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Dragon Age: Origins - Morrigan holds up her hands in exasperation
Gaming Gear

Former Dragon Age producer Mark Darrah agrees that Mages were the most ‘complete’ class in Origins, says it came from D&D rules and the fact that Warriors and Rogues weren’t allowed to ‘violate physics’ yet

by admin August 24, 2025



In response to a viewer question in a 200k subscriber Q&A for his YouTube channel, former BioWare producer Mark Darrah explained why Mages in Dragon Age: Origins were so feature rich or “complete” when compared to Rogues and Warriors.

“I would say it’s more because the design space that Dragon Age: Origins was being built into was heavily influenced by second edition D&D,” said Darrah. Advanced Dungeons & Dragons, or AD&D, formed the basis of the mini RPG golden age of Infinity Engine games started by Baldur’s Gate.

Famously, at the time of its release, Dragon Age was BioWare returning to its roots to make a more tactical, complex RPG like the Forgotten Realms-based duology that put it on the map.


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“The reality is: [Fighters] and Rogues, they were thinner classes. They were simpler classes,” Darrah explained. “And the Mage was the stronger, more fully implemented, more fully considered class. Much more complicated, in terms of spells and such.”

This was something I struggled with coming to Baldur’s Gate after later RPGs like Neverwinter Nights: Feats weren’t really a thing until third edition D&D, cribbing off Fallout’s notes with perks.

Why Mages Shine in Dragon Age Origins #shorts – YouTube

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Fighters and related combat classes in the OG Baldur’s Gates are mostly there to auto attack enemies, the Battlemaster maneuvers and whirlwind attacks of later games just a twinkle in some designer’s eye.

Mages, meanwhile, could summon demons, draw on a host of direct damage and crowd control effects, and even engage with an interactive Wish spell with ironic punishments for poorly worded wishes due to a low Wisdom score. You can see Baldur’s Gate 2’s Throne of Bhaal expansion try to ameliorate this with the addition of “High Level Abilities”—basically feats by another name.

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I’ve always been partial to Rogues in Origins, but you can see who got the most love of the trio: Warriors and Rogues share archery and dual weapon ability trees, with some special dirty tricks and the requisite sneak attacks for Rogues, while Warriors get exclusive access to two-handers and the sword and board setup. Just like in Baldur’s Gate, Mages have a smorgasbord of game-changing spell effects.

But there’s one more factor Darrah points to as well: Origins’ relative realism compared to later entries in the series. “Of all the Dragon Ages, Dragon Age: Origins is the most ‘grounded,'” said Darrah. “It’s the one that’s worrying the most about everything making perfect sense within the overall lore of the game.”

“So Warriors and Rogues in Origins basically don’t have talents or skills that violate physics, whereas, as we move into Dragon Age 2 and Inquisition and Veilguard, you get a lot more things that are not really possible for someone to physically do.”

This is something that always vexed me in Inquisition and Veilguard in particular: Why are Mages so persecuted if basically everyone has godlike magical abilities now? Assassins get flash step shadow clones, Reavers have fire blood dragon claws, Champions in Veilguard can do AoE fire magic spellsword stuff. Everybody’s a super hero.

It’s certainly fun and feels very cool to do wild Tempest elemental stuff in Inquisition or poison Duelist flurry attacks in Veilguard, but I found it contributed to this flattening effect on the class fantasies. Things might have been unbalanced in Origins, but it made Mages feel special in a fiction where they were supposed to be incredibly powerful.



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August 24, 2025 0 comments
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"With the waves of layoffs, the way that people are overworked, everyone agrees that there is a systemic problem"
Esports

With the waves of layoffs, the way that people are overworked, everyone agrees that there is a systemic problem

by admin August 21, 2025


Within the past few years, there has been a massive rise in unionisation within the video games industry. What was once conversation and wishful thinking has now been cemented into action.

There are now video game unions around the world. Some notable victories in recent memory come from the United States, where bargaining units have been formed at the likes of Raven Software, ZeniMax, and Blizzard. Meanwhile, in June, workers at Ubisoft Halifax in Canada voted to unionise.

In the United Kingdom, there are a few unions that represent those in the games industry, including branches at the creatives’ union BECTU and the performers’ union Equity. But probably the most prominent is the Game Workers branch of the Independent Workers of Great Britain (IWGB) union, formed back in December 2018.

At the last official count, the union was around 1,500 strong, and is seeing consistent growth in its membership each month.

So far, the organisation doesn’t have any big victories under its belt – there are no unionised workforces within the UK games industry at the time of writing. Despite this, there are conversations happening, and the dialogue about unionisation around the world has been becoming louder for a few different reasons.

Crunch talks

“About six or seven years ago was around when we started to see a lot of conversations about the realities of crunch in the industry and the effect that was having on people,” explains Spring McParlinJones, chair of the IWGB Game Workers Union.

“Combined with the fact that, as a wider society, we had the cultural moments of Jeremy Corbyn’s 2017 election campaign and Bernie Sanders in America, we saw a wider discussion of leftist politics in society. That really set the stage for a serious discussion of unionising the games industry for the first time in its existence.”

“The industry as it is structured at the moment is not sustainable”

Spring McParlinJones, IWGB Game Workers Union

IWGB Game Workers Union secretary John Paul Donnelly adds: “The more game workers grow as a community and interact with each other, the more they share more about their conditions and things. We slowly break down those very isolated groups.”

The conversation about crunch and working conditions within the games industry certainly got the ball rolling in terms of unionisation. But the relentless waves of layoffs, studio closures, and project cancellations we have seen within the past few years have given the movement some real momentum.

“You can ask anyone in the industry, and they will agree that the industry as it is structured at the moment is not sustainable,” McParlinJones says. “With the waves of layoffs, the way that people are overworked, everyone agrees that there is a systemic problem. And no one seems to have a solution.

Spring McParlinJones

“I think everyone agrees that it seems like a lot of wealth is moving up towards the executives and shareholders; even people who aren’t very sympathetic to the idea of unionising probably agree with that point initially.

“The case for unionisation is that if we want this to change, we have to change it ourselves. We have to force the executives’ hands to provide fairer treatment and give workers a say in how the companies that we work for are run and the games that we make are made.

“Realistically, for the workers to have leverage in that discussion, we have to come together and engage in collective action. History has shown that the best way to do that is through unionisation.”

What’s the hold up?

Given the current state of the games industry, the argument for unionisation does make a lot of sense – which begs the question why there aren’t bargaining units left and right within the space. What’s stopping workers in the UK games industry from uniting?

“That’s the million-dollar question,” McParlinJones says. “There’s an undercurrent of individualism that kind of runs through a lot of the tech industry. It’s very difficult to convince someone to join a collective union or join a group fighting for better treatment collectively when they’re so convinced that their big break is just around the corner.

“In addition to that, a lot of people don’t know that the union exists, or how we operate or what we’re doing. We’re trying to get the word out there a bit more that we exist, that we’re fighting for better treatment for work in the industry. So far, we are winning. We’ve been doing a lot of really good work so far. It’s just a matter of getting the word out.”

Unions find themselves fighting against the tide of decades of established anti-union neoliberalist thinking – but Donnelly says simple conversations are the key to convincing people.

John Paul Donnelly

“The main thing we do to begin the process would be just chatting,” Donnelly says. “We’re quite big advocates for the sense of community. One way of taking away that fear that unions are a bad thing is actually just sitting down with the person next to you – someone that understands what you might have gone through day-to-day – and just asking them if they want to come along to an event and hear what we have to say and get to know each other.

“That’s most of the battle, once you realise that these guys are my team members. That’s probably most of the way there.”

At the moment, IWGB’s games arm is helping out workers at studios across the UK. This includes staff affected by layoffs, but also other work-related disputes.

“There’s a situation that has come up where people have been affected by forced return-to-office orders and they physically cannot go into the office because they’ve relocated or they were assured when they were hired that that would never happen,” McParlinJones explains.

“We’re ensuring they are being treated fairly and they are not being forced to do something that’s unrealistic for them. There are a lot of things happening at the moment and a lot of different studios that we are helping out, both in big and small ways.”

Anti-union sentiment

Despite the benefits that a union offers, there are detractors. Certainly, in the UK media, we have seen hostile coverage of striking workforces in recent years, be they rail workers or doctors and nurses.

“We’ve seen a sort of dehumanisation of workers,” McParlinJones says. “And the average person finds it much easier to relate to the person whose day has been interrupted by rail strikes than the rail workers who are striking.

“Part of that is because most people aren’t in unions these days. They don’t know what striking workers are asking for, but they know how it feels like having a late train, and they fall back on that.

“A lot of people have this bias against unions, but it’s something that dissolves very quickly. It’s very easy to sit someone down and have a conversation with them about what the doctors or the rail workers are actually asking for and explaining why they are doing what they are doing.

“Once people know the realities of what the workers are asking for and the fact that, at the end of the day, those workers have a lot in common with them, it’s an easy myth to dispel.”

Donnelly thinks that starting conversations is the key | Image credit: IWGB Game Workers Union

The traditional narrative when it comes to unions and unionised workforces is that they are outwardly hostile to employers. This isn’t the approach that the IWGB Game Workers Union wants to take, not least because it believes everyone is working towards the same goal.

“The classic old-school union thinking is that [employers] are the enemy in a weird way; we don’t approach them like that,” McParlinJones says. “The way I think about it is that we all want the same thing: we all want these companies to succeed. We all want better pay and for games to do well.

“Anti-union bias still exists, and a lot of the management teams we have encountered are very unsure about unions. They are very anxious about what a unionised workplace might look like.

“The wins we’ve managed so far have shown that when a workplace unionises, it helps everyone. It leads to a better work environment for everyone involved. That’s my view at least.”

Unsustainable losses

One indication that there needs to be a better and fairer accord between labour and capital is the churn the games industry sees. The waves of layoffs in recent years are disruptive and hugely damaging to those involved – but they are also actively harmful to the industry as a whole.

“Obviously, [the layoffs] just are not sustainable,” McParlinJones explains.

“We’re seeing people leaving the industry at an incredibly alarming rate. When I joined the games industry, something that really shocked me was that people are really young here – the reason that’s the case is that people leave this industry at a very alarming rate.

“We’re seeing so much talent leaving the industry because of these layoffs, because of the difficulty people face searching for jobs and how few roles are available.”

“Games is a very passion-driven industry, which has been exploited to make profit”

John Paul Donnelly, IWGB Game Workers Union

While the IWGB Game Workers Union hasn’t had a landmark victory just yet, the union is pushing for greater representation of workers. One such push was against the newly formed UK Video Games Council, which the organisation felt did not accurately represent the entirety of the UK industry.

“Our first assessment was that this is all execs and people who are predominantly based in London and the South East,” McParlinJones explains. “We’re also trying to push for more representation of workers and people from different backgrounds in spaces like that and ensuring more people are being heard when we talk about the industry.”

Despite the dark days the games industry is enduring at the moment, the IWGB Game Workers Union is optimistic about the future of the union.

“I feel really positively about it,” Donnelly says. “People are educating themselves about their position as employees and they’re not willing to accept the gutting of the industry. Games is a very passion-driven industry, which has been exploited to make profit. We may have reached the point where the passion takes over and people will fight.

“More and more you hear more people standing up, and even if they’re not informed about unions, they will be critical of the state of the industry.”

In short, he sees that things are changing. “The next few years are going to be pretty massive for IWGB Game Workers Union,” he concludes.



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August 21, 2025 0 comments
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Esports

Luka Modric agrees to sign for AC Milan after Club World Cup

by admin June 25, 2025



Jun 25, 2025, 04:45 AM ET

Luka Modric has verbally agreed to sign for AC Milan, the Serie A club’s sporting director, Igli Tare has said.

“I spoke to him in person and saw a guy who is really eager to be competitive. His arrival is crucial for a group that needs players like him, leadership,” Tare told Gazzetta dello Sport.

“The first question Luka asked me was: ‘Will we be a team built to win the championship? He has won six Champions Leagues and wants to be a star player from the start.

“He is important for what he will convey in terms of mentality, leadership and professionalism. The fact that he is an AC Milan fan makes this story even more exciting, and it would be great for him to have a stellar season as at the end of the season is the World Cup,” he added.

Modric came on in Real Madrid’s Club World Cup win against Pachuca on Sunday. Alex Livesey – FIFA/FIFA via Getty Images

Personal terms have been agreed between Modric and Milan, sources have told ESPN. The two parties shook hands in early June, just before the Club World Cup began, and Modric will sign as soon once the tournament in the United States is over.

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Modric will sign a one-year contract, sources have told ESPN, with an option to extend for another year, at a net salary of around €3.5 million ($4m) per season, with bonuses.

Modric, who will turn 40 in September, is fully fit and wants to reach the World Cup in the U.S next summer with regular playing time behind him as he leaves Real Madrid after a glittering 13 years where he won 28 major trophies.

Milan have also agreed personal terms with Bayer Leverkusen midfielder Granit Xhaka, sources have told ESPN, although an agreement over a transfer fee is yet to be made.



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June 25, 2025 0 comments
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Sources - Rockets' Adams agrees to 3-year, $39M extension
Esports

Sources – Rockets’ Adams agrees to 3-year, $39M extension

by admin June 15, 2025


Houston Rockets center Steven Adams has agreed to a three-year, $39 million contract extension to stay with the franchise, sources told ESPN on Saturday.

Rockets officials and Adams’ agents at Wasserman negotiated the new, fully guaranteed contract through 2028, sources said.

Adams, who turns 32 next month, was slated to become an unrestricted free agent this summer. He was a significant priority for the Rockets after playing a key rotation and leadership role in Houston’s first playoff run since 2020. Adams expressed a desire to stay with the Rockets long term, and Houston’s front office matched the enthusiasm to reach an agreement Saturday.

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The deal takes one of the top centers off the free agency market.

Adams had until June 30 to sign an extension with the Rockets. Houston now has until June 29 to make a decision on guard Fred VanVleet’s $44.9 million team option, and there is mutual interest on a reunion, sources said.

After missing all of 2023-24 due to knee surgery, Adams appeared in 58 games this season and averaged 22.1 minutes per game in the playoffs. He was a crucial part of the zone defense that flummoxed the Warriors at times in their first-round series; the Rockets were plus-44 with Adams on the court against Golden State and minus-44 with him off.

A veteran of 11 NBA seasons, Adams is a prolific offensive rebounder who led the NBA in offensive rebounding percentage and helped the Rockets become the top team on the offensive glass this season.



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June 15, 2025 0 comments
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Crypto Trends

Former NBA Star Shaquille O’Neal Agrees to Pay $1.8M to Settle FTX Suit

by admin June 14, 2025



In brief

  • O’Neal will pay $1.8 million to settle a lawsuit tied to promoting FTX.
  • Plaintiffs alleged he helped market unregistered securities.
  • The deal includes broad legal immunity and covers legal costs.

Shaquille O’Neal has agreed to pay out $1.8 million in a class action lawsuit alleging he helped promote the collapsed crypto exchange FTX.

The retired NBA star initially settled the case in principle in April without admitting wrongdoing in a Florida federal court. Shortly after, several other cases against FTX-linked celebrities saw their claims narrowed, although investors were permitted to re-plead their claims. 

The latest deal, if approved by the court, would officially end the class action and cover legal fees, administrative costs, and compensation to investors who deposited money or held FTX’s token, FTT, between May 2019 and late 2022.

It also grants O’Neal a sweeping release from future liability and bars him from seeking repayment from the FTX bankruptcy estate.

Lawyers for O’Neal told CNBC they were “pleased to have this matter behind us.”

The class action stems from claims that O’Neal “actively participated” in promoting FTX’s offer and sale of unregistered securities. He once appeared in a now-infamous commercial declaring he was “all in” on the platform, despite later stating he didn’t fully understand crypto.

Feet to the fire

The lawsuit was part of a broader legal effort to hold celebrities accountable for endorsing FTX before its collapse in late 2022. 

Plaintiffs allege that figures like O’Neal helped portray FTX as trustworthy and legitimate, encouraging adoption of a platform that ultimately failed, leaving billions in customer assets missing.

Other celebrities named in similar suits include NFL stars Tom Brady and Trevor Lawrence, tennis champion Naomi Osaka and Shark Tank investor Kevin O’Leary. Some, including Lawrence and YouTubers Tom Nash and Kevin Paffrath, have already reached undisclosed settlements.

O’Neal previously faced scrutiny for dodging legal service in the FTX case, with attorneys from the Moskowitz Law Firm reportedly staking out the TNT studios in Atlanta to deliver the complaint.



Court documents show O’Neal was paid roughly $750,000 for his promotional work with FTX.

This isn’t O’Neal’s only crypto-related legal issue. In 2024, he agreed to an $11 million settlement over his promotion of the Astrals NFT project, which plaintiffs claimed he abandoned after promoting it.

FTX, once valued in the tens of billions, collapsed in 2022 amid allegations of fraud and mismanagement by founder Sam Bankman-Fried. 

The company’s bankruptcy filings revealed massive spending on marketing deals, including a $135 million naming rights agreement for the Miami Heat’s arena and over $6 million on a 30-second Super Bowl ad.

Bankman-Fried was sentenced to 25 years in prison in March 2024. 

Edited by Sebastian Sinclair

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June 14, 2025 0 comments
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Crypto Trends

SEC Agrees to Drop Lawsuit Against Binance and Founder CZ: Court Filing

by admin May 29, 2025



In brief

  • The SEC filed to dismiss its 2023 lawsuit against Binance, its founder, and sister company.
  • The regulator alleged at the time that the exchange sold unregistered securities, among other violations.
  • Under President Trump, the SEC has scrapped a number of high-profile crypto lawsuits.

The Securities and Exchange Commission on Thursday filed to have its long-running lawsuit against crypto exchange Binance and its founder dropped, a court filing shows.

Wall Street’s biggest regulator in 2023 alleged that Binance, its boss Changpeng “CZ” Zhao, and U.S.-based sister company Binance.US offered the sale of unregistered securities, failed to block U.S. users from accessing the main exchange, and commingled customer funds through a “web of deceit.”

The SEC’s chair at the time, Gary Gensler, alleged in the original lawsuit that Binance “attempted to evade U.S. securities laws by announcing sham controls that they disregarded behind the scenes” in a bid to keep big American investors using the platform.



Binance’s CCO at the time was alleged in the lawsuit to have told another Binance compliance officer in December 2018: “We are operating as a fking [sic] unlicensed securities exchange in the USA bro.”

But the lawsuit is the latest under the aggressively pro-crypto Trump administration to be scrapped.

Under the President Biden-appointed Gensler, the regulator went hard after the crypto industry from 2021-2024. The SEC’s main gripe with crypto companies was that they were allegedly selling unregistered securities in the form of digital tokens.

During Gensler’s reign, the SEC sued Binance, Kraken, Coinbase, and many other companies in the space.

But since President Trump returned to office, the regulator has adopted a softer approach to the industry, dropping a number of high-profile lawsuits and probes.

President Trump campaigned on a ticket to help the crypto industry and received backing from tech and digital asset business bigwigs—including companies sued by the SEC.

“We are pleased that the SEC fully dismissed its charges against Binance.US, confirming what we have always known—that the company did not violate U.S. securities laws,” Binance.US said in a statement shared with Decrypt. “Today’s news is a major milestone for our company, as putting this matter to rest allows us to focus entirely on growing our business and work on restoring our relationships that were impacted by the SEC.”

Editor’s note: This story was updated after publication with additional details and comment from Binance.US.

Edited by Andrew Hayward

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