that she raise it alone. The Warden can accept Morrigan's offer (if male), convince Alistair/Loghain to take part instead, or refuse the proposal (which causes Morrigan to leave the party). The next day, the Warden and the newly assembled army gather in Denerim. They repel the Darkspawn horde and vanquish the Archdemon. If Morrigan's ritual was performed, the Warden slays the Archdemon. If not, they must decide whether they or Alistair/Loghain does so and perishes in the process. The remaining Darkspawn retreat from Denerim, marking the end of the Fifth Blight. The story ends with a ceremony attended by Ferelden citizens, where the Warden and their companions are honoured for saving the kingdom. An epilogue details the ramifications of the Warden's choices, including the future of Ferelden, any rumours, and the fates of his or her companions. Development Design Dragon Age: Origins was created by the Edmonton studio of BioWare, the developer of Neverwinter Nights and Jade Empire. Development of the game's first demo began in November 2002. It was officially revealed at E3 2004 as simply Dragon Age and was re-revealed as Dragon Age: Origins in July 2008, alongside a new trailer for the game. According to BioWare, they kept any information about the game hidden from the public, to further the game's design and technology. More than 180 people worked on the game, and full-scale production began three years after the game's initial development. The subtitle "Origins" was chosen to represent the six origins storyline, BioWare's return to PC role-playing games, and the beginning of a new franchise. Origins is a spiritual successor to Baldur's Gate and Neverwinter Nights, as an attempt to build a similar fantasy RPG without any licensing restrictions or issues. The similarities are mostly present in gameplay elements, such as real-time tactical combat; the game does not share the Dungeons and Dragons setting of the Baldur's Gate series and is instead set in a period where dragons are prevalent. While the game was initially built with the engine that powered Neverwinter Nights, the team switched to use the Eclipse Engine midway during the game's development. The shift in engine slowed down the game's development significantly. David Gaider, the lead writer for Origins, built the game's world first before writing the plot. The team chose a "fantasy" setting because Dan Tudge, the game's director, thought that BioWare was at its best in the fantasy genre.