
Gaider acknowledges that a lot was left on the cutting room floor there as well. Certain characters would even forget you, which makes sense considering the multi-year time skips between each Act.ĭragon Age II’s third Act is the one that feels generally the least polished. This includes characters reacting to Hawke being a mage, or if they had romanced your character in Dragon Age: Origins.

Relating to that, many NPC lines were cut that reacted to your actions or status. Putting those ideas to one side was “a hard cut”, according to Gaider. Considering the central story conflict revolves around Mages and Templars, with a vicious cycle of Mages turning to blood magic and becoming the Abominations that the Templars accuse them of, the fact that a Mage Hawke does not struggle with the pull of demonic possession felt like a bit of a missed opportunity. There were also some story elements revolving around the player character Hawke being at risk of becoming an Abomination if they are a Mage. Gaider acknowledges that this change probably should have been implemented once the progressive changes idea had to be scrapped.

Other plans were for the time skips between Acts to be reduced to weeks or months. This would make Kirkwall “feel like a bigger city”, with more crowds and generally feeling more lived-in. I'm willing to bet Mark or Mike (or anyone else on the team) would give very different answers than me, but it's enough to give a sober man pause, because that was THE Project of Multiple Regrets.įirstly, Dragon Age II’s setting of Kirkwall was originally going to progressively change over the story’s multi-year span. "If you could Zack Snyder DA2, what would you change?" Describing the game as “THE Project of Multiple Regrets” on Twitter, Dragon Age II lead writer David Gaider (who is currently with Summerfall Studios) responded to this query by describing some of BioWare’s plans for the game that never made it into the end product. Frankly, it’s kind of a miracle the end result was still good, even with its repetitive environments and underdeveloped narrative.Īfter the recent release of Zack Snyder’s Justice League, which reintroduced hours of cut content into the similarly troubled Justice League film from 2017, many have turned their eyes to other productions and wondered what kind of material ended up on the cutting room floor. The successor to their smash hit Dragon Age: Origins, Dragon Age II was given less than a year and a half of development before it released in 2011. One of the more high-profile examples of role-playing game plagued by a rushed development cycle was BioWare’s Dragon Age II.

The video game industry is no stranger to troubled developments and executive meddling.
