Even if we go beyond the very extensive character creator, Dragon Age: The Veil Guard encompasses a whole range of ways to portray a gender diverse character, especially when it comes to dialogue choices. It’s a seamless integration that adds a layer of robustness to the role-playing experience, and one that the developers were very keen to add.
“We know how much it means to players who want to choose these options to feel seen and to have that experience actually celebrate and reflect that joy they feel in their own authenticity,” game director Corinne Busche explained to Polygon.
While this is the first time you can create and roleplay an explicitly trans character in a Dragon Age game, it isn’t the first time a trans character has appeared in the franchise. Dragon Age: Inquisition had Krema mercenary in Iron Bull’s company who was also a trans man. It was quite revolutionary at the time, although looking back there were some dialogue options regarding Krem’s gender that could have been handled differently (there’s a option to ask him if he is a womanfor example).
But in the ten years since Inquisition, the conversation about gender identity and the representation of trans and non-binary individuals in the media has changed.
“The subject is complex, the language is complex and constantly evolving,” said Busche. “The way we view and describe gender identity as a society has evolved since previous versions of Dragon Age. I’m very proud of what Inquisition had done with Krem, and yet we might approach some elements of that a little differently today. Especially when we think about the ideas of disclosure, how that belongs to the individual, those deep moments of introspection where you can really explore: Who am I? What does this mean for me? What role does it play in my life?”
One of the first moments of The Veil Guard with Rook, the player character, in their private room unpacking some personal items and reflecting on various aspects of themselves, such as their class and faction. This also includes the opportunity for Rook, through an inner monologue, to comment on and establish their gender identity. It is a small interaction, but one that colors the character nicely. But the game goes further than that. Rook may also choose to discuss their gender with other characters, in scenes that range from giving advice to a companion figuring out their own identity to bringing up a potential romantic partner.
“My favorite moments on this topic are not just the moment of introspection and the moment when you can tell yourself that you are trans or non-binary,” Busche explains. “It’s actually those moments of revelation that happen later, where you meet another character that you feel comfortable revealing, or you start to develop a relationship with one of your companions and you want to reveal it.”
Ultimately, what the developers really wanted was to make the experience personal. Some players may want to play a trans or non-binary tower and not bother with the dialogue; others may want to openly discuss their gender identity with other characters. The most important thing is that there is a choice in this game.
“Disclosure is the property of the individual,” Busche said. “So you might decide that your character, your Rook, is transgender, and you don’t reveal that. That’s part of you. And when you do that, those moments are so recognizable and feel so personal. I actually love what it opens up for us in terms of the depth of storytelling. I will say I cried more than once.