Dragon Age: The Veilguard‘s Creative Director Talks Restoring the Lore

With Dragon Age: The Veilguard, which is out today, Bioware returns to its fantasy world for the first time in a decade. Much has changed in those 10 years, for Bioware, for games as a business and as a storytelling medium, and for the world at large. No matter how smoothly the Veilguard team handled the franchise’s return, it’d never be possible to just act like the last decade didn’t happen—to make a game that tries to seamlessly pick up right where Dragon Age: Inquisition (and its DLC) ended during Obama’s second term. Whatever Bioware released in 2024 would clearly be impacted by much that has happened during Dragon Age’s hiatus, and its creative team would be smart to acknowledge it. Thus Veilguard is set about 10 years after Inquisition, with a number of new characters teaming up with a few familiar faces to try and stop evils both old and new.
John Epler, Veilguard’s creative director, has seen Dragon Age from within since the start. He joined Bioware in 2007 as a QA tester before becoming a cinematic designer shortly after the release of the original Dragon Age game, Dragon Age: Origins, in 2009. After working on the next two Dragon Age games and their DLC, and then a short stint on Anthem, Epler moved into the Narrative Director role for Dragon Age. “I was the one cinematic person who always snuck their way into all the writing meetings because I love storytelling,” Epler tells Paste. “I love narrative, and they wanted me to be Narrative Director on the franchise.” When the Creative Director position opened up later on, Epler was primed for the role thanks to his experience across multiple aspects of game design.
‘They wanted someone who had a good relationship with the people on the team, who could work across disciplines, and who knew the story,” Epler explains. “You know, knew the franchise and its storytelling. Because I think for Dragon Age in particular, narrative is such a core part of the franchise’s identity. They wanted someone who could operate in that space, but also knew how to work with gameplay, work with design, work with art, and that was something that, with both QA and cinematics, I had learned to do. I think just a history of being always willing to do whatever was necessary and also having good relationships with most people on the team helped me out.”
As creative director on Veilguard, Epler worked with a team that fluctuated in size from a dozen to several dozen depending on which phase of development it was in. And given Epler’s history with cinematic design, that team worked closely with narrative to craft the kind of epic story Dragon Age and Bioware are known for. “Storytelling is huge, probably the biggest part of Dragon Age: The Veilguard,” Epler reminds us.
Paste recently talked to John Epler about Dragon Age: The Veilguard’s story, how it came together over the last several years, and how the last decade of game development and changes in popular culture have impacted Veilguard and how its team worked. Want to know how to bring back a long-dormant story-heavy series that meets regular players’ expectations without alienating newer, younger audiences who have maybe never played it before? Read on for Epler’s thoughts on the matter, lightly edited for clarity and concision.
Paste: When you’re bringing back a series after a decade, how do you decide what threads to pick back up on, which characters to use, which lore to focus on, etc.?
John Epler: It is going to sound very cliche, but it is true: It honestly comes as we build it. We knew a couple of core parts of the story. From the end of Trespasser, for good or for ill, we pretty much determined where we were going and what we were going to be doing. It was about the chase, the search for Solas. Solas had been very clear in his ambitions to end the world at the end of Trespasser. And, you know, at the end of the very final scene of Trespasser, we stabbed a knife, a dagger, into the map on Tevinter. So we kind of knew we wanted to go to Tevinter. We knew we wanted to chase Solas. Now that said, as the story started being constructed, and we discovered, okay, where else do we want to go, what characters make the most sense in this story, that kind of determines what lore threads we want to start pulling on. So without getting too much into spoilers, obviously, Scout Harding has a story that’s very focused on the dwarves and their history; Shery Chee started writing Harden’s ark, and realized, okay, this is actually something we’re going to want to dive into more deeply. Belarra’s story is very focused on the ancient elves, not just the gods, but who they were. So that became a lore thread we wanted to pull on.
As far as returning characters for us, it really does come down to who has the most to say about what’s going on in the world. Who is the most likely to be involved in this particular story. And I think, most importantly, this is something that we always talk about, is who has more to say in their story, whose story isn’t over. Because one of the things that I don’t necessarily want to do, I don’t want to bring back a character just so they show up and then disappear. That doesn’t necessarily do that character justice, but it also contributes to what you do see in some franchises, which is a sense of small world syndrome, where there’s literally 30 or 40 important people in this whole world, and they all somehow know each other.
But again, you know, you see Morrigan in the in the previews, and as we’re writing the stories like, well, of course, Morrigan, who is the daughter of Flemeth, who was at least an aspect of the goddess Mythal, one of the ancient elven gods, she probably has something to say or something to do in a story about the last two elven gods escaping. So, yeah, it comes down to who has something interesting to say, who has something more to say in their story, and who do we feel makes the most sense for where we’re going and what we’re doing.
Paste: Sticking to the long gap between the last two games, what are the challenges in trying to make a satisfying continuation of that story without making it impenetrable for new players who maybe weren’t old enough to have really played Dragon Age in the past?
John Epler: Well, I think it was funny because, on the one hand, yeah, the challenge is, you’re trying to tell another chapter of a story that’s been dormant for at this point nearly a decade. But it’s funny because I do think that actually ends up working to our benefit. For the second question, we cannot assume anything about what players remember. Because even people who were playing Origins, were playing Inquisition, all the DLC, they may not have done so for quite some time. And obviously some players are going to like—I mean, I see it all on social media, people doing their final Inquisition playthrough before Veilguard, which is great, but you have to assume that people don’t remember everything that happened. You have to re-onboard them back to the world, back to the lore, and you’re also bringing in new players.