BioWare vet Gaider says there was friction between Dragon Age and Mass Effect teams

In a recent discussion on BlueSky, David Gaider, the former lead writer at BioWare and the creative force behind the Dragon Age franchise, shed light on the internal dynamics that shaped the development of some of the company’s most notable titles. His insights reveal a complex relationship between the teams responsible for Dragon Age and Mass Effect, two of BioWare’s flagship franchises.

Internal Friction and Cultural Divide

Gaider articulated that the two teams operated under a shared roof yet functioned almost as separate entities, each with its own distinct culture and operational style. “For a long time, it was basically two teams under one roof: the Dragon Age team and the Mass Effect team,” he explained. “Run differently, very different cultures, may as well have been two separate studios. And they didn’t get along.”

This underlying tension became particularly evident during the development of Anthem, a project that sought to merge talents from both franchises. Despite the company’s awareness of the friction, efforts to alleviate it—primarily through staff rotations—proved ineffective. Gaider recounted his own experience upon joining the Anthem team, noting, “The team didn’t want me there. At all.”

Miscommunication and Creative Differences

Compounding the challenges was a significant miscommunication regarding the game’s direction. Gaider described the initial vision for Anthem, codenamed Dylan, as a “beer & cigarettes” hard sci-fi setting, reminiscent of the film Aliens. However, he was tasked with shifting the tone toward a more science fantasy approach, akin to Star Wars. “Yet I don’t think anyone told the team this,” he remarked, highlighting the disconnect that ensued.

As a result, Gaider faced criticism that his contributions were “too Dragon Age,” creating a perception that anything reminiscent of that franchise was unwelcome. “I kept getting feedback about how it was ‘too Dragon Age’ and how everything I wrote or planned was ‘too Dragon Age’… the implication being that anything like Dragon Age was bad,” he noted. This led to a cycle of constant iteration, as he was required to adapt to the feedback while navigating the team’s expectations.

Anthem ultimately launched in 2019 after a tumultuous development process, only to be discontinued in 2021. Gaider’s reflections serve as a poignant reminder of the complexities that can arise within creative teams, particularly when disparate cultures collide in the pursuit of a unified vision.

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BioWare vet Gaider says there was friction between Dragon Age and Mass Effect teams