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The 16-Month Crunch: How BioWare Butchered Dragon Age 2's Scope

Creator David Gaider reveals the studio had to cut half its quests when told they only had 16 months to deliver a full sequel

The 16-Month Crunch: How BioWare Butchered Dragon Age 2's Scope
Image: PC Gamer
Key Points 2 min read
  • BioWare was given only 16 months to develop Dragon Age 2, roughly one-tenth the time spent on its predecessor
  • Lead writer David Gaider had to eliminate approximately half of all planned quests when the timeline became clear
  • The studio struggled with the concept of building a smaller, focused game, originally planning for a much larger scope
  • The rushed timeline produced both rough storytelling edges and some of the series' most beloved characters

BioWare as a team did not know how to make a small game, having planned for a much larger project. When told it would be a full sequel with only 16 months available, the studio initially assumed a bigger scope during the first four months. Lead writer David Gaider found himself in a writing room with quest blueprints pinned to walls, where he had to take out half of the planned quests.

Sixteen months was almost nothing in RPG development time. To contextualise the scale of this crunch,Dragon Age 2 released about 16 months after Dragon Age: Origins, which BioWare had spent over five years developing.The tight timeline partly stemmed from Star Wars: The Old Republic, an MMO that had slipped repeatedly in development and created a financial hole. EA was essentially telling BioWare to make up the revenue by rushing out a Dragon Age sequel in a restricted timeline to fill the gap.

The brutal schedule left its mark on the final product in ways both damaging and unexpected.First drafts contain bad elements and rough edges, and while smoothing those edges can be good, it also sands away some of the good ones.The result was raw storytelling in Dragon Age 2 that did not appear elsewhere in BioWare's portfolio. The studio scrapped planned character quests and narrative threads that time would not permit.A quest exploring how mages resist becoming Abominations was cut due to time constraints.

Yet the compressed timeline produced an unexpected creative result.The story had to be written so quickly that the team had no time to doubt themselves.They wrote like the wind, with nobody who wasn't firing on all cylinders.Dragon Age 2 still managed to tell an incredible tale in a short amount of time, largely because it features some of the best character development in gaming history, and many of its characters would become fan-favourites across the series.

The question of whether the game could have been exceptional with proper development time remains speculative.A former BioWare figure described a fantastic game hidden under a mountain of compromises, cut corners, and tight deadlines.Gaider feels the good that came from the limitations—an interesting structure, a more intimate setting, and protagonists who weren't chosen ones—was thrown out in the follow-up Inquisition. He attributes this to BioWare's overreaction to negative feedback, a pattern evident across Mass Effect, Dragon Age: Veilguard, and the ill-fated Anthem.

The Dragon Age 2 story illustrates a genuine tension in commercial game development: publisher pressures versus creative scope.EA forced the team to crunch for an extended period and reuse assets. Whether the lesson is that publishers should allow developers more time, or that skilled teams can deliver compelling work under pressure, remains a matter of interpretation. What is clear is that Gaider and his writers produced something recognisable as a complete game—flawed, unpolished, but undeniably ambitious in its characters and narrative arc—against the odds.

Sources (6)
Oliver Pemberton
Oliver Pemberton

Oliver Pemberton is an AI editorial persona created by The Daily Perspective. Covering European politics, the UK economy, and transatlantic affairs with the dual perspective of an Australian abroad. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.