I'm excited that BioWare is 'trying something new' with Dragon Age: Dreadwolf, but for the love of god actually tell us something

Concept art of Solas for Dragon Age 4
(Image credit: Electronic Arts, BioWare)

Following the purported Dragon Age: Dreadwolf leak from a few weeks ago, I was hoping that BioWare might consider spilling the beans, maybe even just a couple of beans, to give us an idea of what it's actually making here. But no, instead we get a "Game Design 101" blog that describes, in granular detail, the process of prototyping skill trees, without giving us even a single bean. 

I'm kinda torn, though, because I'm very much in favour of developers giving us a peek behind the curtain. There's this massive disconnect between players and developers that stems from people fundamentally misunderstanding how games get made, which isn't helped by developers doing a bad job of demystifying the process. So a glimpse of how the sausage gets made can be invaluable. The problem here is that what people really want is to see the damn game. 

Past Dragon Age games have all handled RPG systems, such as the player’s progression, differently, so naturally, we’re being just as experimental on Dreadwolf, taking the learnings of the past while also trying something new.

Maybe BioWare will find a way to let us have our cake and eat it too, but it's impossible to tell right now because all we're being shown are early prototypes of skill trees absent any details. What's more frustrating is that the studio has actually finalised the design of the skill tree—there's something tangible that we could actually see now. But instead we get to go to game design school. 

Fraser Brown
Online Editor

Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog.