David Gaider, former lead writer at BioWare, expressed concerns about the overuse of "trashmob fights" in gaming, advocating for a balance between combat and narrative. He was influenced by the combat-free level in Vampire: The Masquerade – Bloodlines 2, which emphasized tension through storytelling rather than action. Gaider argued against the necessity of frequent combat encounters, believing that narrative depth and political intrigue could engage players just as effectively. Despite his vision for a combat-free masquerade ball in Dragon Age: Inquisition, the design team opted to include combat, highlighting the ongoing challenge of balancing player engagement with narrative flow. Gaider emphasized that storytelling can keep players interested without relying solely on fighting.