Lige meget hvad man synes om Dragon Age: The Veilguard, så er det uomtvisteligt at spillet ikke formåede at ræsonnere med en bred nok skare af forbrugere til at blive den succes EA havde håbet.
Så hvordan kan det være? Det er svært at sige, men EA CEO Andrew Wilson har allerede en meget, meget konkret idé om hvorfor Veilguard ikke skaffede de tal han og resten af EA havde håbet. I et interview med PC Gamer fortæller Wilson, at Veilguard fejlede grunden manglende "shared-world features":
"In order to break beyond the core audience, games need to directly connect to the evolving demands of players who increasingly seek shared-world features and deeper engagement alongside high-quality narratives in this beloved category. Dragon Age had a high quality launch and was well-reviewed by critics and those who played; however, it did not resonate with a broad-enough audience in this highly competitive market."
EA's CFO, Stuart Canfield hoppede også ind for at sige følgende:
"Historically, blockbuster storytelling has been the primary way our industry has brought beloved IP to players. The game's financial performance highlights the evolving industry landscape and reinforces the importance of our actions to reallocate toward our most significant and highest potential opportunities."
Det lader altså til at de to ser det her som bevis for at traditionel historiefortælling i spil er et gammeldags format, som spillere verden over ikke ønsker. Altså udover i Kingdom Come: Deliverance II, Baldur's Gate III, Black Myth: Wukong og et hav af andre eksempler.