. I didnā€™t ask if it ā€œnaturallyā€ fits the world. I asked if it was established that this is what is actually happening in the lore.

            Because youā€™re still projecting your own assumptions on how the world should work on the work. Youā€™re not criticising the gameā€™s writing on its own merits. Youā€™re complaining that the game writers didnā€™t write the game the way you wanted. In other words, this is still the ā€œmy historical accuracy in my fantasy gameā€ argument.

            Besides, thereā€™s plenty of reason why, in a fantasy setting, you could have trans/nb characters who donā€™t get to use polymorph magic. Cost. Class gap. Haves and have-nots. The class divide is a pretty common topic that is often explored in fantasy literature and people being denied this kind of magic treatment, for whatever reason, is a valid catalyst for a story. Itā€™d make an excellent fantasy plotline. But thatā€™s not relevant to DA specifically.

            • mechoman444@lemmy.world
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              4 days ago

              Youā€™re asking me to prove that the gameā€™s messaging and story issues were a major reason for its failure, but youā€™re not holding yourself to the same standard. You claim that industry-wide issues like oversaturation, pricing, and publisher greed were the real reasons, yet youā€™ve provided no evidence that these factors impacted The Veilguard more than any other game.

              The backlash against DAV wasnā€™t primarily about price, oversaturation, or competition. The loudest complaints were about the gameā€™s tone, character writing, and perceived prioritization of messaging over deep storytelling. If industry trends were the dominant factor, weā€™d expect similar pushback against every game in this spaceā€”not just DAV.

              The Dragon Age series once had strong audience trust, but that eroded over time, largely due to shifting priorities in writing and design. The skepticism around DAV didnā€™t just appear out of nowhereā€”it was a reaction to a pattern of changes fans disliked.

              If DAVā€™s failure was mostly about the industry downturn, weā€™d expect all comparable RPGs to be struggling just as much. Yet, games that focus on strong player-driven storytelling (Baldurā€™s Gate 3, for example) have thrived. The key difference? They gave players what they wanted.

              The burden of proof goes both ways. If youā€™re going to claim story issues and messaging werenā€™t significant reasons for DAVā€™s failure, you need to prove that too. Just pointing at industry-wide problems doesnā€™t explain why this game failed more than others.

              https://www.polygon.com/analysis/520290/dragon-age-the-veilguard-sales-ea-bioware-layoffs

              https://thatparkplace.com/dragon-age-the-veilguard-sales-lower-than-reported/

              https://gameworldobserver.com/2025/01/23/dragon-age-launch-sales-veilguard-vs-previous-games

              • umbraroze@lemmy.world
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                4 days ago

                Youā€™re asking me to prove that the gameā€™s messaging and story issues were a major reason for its failure, but youā€™re not holding yourself to the same standard.

                This isnā€™t true. Iā€™m perfectly willing to prove my viewpoints. Youā€™re continuing to jump the gun here. Iā€™m about to explain my viewpoint, eventually. I was just hoping you would prove your viewpoints first. Weā€™re having a conversation online, we have all the time in the world. Everything in due time, right?

                (Itā€™s as if youā€™re engaging in this kind of complaints as a stalling tactic. This conversation would go so much smoother if youā€™d just address the points. Furthermore, youā€™re repeating yourself a lot, it makes the comments hard to read. So please, address the points. Iā€™m cutting this down for brevity.)

                The Dragon Age series once had strong audience trust, but that eroded over time, largely due to shifting priorities in writing and design.

                Are you absolutely sure it had nothing to do with several key players in Bioware leaving over the years and EA quietly gutting the studio, replacing the talent and increasing their meddling? Because, as I said before, that raises the fanbaseā€™s eyebrows. The Bioware that made DAV simply isnā€™t the same company that made DAO. Bioware hasnā€™t really been independent of EAā€™s meddling since 2016 at least - Mass Effect Andromeda was the clearest example of what happened when EA decided to assume more direct control of the process. Fans have had every reason to be suspicious of Biowareā€™s output ever since. Itā€™s frankly a miracle Dragon Age Inquisition was anywhere near as good as it was.

                Bioware doesnā€™t exist in vacuum, theyā€™re not the only ones who are making decisions here.

                Who exactly made the shifting writing decisions here? Can you give me concrete examples? Iā€™ve not played DAV so itā€™s harder for me to compare the things.

                Iā€™ve seen EA put this same kind of ruin on a lot of studios over time. Many classic game series - including celebrated RPG series - have been ruined by EAā€™s meddling. What happened to Origin Systems has been happening to Bioware for over a decade now.

                That is part of provable history. I would link to sources, but I suggest you read up on the history of EA and their studios (in particular Origin) on yourself - the information isnā€™t hard to find, the ones in Wikipedia are a very good start.

                If industry trends were the dominant factor, weā€™d expect similar pushback against every game in this spaceā€”not just DAV.

                Just reminded me: Are you seriously saying DAV is unique in this regard? This kind of pushback is levied against a lot of games these days. Thereā€™s so much of this kind of cries aimed at a lot of games these days. As long as people keep making lists about ā€œwokeā€ games on Steam, I donā€™t think DAV was a special case at all.

                [Sources]

                These sources appear to confirm that Dragon Age Veilguard was not as great success commercially as EA hoped. This was not part of our dispute, and I was never even claiming that DAV was a financial success story. The opposite, in fact.

                These sources do not, however, appear to support your particular claims about the message being the primary reason why the game failed commercially.

                Also, I see you did not respond to the more interesing questions I asked earlier, so allow me to reiterate: Was the whole polymorph magic issue ever addressed in the Dragon Age lore? And allow me to expand on that - what did you think of the narrative ideas I presented? Iā€™m just curious about that.

                • mechoman444@lemmy.world
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                  4 days ago

                  The primary focus of this exchange is how the gameā€™s story was a major factor in its poor sales performance.

                  I am asserting that the story significantly contributed to this lack of success, and I have provided sources to support this claim.

                  For further illustration, the game lacked meaningful moral choices and consequences, a defining feature of previous entries. Additionally, the gameplay was linear and unremarkable, with simplistic mechanics that failed to stand out.

                  I find it difficult to recall the exact point of our discussion, as you continue to introduce minutiae and nuance that, while relevant, stray from the core argument.

                  I have kept my points clear and concise, consistently attempting to keep the discussion focused on the central issue. However, much like Sean Hannity, you have managed to fill an entire comment section with excessive verbiage while ultimately saying very little.

                  I have no doubt that you will now argue this with an even longer response with more quotes for my comment but I donā€™t think Iā€™m going to respond to it moving forward Iā€™m going to let you have the last word. Sorry. Iā€™m tired.

                  • umbraroze@lemmy.world
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                    4 days ago

                    I have provided sources to support this claim.

                    Again, the sources you provided did not back up these claims.

                    I find it difficult to recall the exact point of our discussion, as you continue to introduce minutiae and nuance that, while relevant, stray from the core argument.

                    So, let me get this straight: You asked me to elaborate on my assertions. When I did so, you then label that as an irrelevant digression.

                    Thanks, I guess.

                    I have kept my points clear and concise, consistently attempting to keep the discussion focused on the central issue.

                    Iā€¦ donā€™t think thatā€™s accurate.

                    However, much like Sean Hannity, you have managed to fill an entire comment section with excessive verbiage while ultimately saying very little.

                    Entirely your fault. Iā€™ve done my best to cut down my replies, I canā€™t say the same about you.

                    I have no doubt that you will now argue this with an even longer response with more quotes for my comment but I donā€™t think Iā€™m going to respond to it moving forward Iā€™m going to let you have the last word. Sorry. Iā€™m tired.

                    See, this is a prime example. 45 words that could have been left out entirely.