aresant
2 days ago
BioWare shutting down is sad, but it’s really a classic ship of theseus situation.
There are a handful of notables still there but the majority of the teams that made the classic Baldur’s Gate, KOTOR, and Mass Effect disappeared a long time ago through natural turnover and a couple of brutal rounds of layoffs.
The silver lining is that the talent didn't vanish and we have teams like Archetype working on Exodus, Stoic with The Banner Saga, or offshoots like Yellow Brick and Beamdog.
beloch
2 days ago
When EA bought Bioware in 2007, people said they'd run the studio into the ground. It took two decades for that to happen and they released some pretty awesome games in that time. However, a studio that used to hit everything out of the park did become one that missed a lot in recent years.
Going forward, I hope Bioware's people land great new jobs, and here's hoping some of their IP gets picked up by other studios. Mass Effect in particular is a fantastic creation that a lot of people would love to spend more time in.
baud147258
2 days ago
> It took two decades for that to happen
I think 2 decades is a bit generous considering the state of Bioware recently. When was their latest game that was well-received? Dragon Age Inquisition?
nottorp
a day ago
Personally I stopped after Dragon Age 1 / Mass Effect 2.
Mainly because ME3's original ending was tied to you grinding in multiplayer to reach the single player goals. No thank you.
And Dragon Age 2 was more famous for copy/paste dungeons than for the actual game.
So... i just stopped looking at "the new Bioware".
FroshKiller
a day ago
Even at launch, I do not believe you had to play multiplayer to get a sufficiently high readiness rating to see any endings. There were other tie-in like the Datapad app that contributed. The expansions and Legendary Edition re-release made a lot of changes that lowered the readiness requirements and totally removed multiplayer anyway.
You did miss out not playing the multiplayer mode in my opinion. It was very fun!
nottorp
a day ago
> to see any endings
Not "any" but the "best" ending at the least.
> You did miss out not playing the multiplayer mode in my opinion. It was very fun!
Wasn't it basically a competitive FPS? I don't want a competitive FPS in my single player RPG. Especially when it's made mandatory for the best ending.
80fj0348i
a day ago
> Wasn't it basically a competitive FPS? I don't want a competitive FPS in my single player RPG.
No, it was a co-op third person shooter, and one of my favorites I've ever played. It was arguably better gameplay than the main game. It even still has an active playerbase.
FroshKiller
a day ago
No, it was a cooperative player-vs.-enemy mode.
The "hardest" ending to get in the sense of having the highest readiness requirement is the one that suggests Shepard survived. I still don't think that required multiplayer at launch, but even if it did, that did not last long at all.
nottorp
10 hours ago
> I still don't think that required multiplayer at launch,
It did. I read the reviews.
> but even if it did, that did not last long at all.
Don't care. It's EA's shitty attitude to players in general, and this is just one more example. I'm old enough to remember when they bought PopCap and made bejeweled IAP based after i paid once for it.
80fj0348i
a day ago
The launch version required a small amount of MP for the best ending, but it was pretty quickly patched.
handoflixue
2 days ago
https://en.wikipedia.org/wiki/BioWare#Games_developed
The last two games listed are "Mass Effect Legendary Edition (2021)", which was incredibly popular, "Dragon Age: Veilguard (2024)" which seems to have been widely panned, so still hitting 50/50 at the end of it?
Going back further, "Mass Effect: Andromeda" was unpopular with fans but found a fairly solid cult following, and "Dragon Age: Inquisition" is the one you mentioned as well-received, so still batting 50/50
Admittedly, "Mass Effect Legendary Edition" is more of a well-done cash grab, and even Mass Effect 3 was a bit controversial on release due to the bad ending (but I think it's agreed the rest of the game was solid?)
Given EA bought them in 2007, it's clear they released some solid games even years after being acquired
howlingfantods
2 days ago
Mass Effect Legendary Edition is a remaster and Dragon Age Inquisition marked a significant dumbing down of the original Dragon Age franchise. I would think Bioware fans marked the fall of Bioware at ME3 or even a little before, which means EA ran Bioware into the ground in 5 years.
ffsm8
a day ago
Yeah I just replayed ME through the LE and it was just how I remembered from my original playthroughs back when the games were released:
ME1 nailing the story building but being pretty slow overall. Combat feeling very dated. (8/10 overall) ME2 nailing the combat, streamlining the overall game but sacrificing some of the exploration spirit - but very well done from a lore perspective because the urgency of the crisis builds over the game - leaving the protag less time for exploration. (10/10 overall) Then ME3... A pale imitation of ME2. From a player perspective it feels like the general storyline was still from the same author of the ME2 game, because you can see the urgency picking up more and more until the final conclusion. But the execution is really really lacklustre. (Maybe 6-7/10)
It was a decent enough conclusion, but overall pretty mid . Most definitely this was the first time you could feel the cultural shift in the production and it's impact in the product.
Political correctness kept sneaking in. The objectively horrible things you could do in both previous installments were toned down a lot. You're no longer deciding to decimate populations, shoving people out of windows etc. Still some questionable things, but clearly with a lot less ... Edge.
And I'm seriously surprised this thread considers DA:I good.
I gave it multiple attempts, and never even got further then maybe 5h before dropping it. Honestly, DA2 was already such a massive step down in vibes, clearly aimed at what's today being called "modern audiences", there were still some quiet extreme scenes in it, but it felt completely artificial to me compared to the ruthlessness in DA:O I also hated how the gameplay went from pretty down to earth to complete implausibility.
Like in DA:O people were still limited by their physical bodies. In DA2 you get rogues jumping gigantic distances etc. it felt like it took too much inspiration from MMOs at the time, sacrificing it's wonderful world it built up. But a more cynical view is probably that they just hired people that previously worked on other fantasy games, consequently importing the same fantasy settings of their previous projects.
And inquisition... Again I was unable to finish it to date because I just cannot get myself to keep playing... It's just no spirit to it at all. It'd say it's work by a amateur that's trying their best to imitate a previous work, and failing.
ahartmetz
9 hours ago
ME1 is one of very few games that I like despite weak gameplay - I just started playing some Mass Effect, for the first time, a few weeks ago. The writing is indeed fantastic even though the very coarse shape of the story is Halo-like. It's the people, places and organizations that feel real that make it so good. But "dated" is not what I'd call the combat because it was bad at the time of release, too. There have been much better playing first-person shooters much earlier than Mass Effect. On PC Doom, Quake, Half-Life to name a few. On consoles Halo (and probably others, not my scene).
zenithirl
a day ago
I always feel like ME2 gets off very lightly for doing essentially nothing to progress the main story. It feels like the story could have been used in a spinoff game.
Part of ME3's problem was that it was left with too much to do, the Reaper invasion needs to be started and concluded in the same game when it should have been started in ME2.
ffsm8
a day ago
hmm, i can only say that i disagree with that sentiment. Storyline wise ME1 is the only one that hardly progressed anything, but that itself is by design of the lore. Also I dont think that a sequel was actually planned for ME1 (hence the very light touch for an actual overarching storyline)
ME1 the Reapers are unknown, they fight via subterfuge while utilizing the Geth and Indoctrination. Only one Reaper is in the Milky Way, and only for oversight. The game ends with the DLC in which the protagonist annihilates the main Relay which the Reapers wouldve used for their invasion.
ME2 starts with the overseeing Reaper killing the protagonist. Who is the nrebuild by a clandestine human supremacist organization. Its central theme is trying to rally a defense against the upcoming invasion. It ends with the "Suicide mission" against the overseeing Reapers base to forestall the creation of a Human Reaper. That was actually the first part where I got completely stumped back then: why does a human reaper matter?. It was a very good scene, but lore wise it was very confusing to me.
ME3 starts with the arrival of the Reapers and tells the story of their loosing battles, until the final attempt building on the previous cycles survivors magnus opus.
You could've split ME3 into two parts for sure, former being the loosing battle lines and the third one the final conclusion via the Ansible (i think thats what it was called?) - but I feel that last installment wouldve been too little content, if attempted. It wouldve been a good choice as a seperate DLC however, so that the main game ended with the discovery of the schematics and the DLC being about the final desperate struggle to get the resources before all is lost in the inevitable defeat.
drw85
a day ago
Inquisition felt like it was at some point supposed to be a MMO. The zone and quest design felt very MMO-like. I couldn't make myself play through that game.
WorldMaker
2 days ago
Mass Effect 3 also greatly expanded the endings in post-launch DLC. Though I also still maintain one of the greatest things about the ending was also the psychological trick it made. A lot of people complained "There was only one 'real' choice for my Shepard" but didn't see enough playthroughs to understand that why all four endings [0] were still rather equally distributed. The ending asked the player to sum up hours and hours of game play with a wild story tapestry of complex interlocking decisions and in general that "there was only one choice that made sense" feeling was that you had characterized "your" Shepard pretty strongly by that point, but different playthroughs pushed each of the four different endings into feeling like "the one and only that makes sense for my Shepard".
I still find that fascinating.
(I'm also a rare fan that I liked Mass Effect: Andromeda second favorite after only ME1 and thought Veilguard was probably my second favorite after only DA2. Engine issues and somewhat dull maps aside on Andromeda I thought it most captured the "Exploration" side of Mass Effect better than any but the first one. Veilguard seemed to prove BioWare had finally wrangled their Frostbite tools to be nearly as good at storytelling as their previous engine, and the story culminated a lot of threads for my "main" characters across the series.)
[0] There is a not-so-secret fourth "no color" "walk away" ending through the dialog trees with no epilogue, but it feels like what some Renegade Shepards' only option.
user
2 days ago
moomin
2 days ago
Nah, ME3 is pretty poor throughout. Almost every mission feels anodyne and flat, the skill balancing is way off. There’s still some decent writing though.
People go on about the ending but never really address the whiplash of revealing a third party at the finale. It’s not a question of Shepherd survives or not, it’s that even with all the changes they made, it just doesn’t feel like it has very much to do with what’s gone on before.
armada651
2 days ago
ME3 was a mess, ME2 was the last solid Mass Effect and the height of the series.
bigstrat2003
a day ago
ME2 was also a mess, and was part of why ME3 was a mess (because 2 didn't actually advance the story of the series).
user
2 days ago
baud147258
a day ago
> Mass Effect 3 was a bit controversial on release due to the bad ending (but I think it's agreed the rest of the game was solid?)
Mass Effect 3 had plenty of problems elsewhere, like the whole Cerberus, subplot, the idiotic fights with Kai Leng, the whole Crucible concept, how important parts got shoved on in DLCs...
And while DA:I seemed to have been well-received, I don't think it's a very good game
TheCapeGreek
a day ago
Read a youtube comment that I think sums up some of the fanbase's thoughts: Bioware has been going downhill since the last 30 minutes of Mass Effect 3 gameplay. Even with the later expanded endings it felt disappointing. Not to mention "Marauder Shields" being your final boss.
torginus
12 hours ago
I don't get this; Bioware was bought from MS - another soulless megacorp (which for the record is suffering from the same issues today). During the time EA was 'running it into the ground', they released all but one of the core Mass Effect titles, and 3 Dragon Age games, all of which are considered to be good to excellent.
gmerc
2 days ago
The founders left 2012 along with many of the core staff. I consider that the end.
doctorpangloss
2 days ago
it's a little complicated. a lot of blizzard and riot execs who left to start game studios took a ton of money and have been developing games for years. nearly all of those games will not be commercial successes. so who really knows the meaning of talent nowadays?
on the flip side, studio owners, through no effort of their own, have been practically gifted a solution (hint: it's two letters) to nearly all of the problems relating to their actual risks, which are all focused on production and the nimbleness to respond to player feedback. the real question is whether or not EA still has distribution channels that no one else has.
beloch
2 days ago
It's actually a little bit ironic that today's AI has capabilities that closely match what Bioware was looking for quite desperately a decade or so ago. For several of their games, they tried to get procedural dungeon/world generators working so they could have a hand-made main quest-line and generated environments for side-quest content. Their attempts at procedural generation typically didn't work very well, so several Bioware games feature dozens of hours of side-quests in monotonously repetitive environments.
It's an interesting conundrum for players. Some of us, when we play great game, just can't let go. We want to spend more time in that game's world even after we've exhausted the lovingly hand-crafted content. So, many developers throw us a bone and include side-content that is occasionally brilliant but frequently very low effort. Bioware did this in many of their games. You could easily tell when you were on the main story's track and when you were off in low-effort-land.
AlAjem
2 days ago
I think you underestimate how much of a game’s success comes from innate appeal that you can’t simply pivot into with AI boosted workforce, high profile failures like Concord and Highguard didn’t lack production value they lacked the appeal to millions it takes to fuel a live service game of that scale not everyone can be Fortnite and make the switch at the perfect time to hop on a new trend.
doctorpangloss
a day ago
i don't know, the writing about concord was pretty clear, "toxic positivity" were the words that stuck out to me to describe its cause of failure according to the people who worked on it, which is a leadership issue. this is a side of being nimble to player feedback.
so-gala-massey
2 days ago
BG1 & 2 were clearly labors of love. You could feel it in the game play. But the 90s were a different time before gazillion dollar budgets and expectations.
WorldMaker
2 days ago
Baldur's Gate 1 & 2 were Interplay. BioWare's D&D involvement was NeverWinter Nights 1 & 2.
gmerc
2 days ago
Interplay was the publisher. They stole royalties which provided the leverage for BioWare to buy itself out of the contractual onligations and publish NWN with Atari.
NWN being one of the first games to use master server and key technologies at scale was motivated to detect publisher royalty theft by tracking sold copies (and indeed an Atari division in Europe tried selling copies of NWN with copied keys) not just traditional piracy because the company had first hand experience with it.
Black Isle, an interplay first party studio made Infinity Engine spin off games which gets people confused here.
Source: Ex Bioware
freehorse
2 days ago
BG 1 & 2 were definitely developed by bioware, interplay was the publisher. Interplay (black isle studios) developed icewind dale and planescape:torment, which were based on bioware's infinity engine. NWN1 was bioware and NWN2 was obsidian (came from black isle studios).
Source: memory and crawling through wikipedia articles
allturtles
2 days ago
That's not correct. Interplay published Baldur's Gate, but BioWare developed it. See https://www.pcgamer.com/the-history-of-baldurs-gate/.
chocochunks
a day ago
BioWare didn't make NWN2, that was Obsidian on the same Bioware engine that powered KOTOR 1 & 2 and NWN1.They did do Baldur's Gate 1 and 2 which were originally published by Interplay.
AlexandrB
2 days ago
I think the best way to keep quality up is to stay small. Supergiant Games is a great example of this approach. Once you have a massive publisher and expectations to ship AAA (or, heaven forbid, AAAA) games it's usually just a matter of time.
hinkley
2 days ago
We should learn the lesson of John Carpenter. Some people have a medium that they’re brilliant in, and the scarcity of resources is part of what makes them brilliant. Give them an infinite budget and things go to shit.
Timur Bekmambetov might be a more recent example. The Night Watch movies were wonderful. Then he made Wanted, which was expensive dross. The best thing about that movie is that he put a couple actors from Night Watch as supporting cast in it. He’s done one or two things since that rate mention, but going Hollywood made him worse, not better.
account42
a day ago
I'm curious where you draw the line for Carpenter?
I think besides increased funding there is also a common problem where creative leads become blinded by their own past success and start ignoring critical feedback.
hinkley
a day ago
Carpenter drew his own line, which is why I like to use him. He said in an interview that he felt the big budget movies he did were worse in some way and he turned down larger purses as a reaction. He wanted the struggle to tell a story without making it expensive to tell. It brings out the best in some people.
GolfPopper
2 days ago
The term for this that I got from a C.J. Cherryh story is 'Wave Without a Shore'.
darth_avocado
2 days ago
> Once you have a massive publisher and expectations to ship AAA (or, heaven forbid, AAAA) games it's usually just a matter of time
Having to ship AAA games isn’t the problem. The problem is the incessant need to only focus on live service games so that they can milk their consumer left and right. Studio executives come in with unrealistic sales expectations, which then means you can only try and make games that have a live service component to generate a constant revenue stream, which then means you can’t make good games anymore. You’re either making games that are similar to other and get lost in the crowd or are forced to differentiate by promising something that’s never done before, which adds scope, risk and budget to the game.
If you noticed all AAA failures in recent times, almost all of them were live service games. Meanwhile the single player market seems to have finally recovering from the neglect it’s gotten in the last decade.
Also, look at the BioWare successes and failures. They did well when they did single player games, failed when they ventured into live service.
krige
a day ago
> If you noticed all AAA failures in recent times, almost all of them were live service games. Meanwhile the single player market seems to have finally recovering from the neglect it’s gotten in the last decade.
That's because almost all of them were live service games anyway. Do not put the chicken before the egg.
hx8
2 days ago
It's surprising what a small team can accomplish, but there are some projects that need a large team to be feasible. It would be nice if there was a clear path on how to grow a game studio and continue to deliver quality.
tancop
2 days ago
Kepler Interactive might be that? It's a relatively new publisher started by industry veterans (as in lead developers and product managers, not MBAs). They did Clair Obscur, Sifu, Rematch and Pacific Drive.
They are very selective and you need to come at them with a fully formed game idea but once you get in it's completely hands off. No managers breathing down you neck, all you have to do is ship on time and they take care of the rest.
You get enough funding to grow your team, make a big project and go fully independent as a mid size studio if it's successful enough.
hinkley
2 days ago
It’s too bad Spore tanked so badly. He thought he had a solution to the high production values issue, but it panned out so poorly that nobody has tried since.
DonHopkins
2 days ago
[dead]
f6v
a day ago
> I think the best way to keep quality up is to stay small.
Yes, but it's also rational for founders to sell a successful small studio when they can.
AlexandrB
a day ago
Oh absolutely, but fans should not expect good games to continue at that point.
Forgeties79
2 days ago
It helps when you have a hit like bastion be your financial foundation and you don’t have AAA aspirations though. A lot of those deals with publishers and such are because it’s that or the game never gets made (or worse, never finished). And despite how much folks scoff at AAA’s, idk man, it’s fun to play a tentpole title. It was fun to get excited for Ace Combat this year. I can’t wait for the new Metro game (I would say they’ve exited AA territory).
AlexandrB
a day ago
It's a trade-off. You get bigger scope and better production values at the cost of creative control. Often that also means that the gameplay gets diluted or dumbed down to make the game more marketable.
zem
2 days ago
wasn't bg3 pretty universally praised too?
nrjames
2 days ago
That was developed by Larian, not Bioware.
zem
2 days ago
ah, didn't realise that!
hbn
2 days ago
Yes but Bioware didn't make it
hinkley
2 days ago
Larian hasn’t broken our hearts, yet. And they’ve made overtures that they will avoid doing so for at least another game or two. But eventually people will retire and then who knows.
acdha
2 days ago
I really think it’s going to depend on how big they get. Early BioWare very clearly had everyone committed to building games they were proud of; EA’s management equally clearly are just moving money around for things they don’t care about or believe will negatively impact them personally.
I think that pattern is widespread around the greater tech industry: antitrust enforcement, etc. would be great for having fewer cases where decisions which affect thousands of people are being made by executives who are really detached not just from consequences but simply awareness of what’s going on in each of the different segments of their business.
tancop
2 days ago
Larian is independent. That's the main difference. They might partner with a publisher for individual games but it's always going to be a pure investment deal, funding for a share of the profits with no creative control.
After BG3 they're financially secure, they know what happened to BioWare and have the power to avoid it. The only way I see them getting acquired is a series of flops and near bankruptcy.
hinkley
11 minutes ago
They’ve made noises about being a two game studio from now on and they specifically turned down being the studio to make BG4. Which tells me that one WotC was a gigantic pain in their ass, and they lost a lot of sleep over worries that if BG3 flopped they were over and too much of the success of that project had not been in their hands.
But I haven’t seen and rumors of what else they are working on now. Which I would have expected. Which makes me wonder if they’re all in on Divinity or still having competing pitches from R&D teams and no clear winner yet.
acdha
a day ago
I’d worry if they try to grow too quickly and take on large amounts of investment. Pressure to deliver huge hits can be toxic.
selivanovp
a day ago
They may bankrupt if Divinity will flop. BG3 and Divinity are very expensive games to make, they had to expand studio and hire a lot of people to produce them.
KerrAvon
a day ago
Yup. This is why indies sell out. You've got all these mouths to feed and all it takes is one flop to kill the whole operation. A large corporate parent provides cushion. Until it doesn't.
cherrychon
2 days ago
[flagged]
blanched
2 days ago
I'm having a lot of difficulty reading this and I'm not sure if it's because of the style or the terminology.
I don't mean to be patronizing but did the formatting go wrong here?
qnpnpmqppnp
2 days ago
I don't think so, it's just that bad of a comment.
cherrychon
2 days ago
Hmm... Yep, also a tad bit off the bat but I just went w/ the flow state. More so, I've only played Arcade games since I got that Sinden Pistol on my B'Day. I was also a DDR junkie once. Historically, I did & still do a lot of sys admin stuff but not 'professionally' any more.
Maybe I should setup my sig...
>Dude...
Please don't assume... Forget it!
gambiting
2 days ago
Dude, are you ok?
moron4hire
2 days ago
This is a typical example of what one would call a "gamer".
59percentmore
2 days ago
In other industries, institutional knowledge is transmitted to subsequent generations of employees, resulting in some amount of consistency in product quality. But that does require a leadership culture that is, *gestures vaguely towards Japanese developers* and not *gestures vaguely toward everything beget by EA and Activision's standard-setting*.
usefulcat
2 days ago
low pay (for tech) + poor working conditions (for tech) = more turnover
ETA: That was a bit terse. My point was simply that it's more difficult to do institutional knowledge transfer when turnover is high, which may be a problem in the games industry.
account42
a day ago
You can't have both consistency and creativity.
59percentmore
a day ago
You can have consistency in quality and creativity in subject matter and mechanics. It's harder to do as a general rule, but easier if you actually retain your current talent and incentivize them to mentor upcoming talent.
red-iron-pine
a day ago
plenty of slop coming out of japan too mon ami
you see the homeruns and not the dross, but there is a lot of stuff that is shit
ramesh31
2 days ago
>The silver lining is that the talent didn't vanish and we have teams like Archetype working on Exodus, Stoic with The Banner Saga, or offshoots like Yellow Brick and Beamdog.
This is generally the case in the games industry. Great dev teams seem to function more like bands than companies. For however you feel about the latest iterations, the first Call of Duty was an absolute revelation to the FPS genre that we never would have gotten without the EA firing of the MoH team.
bathtub365
2 days ago
And then they moved on to make Titanfall 1 and 2 after the founders were unceremoniously fired by Activision, which were also great games
WorldMaker
2 days ago
Then the cycle rhymed and they got bought by EA between Titanfall 1 and 2, built Apex Legends as a cash cow, diverted to doing nothing but Apex Legends and unceremoniously fired by EA when Apex Legends stopped being quite the cash cow it was at launch.
Hamuko
2 days ago
Is the talent not vanishing backed up by data? The gaming industry has always been an extremely brutal industry, and I wouldn't be surprised if the low wages, long hours and zero job security permanently burn out some of the talent.
aresant
2 days ago
I don't have inside knowledge but have followed Bioware (given how many of their games live rent free in my head)
1 - 2017 they cut from 500 -> ~350
2 - 2023 went from 350 -> 200 that included a bunch of very senior people including the OG writer of Baldur's gate Lukas Kristjanson
3 - Early '24 cut down to 100 skeleton crew as the writing on the wall for DA Veilguard sales materialized (sold about 1.5m vs 3m projected)
jonaustin
2 days ago
And veilguard was an abomination of corporate groupthink based on some perceived cultural zeitgeist. I couldn't finish it the dialogue was so painfully cringe.
torginus
2 days ago
Weird, I have a friend who's a hardcore DA fan, and he liked it, but told me it's very different.
Tbh, I think the issue is that old RPG designers understood players have very different values and goals, hell they even wrote some academic articles on it:
https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_type...
The devs of today played the games of yesterday, and felt that the game catered to them, and then sought out making a game like that, but they didn't put in the effort or consideration to appeal to other kinds of players.
And turns out there's economics involved - while people playing shooters want to shoot people in general, RPG players are a diverse bunch with different needs, and if you don't scratch the itch of a certain subgroup, that's part of the audience gone.
Which results in a bomb - a game made for 20% of the playerbase will sell 20% of the copies, and will be a flop.
SyzygyRhythm
2 days ago
I disagree. This is the strategy taken by AAA games and is the reason why the AAA games are in such rough shape.
A game that tries to appeal to 100% of people will, at best, be a lowest-common-denominator mess, and very likely manage to turn off everyone because it includes something that they actively don't want in their game.
A game that targets a specific niche while not caring about others does not have that problem. Because the target audience is smaller, it can't support enormous budgets, but enormous budgets don't usually mean the difference between a good and bad game. And a game targeting a niche takes less money to develop, anyway.
dudeinhawaii
2 days ago
I'm not sure it's the niche or targeting problem. I think we're getting games with flat out fewer features and smaller scope than earlier entries in the series because _so_ much energy is disproportionately put into graphics. DA:VG was trimmed and had vastly less complexity and depth than any previous DA.
I'm not certain if that's time/budget versus "simplifying the game for everyone".
It's easier to balance a game with 10 "sets" of armor + weapon - as opposed to having a myriad options of armor per body part and weapon combos/etc. DA:VG was the most beautiful but shallow Dragon Age game.
SyzygyRhythm
2 days ago
Graphics is part of the problem, certainly, but at least it's moderately independent of the rest. You can scale the quality up and down without affecting the rest (within limits: having many armor variants, etc. are more costly with greater graphic fidelity). As far as the rest: all of these different gameplay mechanics have a complexity cost. You can try to add everything, but then you run into balance problems and/or it just feels too complex for most people, not to mention having a high development cost. So something needs to be simplified, and that means either reducing the depth or reducing the mechanics. But if you've already decided to include something for everyone, that necessarily means that everything is shallow.
WorldMaker
2 days ago
I think it is also that DA intentionally had a very complex story tapestry, mostly tried to avoid resets between games, and Veilguard went very deep in Elf and Mage storylines at something of a cost of other storylines. If you were very invested in Elf and Mage storylines (say you had been playing and/or romancing Elves and Mages and Elf Mages since DA:O) then Veilguard was extremely personal and culminated a lot of deep lore things and personal stakes things. On the other hand if you didn't side that way/play that way, I could see it feeling a lot less memorable/important.
account42
a day ago
> Which results in a bomb - a game made for 20% of the playerbase will sell 20% of the copies, and will be a flop.
That's not a given at all. A good game targeted at a nieche can well be more successful than some jack of all trades master of none amalgamation that tries to cateer to everyone but fails in being truly great for anyone.
tancop
2 days ago
It was supposed to be a live service spin-off, the same way as Gotham Knights or the canceled Spider-Man game from Insomniac. They cut out most of the content and repackaged it as a single player RPG.
Cringe dialogue came from execs who forced writers to do James Gunn style even if they had zero experience with it. Combining serious dialogue with humor in a way that sounds natural is a skill that needs training. You can't make someone write like that if they never did it before and expect good results.
vandahm
2 days ago
I liked Veilguard when I played it, and as soon as I finished I started up a new playthrough and then said "Nah, I'm done" and haven't touched it since. It's the only time I've ever finished a Bioware game without finishing it twice. It was ...adequate? Parts of it were well-written, and the rest of it was just really tone-deaf, for lack of a better way to describe it.
mjr00
2 days ago
Note that the 1.5m number given for Veilguard was for the vague term "engagements" rather than sales, so there's additional padding going into that figure.
torginus
2 days ago
https://www.youtube.com/watch?v=s5qKN2Yxaok&t=1s
Halo went from <200 people making a game from scratch to >2k people making the same game on an engine (without multiplayer) - so the design scope is even smaller now.
I don't get how you can lower the scope, have 10x the staff, and still overwork yourself - I mean, I certainly think it's possible, but that speaks of colossal mismanagement.
I mean the graphics got better (not that anyone cares, people still play old games, if graphics were a true differentiator, people would say new games are better because they look better, but they don't).
This is very hard to explain - and so expensive it's actively killing the industry.
kar1181
2 days ago
The first dragon's age was absolutely ace too.
idrathernotsay
2 days ago
Dragon Age 2 got a chilly reception at launch but has aged well considering what came after and is definitely worth a playthrough, doubly so with mods
gmerc
2 days ago
The company was forced to rush DA2 by EA because SWTOR was delayed and there’s a metric called “Group Responsibility Profit” each EA group had to commit to (BioWare group - Austin, Edmonton, Montreal, Mythic) and that meant shipping something to buy enough profit in times for earnings.
ethbr1
2 days ago
Good lord. I didn't think there was anything stupider than per team stack ranking, and now I learn someone found a way to stack rank game release schedules?
swiftcoder
2 days ago
Weirdly, 2 is the only DA I've ever played all the way through. DA:O and Inquisition both just kind of dragged on and on for me, where 2 had much more even pacing.
kar1181
2 days ago
I got on with 2 the worst of all of them. Well like most people didn't play Veilguard but of 1-3, 2 was hard work.
vandahm
2 days ago
Dragon Age 2 is my favorite of the Dragon Age games in spite of its problems. I liked the characters and the tone of the game, and I really enjoyed the more focused personal scope of the game -- just zeroing in on one person and following them through the different chapters of their life. I do remember chuckling at how baffled the questgivers were whenever they needed to find the SECRET HIDEOUT of smugglers/cultists/runaway mages or whatever the quest was about. The maps were so small and you keep going back to the same ones over and over again, so it's not this big mystery.
christkv
2 days ago
I just remember dragon age 2 to feel rushed and underdeveloped. The scale also felt a lot smaller than the original.
WorldMaker
2 days ago
I thought the smaller scale helped make the stakes feel more believable. The very rare case in scifi/fantasy of seeing any sort of stakes deflation.
(DA2 I completed thrice to really explore the wild variety of the story tapestry coming out of DAO, which also lent a lot of interesting feeling to how well developed DA2 was but it wasn't always obvious in a single playthrough. and I don't expect to have that many finished playthroughs of any of the others. I think that's why it ended up my favorite.)
christkv
9 hours ago
I just found the encounters were very repetetive as I remember. I had just finished the first one two weeks before the second one came out.
vlyan
2 days ago
yes, you remember correctly. it was also mostly disconnected from DAO, feeling like an offshoot rather than a sequel. iirc, almost not a single character from DAI had appeared in DA2, except for a cameo from Flemeth in the intro.
it had many issues, but the writing was still great, the story compelling, and the characters human. so people were disappointed that it didn't match or exceed DA1, but it was still a good game because of the writing, and people grew to appreciate it.
christkv
9 hours ago
To be honest I have the third one on my ever growing list of games to play. I have been told it's pretty decent and kind of the last game Bioware actually delivered on.
hinkley
2 days ago
I never played Diablo more than the demos but loved Torchlight, which was substantially the same team as the first Diablo game. But Runic got tired of making Diablo XX over and over again and eventually folded. I briefly tried to cyberstalking the team to figure out which studios they ended up at, but didn’t dig deep enough to come up with any suggestions.
cherrychon
2 days ago
True dat. DLCs worth every penny & then the modded content... Ohoho!^^ Prolly the last good, genuine CRPG from teh Warez of the Bio!
da_chicken
2 days ago
That is true, but by that logic EA ought to have stopped being a completely awful around 15 years ago. It's especially egregious when you consider why Electronic Arts was founded. Activision's origin and reputation when they were bought out are similarly dark.
The analogy would be more easier to swallow if it wasn't always used as a mask for enshittification.
nemomarx
2 days ago
There's no rule that says it has to be a positive or negative change overall, just that the people involved are always changing. if they had found the right new talent bioware could have pulled it off too maybe, it just wouldn't be the original bioware either way
cherrychon
2 days ago
They kinda did... You live in a Universe were CnC Remastered Collection happened, CnC Open-Source happened. I'm still kinda mad cuz I'm into Gacha & I really, really wanted 2 see that Legion game. Maybe even... CnCxAnimu? I'd buy that!
They kinda still around w/ BF & FIFA\Madden which is a Money-printing machine. I never understood this, I just wanted NHL back on the PC. Yeah, there is 2004 w/ the Rebuild mod & an OSS port which I didn't checked out. +There Games up 2 '07 4 the PC, but it seems like the Community decided that '04's the ticket.
I always wanted a 'Bloodbowl'/Speedball Hockey title which is a crossover w/ Figure Skating... Where the Figure Skating gurls are like Bayonetta/Rayne & she posseses certain kind of superpowers while the Males are all like WH40k Space Marines & the Goalie is her FemDom Slave or smh? xD Anyhow... 2 bad I can't into gfx.
chaostheory
2 days ago
After Dragon Age 2 shipped, EA treated BioWare more as a badge that they could stick on several random studios. They did this so often that it diluted the brand. I would argue that BioWare died well over 15 years ago
medstrom
a day ago
Dragon Age 2 wasn't 15 years ago... looks it up Oh, it was... What's happening...?
chaostheory
a day ago
I know the feeling. For me it happens when I see friends whom I don’t see on a regular basis, or see famous actors actually age
account42
a day ago
I like how you didn't include NwN in your nostalgia list.
laughing_man
a day ago
"This game brought to you by the studio that fired all the developers that made the games you love."
inSumErgoCogito
a day ago
[dead]