Dragon Age II turns 15: developers reminisce about how it was
Dragon Age II Turns 15: Developers Recall How It Was
Screenwriter David Gaider revisited the messy backstory of Dragon Age II as it reached its 15th year. He had been shaping a narrative that later fed into parts of Inquisition, but those early plans unraveled when problems on Star Wars: The Old Republic created knock‑on delays. The MMORPG missed its launch window, and Electronic Arts responded by pushing BioWare to ship something new—fast, i.e., within a schedule meant for much smaller work.
What began as an expansion for Origins slowly ballooned into a full sequel, yet the team only had the time and mindset of a DLC project. Gaider says the studio simply didn’t have a playbook for “making small games” and defaulted to large-scale instincts instead. That mismatch forced brutal cuts: quests were halved, content removed, and — as he puts it — stickers were literally peeled off walls. The months that followed weren’t triumphant PR copy; they were long, grinding, and exhausting for the writers and devs who had to make something coherent out of chaos.