Summary

Thecomplexity of gamescan encompass various elements, including the title’s scope, amount of content, level of freedom, innovative gameplay mechanics,complexity of themes, writing, and relationships, and new features introduced to established series. When discussingBioWare, known primarily for its single-player, story-driven RPGs with recurring tropes, the studio also boasts unique and innovative titles that often redefine norms and expand on the core formula of an unknown hero rising to prominence, whether as a Jedi, Spectre, Inquisitor, or Grey Warden.

To determine themost complex BioWare games, certain criteria must be established. First, venturing into new genre territories is always a significant challenge and achievement for any studio. Second, the inclusion of newfeatures beyond traditional action-RPG mechanicsenhances complexity, such as mount or transport systems, innovative traversal mechanics, and even the integration of multiplayer modes. With that in mind, here are some of BioWare’s most complex and innovative games, focusing on their fresh and experimental features.

Highlights:

Dragon Age 2marked a turning point for the series, shifting away from the epic scope ofOriginsin favor of a lower-stakes, more personal narrative set within a single city over several years. While the game found its fans, many players longed for agrand, sweeping tale in theDragon Ageuniverse— a goal thatDragon Age: Inquisitionset out to achieve. From the outset,Inquisitionwas an ambitious project and the first BioWare game developed on the Frostbite engine, which introduced significant technical challenges throughout development.

Despite these hurdles,Dragon Age: Inquisitionlargely delivered on its promise, standing as the most ambitious and complex entry in the franchise. It emphasized player choice, deepened combat mechanics, and introduced vast, semi-open-world maps for exploration, comparable in scale toAndromeda’s planets. Though basic, the game also introduced a mount system for the first time, allowing for more convenient traversal of its expansive areas. Another standout feature was theepic, cinematic dragon encounters, where dragons dynamically shifted positions across large battlefields, creating more engaging and strategic fights.

Tasked with reinventing theMass Effectfranchise after the conclusion of Shepard’s trilogy, BioWare initially envisionedMass Effect: Andromedaas a far more innovative and complex title — one that would merge the studio’s handcrafted narrativewith a procedurally generated universeand explorable planets. However, after months of research and experimentation, the studio realized that this approach wouldn’t work and instead shifted focus to creating several vast, intricately detailed planets for players to explore.

The return of vehicle traversal via the Nomad was a welcome nod to the originalMass Effect, though this time, the physics and controls were far more refined. Another notableadvancement wasAndromeda’s fluid combat system, which introduced flexible class and skill combinations, along with a dynamic jetpack that enhanced the game’s fast-paced encounters. This allowed players to execute quick air dashes and hover midair to rain devastation on enemies below.

Powered by Frostbite, the game’s ambitious complexity and scope posed significant challenges for BioWare, ultimately leading to a troubled launch plagued by technical issues and the cancelation of the teasedQuarian ArkDLC.

Years later,Anthemremains a prime example of how short-sighted publisher decisions can be, which is especially relevant in light of the recentcancelation of the live-serviceGod of Wargame. Tasking an RPG-focused studio with developing a live-service action title always seemed like a questionable choice, and whileAnthemis often cited as a case study in failed live-service games, it still introduced several bright spots and innovative ideas.

One of the game’s standout features is its traversal system, with the Javelin exosuits' flying mechanics remaining unparalleled in gaming. Hopefully, some of the lessons learned will beapplied to Motive’s upcomingIron Mangame. Another unique addition was the first-person hub area, an unusual choice for a BioWare title. This approach made dialogues feel more immersive, deepening character interactions and enhancing the player’s connection to the world. Lastly,Anthem’s world itself was distinctive (not mentioning the abundance of loading screens), featuring impressive verticality, an unusual fragmented structure, and rich lore infused with unmistakable BioWare DNA.

WhileMass Effect 3wasn’t particularly complex in terms of gameplay or technical innovation, remaining firmly within typical sequel territory, it served as the grand conclusion to a massive trilogy, tasked with addressing and resolving numerous plot threads unique to each player’s journey. The sheer number of choices carried over from previous games was astounding, makingMass Effect 3one of the most notable RPGs in terms of narrative continuity. It offered a truly branching, personalized experience, where player decisions were meaningfully reflected in the story. Naturally, a conclusion of this scale wasbound to be controversial, and this was evident from players' reactions to the game’s ending.

Additionally,Mass Effect 3introduced cooperative PvE multiplayer to the series, which unexpectedly became a major success. With its robust class and weapon systems, diverse enemy factions, and varied maps, the multiplayer mode proved to be a long-lasting favorite among fans. It received several content updates and was later replicated inAndromedawith minimal changes.

Mass Effectwas a groundbreaking title and one of the most impressive RPGs of its time, setting a new standard for next-generation role-playing games. It also marked the beginning of one of BioWare’s most beloved and influential franchises. The game’s innovative approach to dialogue, featuring a cinematic flair and theintroduction of the now-iconic dialogue wheel, was unmatched at the time, standing far above its RPG competitors that relied on a more static “talking heads” approach. By seamlessly blending storytelling and player agency,Mass Effectblurred the line between video games and interactive movies.

Beyond its dialogue innovations,Mass Effectintroduced a host of complex features that were entirely new for both BioWare and its fans. The game’s vast (if somewhat empty) planets offered an authentic sense of space exploration, while traversal via the Mako M-35 rover provided an added layer of excitement and realism — somethingevenStarfieldcouldn’t deliver at launch. As an ultimate sci-fi RPG,Mass Effectinvited players into one of the most fascinating fictional universes ever created.

Star Wars: The Old Republicis a truly exceptional project,building on the rich legacy ofKnights of the Old Republic. Often overlooked by fans hoping for a full-fledged single-player sequel,The Old Republicstrikes a balance between MMO and story-driven RPG, emphasizing personalized narratives for each playable class. As a result, it effectively packs multiple unique and lengthy campaigns into one game.

The scope and complexity ofStar Wars: The Old Republicamong BioWare-developed games remains unmatched. It stands asone of the longest and most immersiveStar Warsgamesever made, featuring branching stories, memorable characters, additional plot arcs, vast explorable worlds, and a wealth of PvE and PvP activities. With over 13 years of updates and ongoing support,The Old Republicranks among the most successful and long-lasting MMOs, easily making it one of BioWare’s most ambitious and complex projects to date.