I’m so sorry.
I’m so sorry.
But the emerging truth from all of them, and your book, is that the basic structure of designing games is broken. People have this desire to build these awesome worlds for us to enjoy. And in too many cases that desire, and the joy that must come with it, is turning into this nightmarish scenario.
More content than Anthem and something I would actually pre-order.
Maybe one of the best pieces of gaming journalism that I’ve read in a long time. Frankly, BioWare’s response is a failure of public relations. They should absolutely have read the article and noted how fair it was to BioWare while also telling hard truths. Promise to be better and take steps to be better. I hope that…
So, they made the Milli Vanilli of games.
They do... with a canned response within minutes of the article dropping. This reeks of guilt.
Jason Schreier is the best thing to ever happen to Kotaku.
I worked in play-testing for a brief time last year on some major titles (can’t say which, sorry) and it’s distressing how much the higher-ups don’t listen to the people around them about major problems with their games. A major title I worked briefly on came out finally came out this quarter, and almost all the…
Jason, this article is absolutely fantastic. You probably won’t see this comment because I’m stuck in the grays, but I don’t think I’ve seen a bad article from you yet on Kotaku, and your deep dives into game development stories like this are 100% pure fried gold.
“Frostbite sucks” is becoming a common theme in every EA game. I wonder though how different things could have been if they took more from ME:A and Dragon Age instead of starting from scratch in regards to Frostbite.
This article makes me sad. It’s excellently written and I deeply enjoy, appreciate, and respect the work Kotaku and it’s staff do with their reporting in terms of depth and candor. I’m sad because it sounds like so much stress and unhappiness for so many people whom we’ve all shared enjoyment from at one time or…
Again Jason comes out swinging with a really strong investigative piece.
Shame BioWare doesn’t seem to agree.
This is the story of every Frostbite game I worked on, regardless of the studio making it. Creative people have great, fun, and even innovative ideas but find there is no way to implement in the engine without compromising 85% of the vision. Kinda like:
This right here, “ while over a dozen followed former BioWare boss Aaryn Flynn to Improbable, a technology company that recently announced plans to develop its own game.” is what is in important. People make games not companies. What magic Bioware had is gone, but I look forward to seeing what Improbable and other…
These articles, while absolutely incredible, all become depressingly similar after a while. And again, I don’t mean that as a knock on you, because I love your work and look forward to your deep inside looks.
After reading through it twice now and sitting on it a while to sum up Edmonton made all the same mistakes that both Austin made with SWTOR years ago and Montreal made more recently with Andromeda, refused to take any of the advice from those studios as they were “beneath us” (when those previous two games suffered…
Other than Frostbite, Bioware seemed to be their own biggest enemy on this one.
I know the internet dogpile has its ridiculous aspects to it but sooner or later EA is going to have to own up to its crazy mismanagement and the lack of prescience and perspective among its leadership. Driven only by competitors revenue statements, biased focus groups and fiscal calendars is going to take anyone into…
I’ve been waiting for the Schreier breakdown of how this fell apart far more than the game itself.