Dragon Age: Dreadwolf’s RPG progression system will be just as experimental as past games

What you need to know

  • BioWare published a new blog with information about Dragon Age: Dreadwolf’s RPG progression and skill tree system development. 
  • Previous Dragon Age games have all featured experimental and unique skill tree systems and the same will be the case for Dreadwolf. 
  • The game is expected to release by sometime in 2024 or later.

Today, BioWare published a community update via its blog (opens in new tab) that explains how the Dragon Age: Dreadwolf design team comes up with its skill tree systems, refines them, and then implements them. This video game series has always offered unique and experimental RPG progression systems from one game to the next and according to the post, the same will be true for Dreadwolf. 

As stated in the blog, Dreadwolf’s design team understands the importance of skill trees and the custom player progression they provide. “A key belief on the team is that when a player invests a skill point, it should have a clear, tangible effect on the game, such as an ability or impactful perk.” But the designers also understand that there’s a delicate balance between providing plenty of options and overwhelming the player. 

As Dreadwolf UX Designer, Bruno Porrio states, “it was very important to us that the fantasy of playing a certain class and the customization options would come across clearly and at a glance without overwhelming the player. It was key to our team to take something that is usually complex and make it accessible and simple to read.” But in order for the design team to make sure that their systems work as intended a lot of work and refinement must be put in.

(Image credit: BioWare)

To start things off, the System Designers come up with what they want the skill tree and progression systems to feel like. They also point out aspects that they do not want the systems to have. Once a clear idea is put together, it’s time to start building. This involves System Designers creating a framework with input from UX Designers. As System Designer, Luke Barrett anecdotally shares, he built an early prototype for these progression systems in Excel since, as he notes, “Designers aren’t programmers!”

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