Some Bluesky posts by David Gaider:
David Gaider: "So prepare yourself for another series of threads (easy to ignore that way, if you're not so inclined) where I discuss the journey - from leaving BioWare and then Beamdog, to doing what seemed impossible and starting the studio, to now!" [x]
DG: "The Road to Summerfall - Part 2 I guess the best place to start is with leaving BioWare. Right off the bat, I'll say I enjoyed working there - a lot. Until I didn't. I started in 1999 with BG2 and ended in 2016, 2 years after shipping DAI and after spending a year on the game which became Anthem." [x]
Rest of post is under a cut due to length.
"Things at Bio felt like they were at their height when the Doctors (Ray & Greg, the founders) were still there. We made RPG's, full stop. We made them well. Sure, there were some shitty parts... some which I didn't realize HOW shitty they were until after I left, but I'd never worked anywhere else." [x] "To me, things like the bone-numbing crunch and the mis-management were simply how things were done. I was insulated from a lot of it, too, I think. On the DA team, I had my writers (and we were a crack unit) and I had managers who supported and empowered me. Or indulged me. I'm not sure which, tbh." [x] "It's funny that Mike Laidlaw becoming Creative Director was one of the best working experiences I had there, as initially it was one of the Shitty Things. You see, when Brent Knowles left in 2009, I felt like I was ready to replace him. This was kinda MY project, after all, and who else was there?" [x]
"Well, it turned out this coincided with the Jade Empire 2 team being shut down, and their staff was being shuffled to the other teams. Mike had already been tapped to replace Brent... Mike, a writer. Who I'd helped train. There wasn't even a conversation. When I complained, the reaction? Surprise." [x] "It was the first indication that Bio's upper management just didn't think of me in That Way. That Lead Writer was as far as I was ever getting in that company, and there was a way of Doing Things which involved buddy politics that... I guess I just never quite keyed into. I was bitter, I admit it." [x] "But, like I said, this turned out well. Mike WAS the right pick, damn it. He had charisma and drive, and he even won me over. We worked together well, and I think DA benefited for it. I think I'd still be at Bio, or have stayed a lot longer, but then I made my first big mistake: leaving Dragon Age." [x]
"See, we'd finished DAI in 2014 and I was beginning to feel the burn out coming on. DAI had been a grueling project, and I really felt like there was only so long I could keep writing stories about demons and elves and mages before it started to become rote for me and thus a detriment to the project." [x] "Plus, for the first time I had in Trick Weekes someone with the experience and willingness they could replace me. So I told Mike I thought it was time I moved onto something else... and he sadly let me go. So, for a time, the question became which of the other two BioWare teams I'd move onto." [x] "Both needed a Lead Writer. Mass Effect Andromeda was just gearing up, and while I liked everyone out in Montreal I didn't really want to move. So I joined the new project that the former Mass Effect team in Edmonton was cooking up - the one that became Anthem but, at the time, was code-named Dylan." [x]
"That was a mistake. You see, the thing you need to know about BioWare is that for a long time it was basically two teams under one roof: the Dragon Age team and the Mass Effect team. Run differently, very different cultures, may as well have been two separate studios. And they didn't get along." [x] "The company was aware of the friction and attempts to fix it had been ongoing for years, mainly by shuffling staff between the teams more often. Yet this didn't really solve things, and I had no idea until I got to the Dylan team. The team didn't want me there. At all." [x] "Worse, until this point Dylan had been concepted as kind of a "beer & cigarettes" hard sci-fi setting (a la Aliens), and I'd been given instructions to turn it into something more science fantasy (a la Star Wars). Yet I don't think anyone told the team this. So they thought this change was MY doing." [x]
"I kept getting feedback about how it was "too Dragon Age" and how everything I wrote or planned was "too Dragon Age"... the implication being that *anything* like Dragon Age was bad. And yet this was a team where I was required to accept and act on all feedback, so I ended up iterating CONSTANTLY." [x] "I won't go into detail about the problems except to say it became clear this was a team that didn't want to make an RPG. Were very anti-RPG, in fact. Yet they wanted me to wave my magic writing wand and create a BioWare quality story without giving me any of the tools I'd need to actually do that." [x] "I saw the writing on the wall. This wasn't going to work. So I called up my boss and said that I'd stick it out and try my best, but only if there was SOMETHING waiting on the other side, where I could have more say as Creative Director. I wanted to move up. I was turned down flat, no hesitation." [x]
"That... said a lot. Even more when I was told that, while I could leave the company if I wanted to, I wouldn't have any success outside of BioWare. But in blunter words. So I quit." [x] "Was it easy? Hell no. I thought I'd end up buried under a cornerstone at Bio, honestly. I LIKE security. Sure, I'd dreamed of maybe starting my own studio, but that was a scary idea and I'd never pursued it. I had no idea where I was going to go or what I was going to do, but I wanted OUT." [x] "Which led to me at home after my last day, literally having a nervous breakdown, wondering what kind of idiot gives up a "good job". How was a writer, of all things, with no real interest in business supposed to start his own studio? It felt apocalyptic. Within a year, however, I was on my way." [x]
[original thread, following thread]
Follow-up Q&A Bluesky posts:
User: "Were David Gaider still at Bioware, I am certain you would have showed us exactly how Mythal was transferred to Morrigan. You would have paid off on all those years of growth since DAO" David Gaider: "You can be certain I would have *wanted* to, for sure. Whether I'd have been able to is something not even I can be certain of. During my time at BioWare, I had to settle for less-than-ideal results lots of times - that's just how it goes, when it comes to making games." [x]
User: "jesus fuck that is a revolting way to treat any employee" DG: "The thing that got to me most was the apparent assumption that I needed "success". That this was the most important thing to me, to work on projects that sold millions of copies. I like that, sure, who wouldn't? But he obviously didn't know me at all." [x]
User: "Could you elaborate on the anti-RPG sentiment? Was it like the team didn't want narrative choices or game mechanics that affected dialogue? Did they even want dialogue choices?" DG: "There has always been an element within Bio that quietly resented the idea we could never quite get away from being a studio that "just" made RPG's and that our writing was more celebrated than our action. So, yes: more action, less story, less cinematics, and less dialogue all around." [x]
User: "I mean, that's the team (Ship of Theseus!) that made ME2, right? ME2, which was like ME1 if you added more loyalty quests, more romance options, and made the good ending more dependent on doing the loyalty quests?" DG: "When I say an "element within BioWare", I don't mean the entire team... we're talking about a group of devs, many of which worked on ME2 yes, who gained traction because their views likely aligned with what EA also wanted. Speculation on my part, largely, because I wasn't on that team until Dylan." [x]
User: "Gods that is some really shitty corporate culture to say 'You'll ammount to nothing outside of Bioware!'." DG: "From some perspectives, I haven't. I make indie games that sell thousands of copies, and from a triple-A perspective that's... basically nothing. But I'm happy, I enjoy what I'm doing, and I feel creatively fulfilled. Not everyone thinks those things equate with success, though." [x]
User: "Hold up. Jade Empire was gonna get a sequel? How did that not happen?" DG: "The team worked on it for quite a while. First it was Jade Empire 2, and then they rebooted it as a different game altogether which was kind of "modern Jade Empire but minus anything Asian"... and then they cancelled it. Happens a lot to projects as they spin up." [x]
User: "What do you think began the conflict between the Dragon Age and Mass Effect team?" DG: "I honestly have no idea. Competition for resources, I suppose? One team's plans were always being cut short because the other team suddenly needed all their team members for an upcoming release." [x] User: "That makes sense. I can't imagine how it must feel to have your project side lined or reduced because of another team. Do you think the ME team were more entitled because they perceived their franchise as having a bigger cultural impact?" DG: "I never got that sense, though I was never in the meetings where these things were hashed out. They tended to always get what they needed, however, because EA always expected that each ME game had way more *potential* for huge sales than DA did." [x]
User: "Wow.... this makes so much awful, shifty sense. It has seemed to me, from the outside, that there has been a preference for ME over DA. The launch of DATV and the residual layoffs seemed more of a hit job from inside than just a troll problem." DG: "While I was at BioWare, EA *always* preferred Mass Effect, straight up Their Marketing team liked it more. It was modern. It had action. They never quite knew what to do with DA, and whenever DA outperformed ME, ME got the excuses. If you ask me, it was always just shy of the axe since DA Origins." [x] User: "Can I ask a follow-up question ? Is them not knowing what to do with DA the reason why every DA game was different ? While I love all the games I've always wondered where that originated from" DG: "Maybe in part? I'd say the biggest reason was that, while I was there, the BioWare teams were bad at overreaction. They'd take the feedback/criticism to heart - both our own and the fans' - and generally fixed that but also overcorrected. And then there was EA's influence on top of that, yes." [x]
User: "Is that why DA games never got a remaster/remake?" DG: "There's a lot more that goes into such a question, I'd say, though I honestly have no idea. I can't imagine it helped." [x] User: "Do you feel EA will perhaps sell off DA to another developer like Larian (Baulders Gate) or Playground (Fable)? Considering the reception of Inquisition and Veilguard?" DG: "I suppose anything is possible, but to me it seems unlikely if EA thinks there's any chance they might just sit on the IP until they can reboot it later on." [x]
User: "I've always gotten that vibe from the games department, yet I also saw Dragon Age getting a LOT more attention than Mass Effect when it came to the peripheral material like books, comics, lore books, etc. Do you know why?" DG: "I don’t think that was ever true? ME was so much easier with logo branding, and the N7 hoodie was ACE. 😅" [x]
User: "Was there ever any pressure put on the DA team to move away from RPGs?" DG: "Not initially. Initially Ray & Greg said they were fine with having two different styles of RPGs. After they left, there was pressure to emulate ME more and more because, again, it was the “future”." [x]
User: "May I ask for timeframe? Did you work on Joplin at all, or did you move before it even entered planning stage?" DG: "Joplin wasn’t really being worked on while I was still there. The DA team was finishing the last of the DAI DLCs." [x]
User: "i don't think it was just EA, was it? i recall several instances of ray muzyka praising mass effect in interviews or open letters but i don't recall once him doing it for dragon age." DG: "I can’t say. Ray was a big fantasy fan, so I doubt it." [x]
DG: "In terms of the remasters, I suspect the major difference between the two wasn’t favouritism but rather the engine. All three ME games were made in Unreal." [x]
User: "If you stayed, would you be able to persuade BioWare/EA to push DA4 on the success of DAI or would it be cancelled/delayed like Veilguard did?" DG: "I was a sub-lead, not even a senior lead. I would have had as much influence as I did when I was there, which is to say very little." [x]
User: "Anytime I see ex-BioWare people talk about Anthem, I can’t help but wonder if that game should have been axed early on - it never felt much like a BioWare game, even in the marketing. Or would you say that the game itself could have been fine, but it was the management of the IP that was the issue?" DG: "The initial version I worked on still had some RPG in it, but you could see where the winds were blowing. I think the team leads just convinced themselves it was good and would all work out somehow. Through “BioWare magic”, I guess." [x]
User: "Every time I hear about this or see it, it always sounds like the ME team were just a-holes. No great way but to say it bluntly. Nothing to be done." DG: "I wouldn’t say that. Most of them were lovely. We were always competing for very finite resources, however." [x]
[original thread, following thread]















