Dragon Age Legends was a 2011 freemium Flash game developed by EA2D and published by Electronic Arts (EA) for Facebook and Google+.
By June 18, 2012, the servers for Legends were decommissioned by EA, although an altered version of the game was made available as a free download for offline play.
[2] Other gameplay features in Legends included a store where items were purchased or sold, and written codex entries which provided exposition on series lore.
[3] Players also managed a base of operations named Kaiten Castle, where additional rooms such as a worker's quarters or an apothecary for the crafting of options could be built or upgraded.
[4] It was promoted as "companion gaming", or a social glue for friends to "quest, loot, share rewards and grow a kingdom", with a major incentive being the opportunity to unlocking additional content in Dragon Age II by playing Legends.
[1] It followed another aspect of the backstory of Viscount Ravi, and how he recovered two pieces of equipment from the mythical demon hunter Evra during his youth when he used to be a formidable warrior.
[12] In May 2012 EA announced that the servers for Legends would be turned off by June 18, 2012, with its in-game store shut down a month before the intended end of service, citing insufficient revenue generated by the game to sustain itself.
[14] A further announcement by the developers on the official blog of Dragon Age Legends indicated that the game would be released as a free download for players who wish to continue playing.
[1] Conversely, Alec Meer from Rock, Paper, Shotgun was highly critical of Legends, and called it a "modern reworking of the old coin-op side-scrolling beat 'em/shoot 'em ups" which shamelessly made money off customers who are fans of the Dragon Age series.
Meer opined that the entirety of Legends was essentially an advertisement one needs to pay to keep watching, and questioned whether "compulsion is the same as legitimately being entertained".
[7] Levy noted that Legends failed to retain the majority of its "huge early audience" as loyal players, and identified the game's premature launch as a result of the development team's strict adherence to the marketed release date as the main issue, as it was not in a state to support the momentum generated by its promotional efforts.