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Dragon Age lead writer David Gaider talks of EA's influence seeping into BioWare, EA taking support of "nerds" for granted, live service woes
He says that EA considered those mechanics - the kind that shaped games like Dragon Age: Origins - to be "slow and cumbersome," rather than the "action-y and slick" presentation that the studio was being pushed toward. That meant that Gaider's views "were often not very welcome" despite his long tenure at the studio and work on many of its most famous RPGs.
That's partly because, he says, EA didn't think the traditional RPG audience was one that was worth focusing on. He claims that the overseers referred to those mechanics as being "'in the cave'". The cave, he explains, "was where nerds went. The nerds were in the cave. You made an RPG and the nerds in the cave would always show up for an RPG, because it was an RPG."
That devotion to their chosen genre, in EA's eyes, meant that "you didn't have to worry" about the nerds. "You didn't have to try and appeal to them. You had to worry about the people who weren't in the cave, which was the audience we actually wanted, which was much larger."
"It's really hard to talk about the years that led to my departure," he told us. "At its height, it was a glory to work there." He begins by reminiscing about what the studio was like in the late '90s, when it was pushing out Baldur's Gate 2. "It was D&D, I was fresh. They would they refer to me as the machine, because I wrote so quickly. I think I wrote half of BG 2 myself, honestly."
While he described the studio's best years as "glorious," he's also aware that things weren't entirely perfect when BioWare was still independent. Crunch was prevalent at the company, but Gaider remembers it felt like "that was just part of the job, like, I didn't think it was feasible to question it. You worked until it was done and that was just the way it was."
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Things slowly began changing after EA acquired the company, though. Gaider's impression was that studio co-founders Greg Zeschuk and Ray Muzyka planned to change the publisher from the inside out - "It was the snake eating the elephant." At the time, BioWare wanted to make "prestige games" and focus on high Metacritic scores "that will lead to profits, not the other way around." And, for a while, EA leadership supported that goal.
However, changes in EA leadership meant that "suddenly, suddenly, suddenly things were different." Zeschuk and Muzyka left not long after. Gaider's "impression" was that the duo had realized their goal of changing EA from within was no longer doable. "And then things started to change more rapidly."
That's mostly because of what happened after Dragon Age Joplin was canceled by EA. Nodding to another BioWare veteran, Mark Darrah, he says "I would not have survived the end of Joplin, because the end of Joplin would have been 'now we're making this live service Dragon Age'. Me, Mr. Old-Fashioned RPG Mechanics, and them coming down and saying, 'we're canning this whole narrative-focused Dragon Age thing, and we want you to make a live-service version?' I would have been like, see ya."
Gaider makes it clear that he would have been gone regardless, even if BioWare and EA had suddenly bestowed a creative director title on him after he was passed over for promotions for years. "Even if there was a world where they would have asked me to be creative director after Mike on Live Service Dragon Age - what a devil's contract that would have been."

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