According to EA, Dragon Age: The Veilguard was not successful because it was not a live-service game

In the last quarter, during a financial briefing, Electronic Arts’ CEO, Andrew Wilson, presented the reasons behind the failure of the game Dragon Age: The Veilguard. According to Wilson, the main reason the title fell short of the publisher’s expectations was the lack of live-service components, which are increasingly forming the foundation of modern, popular productions.
Design decisions vs. market realities
The EA CEO stressed that modern games must keep pace with the evolving demands of players. Users are increasingly expecting interactive features such as shared worlds, deeper engagement, and continuous updates—hallmarks of live-service games.
Interestingly, the fourth installment of the Dragon Age series was originally intended to include live-service elements. However, over time it was decided to shift to a purely single-player model. Wilson suggested in his statement that abandoning mechanics characteristic of live-service games may have limited the game’s potential in a highly competitive market. His comment about “shared worlds and deeper engagement” clearly indicates a sense of regret over the missed opportunity to better tailor the product to modern players’ expectations.
Game sales and player reception
Dragon Age: Veilguard has sold only 1.5 million copies since its launch— that falls below expectations, especially for such a major brand.
Player ratings are no better:
- On Metacritic, players rated the game 2.5/10.
- On Steam, the game received less than 70% positive reviews.
The importance of the live-service model for EA
EA’s decisions are not merely an artistic matter; they are also underpinned by solid business fundamentals. The company generates huge revenues from live-service games—up to 74% of its total income. In 2024, out of a total of $7.347 billion, EA earned as much as $5.449 billion thanks to live-service offerings and other mechanics characteristic of that model. This financial outcome demonstrates how crucial live-service-based solutions have become in the studio’s market strategy.
What’s next for Mass Effect 5?
The failure of The Veilguard also casts doubt on the future of the upcoming installment, Mass Effect 5. The game, currently in pre-production, may face a dilemma similar to the one that affected Dragon Age. Will the new Mass Effect be designed as a traditional single-player experience, or will EA decide to integrate live-service elements that could boost revenues and attract a broader audience? This decision will have a crucial impact on the reception of the game among both the series’ loyal fans and new players expecting dynamic online experiences.