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pentyne
Nov 7, 2012

SubponticatePoster posted:

Where I think EA is culpable is:

Expecting anyone to use an engine to do things it's not designed for. Frostbite sure looks pretty, but iirc it was made by :dice: for shootymans and things that are necessary in RPGs like inventory/quest systems have to be created from scratch. If you want your studios to use it, then have a Frostbite team that only works on the engine. They'll be a lot more efficient, be able to provide documentation on how to use the loving thing, and the work they do will save time/money down the line as everybody doesn't have to reinvent the wheel every goddamn time.

Trying to push MTX/GaaS. They got so greedy with lootboxes they had several countries considering classifying lootboxes as gambling and pissing off Disney who holds the Star Wars license. FIFA makes billions off MTX. Apex probably makes a shitload too, though at least the base game is free so it doesn't feel like gouging so much. GaaS only works for specific types of games, mostly looter shooters ala Destiny. You should not be asking or expecting your studio who's known for single player RPGs to incorporate either of these things into game design. As was pointed out, while execs and shareholders are screaming that the single player game is dead, several very good and successful ones have come out in past years. Silly cosmetic add-on packs are fine but that should be an afterthought when everything else is done, not a core design concept.

Pretty much everything else is BW getting too far up its own rear end and believing magic will make up for absolutely abysmal project management.

Frostbite had already been used 2x to make 1 outstanding GOTY caliber game and one kind of disappointing but still AAA size game. The problem was not the engine it was Bioware, for some insane reason, not keeping documentation on how they made frostbite work or collaborating with teams.

The MTX/GaaS was a problem, and Dragon Age 4 is definitely a victim of getting hosed over as EA corporate strategy changed on that policy, but Bioware Austin had been working on a massive MMO for a decade plus and when brought in to help got overtly mocked by the "A team" in Edmonton when giving them pretty solid advice on how to develop Anthem. You can say a game with a lovely, tacked on MP service is a example of forcing GaaS onto the developers, but not what happened with Anthem.

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Yaoi Gagarin
Feb 20, 2014

SubponticatePoster posted:

that are necessary in RPGs like inventory/quest systems have to be created from scratch


Inventory and quest systems are not the game engine's job

Raygereio
Nov 12, 2012

VostokProgram posted:

Inventory and quest systems are not the game engine's job
Yes and no? It can get murky what is and isn't the game engine's job. Depending on how you want to look at is, everything that happens from the moment you start the game is the game engine doing it's thing. Regardless those are system that the software framework that game's build on needs to be able to support.


The whole "Frostbite isn't designed for RPGs" thing was always dumb and showed just how little your average gamer knows about what videogame development is. I think the average view is the programmer takes the art assets, dumps them in VideoGameCreator.exe, messes with a few variables and out poofs a game into a existence. Or something like that, going off the "implementing multiplayer is easy because I say it is:colbert:" discourse that's been going on recently.
But building the necessary tools, middleware and systems like an inventory or quests, are a core part of game development. During Inquisition's development the devs posted blogs about how the work with Frostbite was going. And they talked about things like how Frostbite didn't have a system for complex dialogues, so they had to build that and the devtools create those dialogues. There were a few blogposts like that and they all went something like "Building this thing from scratch to make sure Frostbite supported the game we wanted to make was a challenge, but here's how we solved it". I always found it telling how once the "Frostbite can't be used for RPGs" narrative got going, everyone just ignored Inquisition's existence.

Raygereio fucked around with this message at 03:14 on Nov 28, 2021

hard counter
Jan 2, 2015





tbf, the articles posted were quoting the game's actual devs who went on at length about how arduous it was to adapt frostbite for rpgs in comparison to other engines, it isn't an impossible task just far more difficult than anyone expected and that isn't just gamer speculation, we got it straight from the people who worked on it (allegedly)

the takeaway from that experience seems to be that the acute rockiness of inquisition's own development, which gamers knew nothing about which only insiders knew, should have been an early internal warning to bioware/EA that additional resources should be spent on mastering it... the problem was apparently that inquisition was so successful that these early indicators were outright ignored, instead skilled employees were moved from the anthem team to FIFA while EA's own in-house frosbite specialists were reserved for the sports games division (who had privileged access because those were/are EA's profit workhorses), the anthem team didn't have much access to them early on

apparently andromeda and anthem were initially so ambitious and unique in concept that the reason why the scratch building was done separately was because andromeda and anthem waited until their original pie-in-sky ideas all burned and crashed, and only later defaulted to having more traditional rpg elements... to me this sounds like a foolish justification when internal communication within bioware could've solved a lot of problems, but i also don't know much about games development and how closely the different regional studios are actually linked, it sounds like each one sticks strictly to their own projects typically and that may have been the MO when easier-to-use engines were the norm and they couldn't adapt to more trying circumstances

but really, that's really only the tip of the iceberg when it came to andromeda/anthem's issues tho, bioware seems to have horrendous project management and while it's nice that EA lit the fire under the pants of both games to get them done, i have no idea why you stick to a hard deadline when both products were clearly unfinished and badly needed polishing when the due date came, the crunch finally got things rolling but both were still clearly half-baked by the developer's own admission... whoever did those mock-reviews definitely did bioware/EA a wild disservice by over-inflating their confidence

Wolfsheim
Dec 23, 2003

"Ah," Ratz had said, at last, "the artiste."

Khizan posted:

In a way, I think the success of ME3 multiplayer bit them in the rear end a bit, because it feels like EA expected them to able recreate that magic in every game they made after that point and that just was not possible.

The DAI multiplayer was so bad. Even as a fan of the series and DAI's combat it was just absolutely forgettable.

Eimi
Nov 23, 2013

I will never log offshut up.


I mean Inquisition is absolutely jank. It's combat system has a LOT of issues, like no autoattack, and using abilities as a melee is always a prayer if it'll work or you'll clip on some random piece of terrain. It exists and is technically playable and that's about all I'll grant it.

Dawgstar
Jul 15, 2017

SubponticatePoster posted:

Expecting anyone to use an engine to do things it's not designed for. Frostbite sure looks pretty, but iirc it was made by :dice: for shootymans and things that are necessary in RPGs like inventory/quest systems have to be created from scratch. If you want your studios to use it, then have a Frostbite team that only works on the engine. They'll be a lot more efficient, be able to provide documentation on how to use the loving thing, and the work they do will save time/money down the line as everybody doesn't have to reinvent the wheel every goddamn time.

Forcing Frostbite on Andromeda seems like a big thing that led to the game being in the state it was. As an engine it just wasn't designed for that kind of RPG. I know Matt McMuscles talked about it on Wha' Happun.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


All of the Andromeda postmortems discuss Bioware's issues with the Frostbite engine, but the buried lede in all this is poor project management from start to finish. They had 5 years to hire people who were maybe sorta competent in working with the engine, but in reality only got out of the pre-production phase within the final 18 months. The creative leads in Bioware were apparently all idea guys who were afraid of ever committing to a unified design doc and instead just kept running out the clock until they had to cobble together some homeopathic rehash of Mass Effect 1. Rinse and repeat with Anthem. Past a certain point you have to stop blaming the tools and consider why nobody at Bioware, still one of the most prestigious game development companies in the world at the time, could attract the talent necessary to work with what they were given. This wasn't some mandate by EA that happened overnight, Andromeda and Anthem each had 5-6 year production cycles.

poisonpill
Nov 8, 2009

The only way to get huge fast is to insult a passing witch and hope she curses you with Beast-strength.


I mean the last game they made was Anthem, which came out in 2019 and is already dead having never achieved any success. The game before that was Mass Effect: Andromeda, which, lol. There’s a systemic problem there

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

exquisite tea posted:

All of the Andromeda postmortems discuss Bioware's issues with the Frostbite engine, but the buried lede in all this is poor project management from start to finish. They had 5 years to hire people who were maybe sorta competent in working with the engine, but in reality only got out of the pre-production phase within the final 18 months. The creative leads in Bioware were apparently all idea guys who were afraid of ever committing to a unified design doc and instead just kept running out the clock until they had to cobble together some homeopathic rehash of Mass Effect 1. Rinse and repeat with Anthem. Past a certain point you have to stop blaming the tools and consider why nobody at Bioware, still one of the most prestigious game development companies in the world at the time, could attract the talent necessary to work with what they were given. This wasn't some mandate by EA that happened overnight, Andromeda and Anthem each had 5-6 year production cycles.

the fact that their original plan in their series based on engaging and unique characters and stories was to *make hundreds of procedurally generated planets* is astounding. Like did no one stand up and go "uhhhhh so how are we gong to incorporate our sidequests and NPCs into this system?" It's like they think Mass Effect exploration is "go faff about and shoot trash mobs on random planets forever" instead of "discover a cool mystery or character"

hard counter
Jan 2, 2015





in a similar vein, it's bizarre bringing in a bright eyed david gaider into anthem, who's trying to push the kind of unique characters, cool mysteries and engaging, tightly crafted stories bioware's typically known for, and laughing him out because it doesn't gel with whatever procedurally generated nonsense they were attempting to develop at the time

like sorry david, we don't do those things anymore, we want the kind of 'subtle,' emergent storytelling you get from faffing about and shooting mobs on randomized areas

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

hard counter posted:

in a similar vein, it's bizarre bringing in a bright eyed david gaider into anthem, who's trying to push the kind of unique characters, cool mysteries and engaging, tightly crafted stories bioware's typically known for, and laughing him out because it doesn't gel with whatever procedurally generated nonsense they were attempting to develop at the time

like sorry david, we don't do those things anymore, we want the kind of 'subtle,' emergent storytelling you get from faffing about and shooting mobs on randomized areas

how BioWare, which comes up with memorable characters even in its worst games, had zero in Anthem is beyond me

Plucky Brit
Nov 7, 2009

Swing low, sweet chariot

Pattonesque posted:

how BioWare, which comes up with memorable characters even in its worst games, had zero in Anthem is beyond me

Any memorable characters in Andromeda? I've never played it.

Ainsley McTree
Feb 19, 2004


I liked the krogan that sounded like Harvey fierstein

E: and who could forget the woman whose face was tired, from dealing with, everything

poisonpill
Nov 8, 2009

The only way to get huge fast is to insult a passing witch and hope she curses you with Beast-strength.


Never played it, but I distinctly remember the main character making a weird grimace

Generic American
Mar 15, 2012

I love my Peng


Plucky Brit posted:

Any memorable characters in Andromeda? I've never played it.

Vetra and Drack deserved to be squadmates in a much better game.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Plucky Brit posted:

Any memorable characters in Andromeda? I've never played it.

I think Vetra and Jaal were pretty good.

pentyne
Nov 7, 2012

Plucky Brit posted:

Any memorable characters in Andromeda? I've never played it.

I'd say the entire party was memorable just from the insane amount of banter dialogue they had. I can still remember some specific conversations where the ones who don't really like each other are sounding like they're ready to throw down in the mako.

For the complaints against Frostbite, Andromeda was perfectly fine after it got patched, so all those issues were definitely a time management/crunch problem, not a Frostbite problem. Honestly, Andromeda is a solid 8/10 game if you go in knowing it's a one off with no chance of a sequel. The open world stuff is fun to explore, the banter is really fun, the combat is great, there's a lot going on to investigate, and when the story gets bonkers even in the game context it's at least fun in the baffled confusion way.

It's getting tiring seeing anyone who keeps going to the mine of "but EA made them use Frostbite!" because it's clear it worked for 2 huge RPG games, and Andromeda/Anthem wasn't 5-6 years of constant, grinding work on a coherent project, it was 90% dithering because there was no effective middle management direction. FFS the entire joke about the Anthem article was their central game play feature, the flying, got added and removed twice to the game, before being rushed back in to try and impress a EA exec.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

pentyne posted:


For the complaints against Frostbite, Andromeda was perfectly fine after it got patched, so all those issues were definitely a time management/crunch problem, not a Frostbite problem. Honestly, Andromeda is a solid 8/10 game if you go in knowing it's a one off with no chance of a sequel. The open world stuff is fun to explore, the banter is really fun, the combat is great, there's a lot going on to investigate, and when the story gets bonkers even in the game context it's at least fun in the baffled confusion way.


gotta disagree here, game lacked imagination and was terrified of consequences. You have a whole new galaxy to play in and they give you two desert planets. None of your teammates will ever have meaningful friction with Ryder.

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

hard counter posted:

in a similar vein, it's bizarre bringing in a bright eyed david gaider into anthem, who's trying to push the kind of unique characters, cool mysteries and engaging, tightly crafted stories bioware's typically known for, and laughing him out because it doesn't gel with whatever procedurally generated nonsense they were attempting to develop at the time

like sorry david, we don't do those things anymore, we want the kind of 'subtle,' emergent storytelling you get from faffing about and shooting mobs on randomized areas

I'm not sure this was the disagreement at play - I think Gaider wanted to do the same safe Bioware plot done before in KOTOR1, NWN1, Mass Effect 1, Dragon Age Inquisition (and Andromeda for that matter) where a larger-than-life villain uncovers an ancient civilisation's forgotten power that threatens the status quo and the protagonist is chosen by destiny and circumstance to find the four Star Maps then defeat the villain in a climactic battle. in turn the rest of the team didn't want another Rakatan/Lizardmen/Reaper/Elven/Remnant macguffin weighing down the setting, another hub-and-spokes campaign, another conflict with abstract stakes of magical/technological "power"

possibly ties into wanting to avoid being "meme'd" - before Andromeda's animations, nerds liked to make fun of Bioware's repetitive and unimaginative writing. I don't think the Anthem team were particularly opposed to the idea of having characters in the game or whatever

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
For me, what killed Inquisition and Andromeda was the open-world design. I get that some people like that kind of game, but to me Bioware's strength was always in crafting good set pieces and vignettes. Mass Effect 2's overall design of the world and navigation was in my book the strongest Bioware's ever done.

hard counter
Jan 2, 2015





Lt. Danger posted:

I'm not sure this was the disagreement at play

the description given in the article seemed to lean that way, to me at least, mostly because it didn't matter what ideas david pitched, nothing worked, it's not like he just came in and pitched one story and left when it didn't take - whatever he came up with was derided as either being 'too fantasy' or too direct, and he never understood what the anthem team wanted out of him so he left after a full year of attempts, remembering that when he was first brought in by watamaniuk, he was specifically pushed to do 'science-fantasy' for anthem, as that's his forte by reputation

apparently david claimed that the team was always chasing the dragon of something different and novel than what he was presenting and he never got a clear understanding of what he should do instead due to mixed messaging, so i'm inferring that, given how badly downstream the narrative, characterization, visual design, etc were from the daring, procedurally generated technology the game wanted to feature, and how the narrative would be hinged on this technological innovation, that the anthem team wanted a story tailored to their varying visions of the game's novel mechanics

i am inferring a lot tho so other interpretations may be more valid, but this, at the very least, is another example of anthem's horrendous project management because david kept getting mixed messages due to the lack of a cohesive vision at all levels

pentyne
Nov 7, 2012
It says a lot that David Gaider, who's a bit overrated in general because he did great work when he was just a writer but not a lead, spent a year trying to do his specific job and then left accomplishing nothing.

It all comes back to the Bioware middle management. Even a half competent team could've made it work under those conditions, but all the people specifically put in positions to make decisions dithered for years for god knows why.

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

bluntly, I don't think Gaider would be able to write something that wasn't (per the article) "traditional Bioware". I can believe he spent a year going back to the same well of alien artifacts and posturing villains, with a slightly different spin each time. there's a lot more space in the genre than the Bioware staple plot. to be fair though a lot of videogame writers tend to repeat the same themes and concepts over different games, so he's not alone

HIJK
Nov 25, 2012
in the room where you sleep
the consistent problem is that Bioware has lovely managers, no direction, and they've driven away a lot of the behind the scenes low profile talent that did unsexy shitwork like creating the inventory system.

Cythereal posted:

For me, what killed Inquisition and Andromeda was the open-world design. I get that some people like that kind of game, but to me Bioware's strength was always in crafting good set pieces and vignettes. Mass Effect 2's overall design of the world and navigation was in my book the strongest Bioware's ever done.

Open world is the worst thing that has ever happened to the video game industry. It is a cancer that infects every genre. Now every single loving game is a walking simulator with quest markers that are spaced out 19 real life hours apart, copy pasted hills and rocks with no clear pathing, massive maps with absolutely nothing in them but grass and trees, and copy pasted NPCs with no distinctive features because they have to appear in 924884 randomly generated settlements. And oh yeah there's always dog poo poo escort quests and the protagonist always talks to themselves constantly about what they do next because the developer knows they need to hold the player's hand forever because without a questline it is impossible to know where the gently caress to go or do.

gently caress open world. All my homies hate open world. It is trash.

HIJK fucked around with this message at 02:46 on Nov 29, 2021

hard counter
Jan 2, 2015





Lt. Danger posted:

bluntly, I don't think Gaider would be able to write something that wasn't (per the article) "traditional Bioware". I can believe he spent a year going back to the same well of alien artifacts and posturing villains, with a slightly different spin each time. there's a lot more space in the genre than the Bioware staple plot. to be fair though a lot of videogame writers tend to repeat the same themes and concepts over different games, so he's not alone

sure, that's definitely possible, i don't know whether david has reputation for being a one trick pony or not or whether he tends to blame others for his flaws, but ultimately this story does end with him and the rest of his writing team resigning after a year, citing a lack of clarity, which essentially forced a total narrative reboot when a whole new team was forced to come in

given how much of the rest of anthem's production was plagued by, in general, confusion, indecisiveness, ambiguity, etc david's explanation certainly seems plausible and on brand, so i personally lean towards believing him

pentyne
Nov 7, 2012

quote:

The story started changing drastically, too. In early 2015, veteran Dragon Age writer David Gaider moved over to Anthem, and his version of the story looked a lot different than the ideas with which they’d been experimenting for the past few years. Gaider’s style was traditional BioWare—big, complicated villains; ancient alien artifacts; and so on—which rankled some of the developers who were hoping for something more subtle. “There was a lot of resistance from the team who just didn’t want to see a sci-fi Dragon Age, I guess,” said one developer. Added a second: “A lot of people were like, ‘Why are we telling the same story? Let’s do something different.’”

When asked for comment on this, Gaider said in an email that when he’d started on the project, Anthem design director Preston Watamaniuk had pushed him in a “science-fantasy” direction. “I was fine with that, as fantasy is more my comfort zone anyhow, but it was clear from the outset that there was a lot of opposition to the change from the rest of the team,” he said. “Maybe they assumed the idea for it came from me, I’m not sure, but comments like ‘it’s very Dragon Age’ kept coming up regarding any of the work me or my team did... and not in a complimentary manner. There were a lot of people who wanted a say over Anthem’s story, and kept articulating a desire to do something ‘different’ without really being clear on what that was outside of it just not being anything BioWare had done before (which was, apparently, a bad thing?). From my perspective, it was rather frustrating.”

Gaider left BioWare in early 2016—“As time passed, I didn’t feel keen to play the game that I was working on,” he told me—which led to new writers for Anthem and a total story reboot. This led to even more chaos. “As you can imagine, writing for BioWare sets the foundation for all the games,” said one developer. “When writing is unsure of what it’s doing, it causes a lot of destruction to a lot of departments.”

What it really sounds like is a lot of people working on Anthem had huge egos and were pretty much unprofessional as gently caress to a major studio figure. The whole way he describes it sounds like people with no authority or control over the story design were constantly interfering in his job and causing problems, and no one did anything to rein them in.

The "a lot of people wanted say over the story" doesn't sound like it was bosses or execs, but other devs/teams mad about what he was doing and not willing to cooperate or collaborate in design meetings.

Ginette Reno
Nov 18, 2006

How Doers get more done
Fun Shoe

Lt. Danger posted:

bluntly, I don't think Gaider would be able to write something that wasn't (per the article) "traditional Bioware". I can believe he spent a year going back to the same well of alien artifacts and posturing villains, with a slightly different spin each time. there's a lot more space in the genre than the Bioware staple plot. to be fair though a lot of videogame writers tend to repeat the same themes and concepts over different games, so he's not alone

Solas is an interesting villain, so I am curious what direction the DA4 team goes with him. Although I imagine DA4 will be more about the Tevinter/Qunari conflict and that anything Solas is doing will be more in the background. Or maybe a rushed final act kind of thing.

I guess I'll find out when DA4 comes out in 2028 or whatever :v:

chaosapiant
Oct 10, 2012

White Line Fever

Pattonesque posted:

the fact that their original plan in their series based on engaging and unique characters and stories was to *make hundreds of procedurally generated planets* is astounding. Like did no one stand up and go "uhhhhh so how are we gong to incorporate our sidequests and NPCs into this system?" It's like they think Mass Effect exploration is "go faff about and shoot trash mobs on random planets forever" instead of "discover a cool mystery or character"

It’s not really astounding at all. It’s what the original Mass Effect was supposed to be, and after the third game, wanting a new game that lives up to the promise of the original and/or exceeds it is not a bad goal. It just wasn’t a feasible goal and took them too long to figure that out.

Raygereio
Nov 12, 2012

chaosapiant posted:

It’s what the original Mass Effect was supposed to be
It was? Going for that kind of procedural tech was insane in 2012, but even more so back in 2004 or whenever ME1’s development started.

I recall ME1’s side planets being the result of a marketing gently caress up and project leads being dumb. The idea was for the game to have the same structure like KotOR1 or DA1 (an 3 act thing with the 2nd act having several locations you can visit in any order).
At some point marketing promised you would be able to visit over 30 planets or something. Because no one wanted to put out that correction and because they didn’t really have the resources for so many locations, we ended up with a bunch maps churned out by a fractal general that Bioware then plonked down a bunch of worthless go-shoot-a-dude sidequests in.
It’s been years since I read those quotes from a former Bioware dev over in the ME thread on SA though, so I could be completely misremembering things.

chaosapiant
Oct 10, 2012

White Line Fever

Raygereio posted:

It was? Going for that kind of procedural tech was insane in 2012, but even more so back in 2004 or whenever ME1’s development started.

I recall ME1’s side planets being the result of a marketing gently caress up and project leads being dumb. The idea was for the game to have the same structure like KotOR1 or DA1 (an 3 act thing with the 2nd act having several locations you can visit in any order).
At some point marketing promised you would be able to visit over 30 planets or something. Because no one wanted to put out that correction and because they didn’t really have the resources for so many locations, we ended up with a bunch maps churned out by a fractal general that Bioware then plonked down a bunch of worthless go-shoot-a-dude sidequests in.
It’s been years since I read those quotes from a former Bioware dev over in the ME thread on SA though, so I could be completely misremembering things.

Keep in mind when I say it was the original goal, I’m pretty sure it wasn’t even prototyped. It was one of many design goals of the original game as they were brain-storming internally.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

chaosapiant posted:

It’s not really astounding at all. It’s what the original Mass Effect was supposed to be, and after the third game, wanting a new game that lives up to the promise of the original and/or exceeds it is not a bad goal. It just wasn’t a feasible goal and took them too long to figure that out.

it falls flat on its face though. there's no way they'd be able to make unique and interesting Mass Effect-y content for those planets not because Bioware couldn't but because no one could

poisonpill
Nov 8, 2009

The only way to get huge fast is to insult a passing witch and hope she curses you with Beast-strength.


It fees similar to the Radiant Quest Engine that was promised with Oblivion. They said it would dynamically pick up on your gameplay and adjust quests to create an interactive world around you. If the player interacted with someone in the village, then maybe the next quest would have that person being kidnapped; and since you’d already cleared out the local bandits, the game makes the culprits a witch coven out of a nearby region you’ve never been before. You can buy houses, pick up silverware, and form relationships with everyone in the game.

In practice, all it means is that the game says “Rand_NPC move to Rand_Dungeon, populate Rand_Monster” and fill all the chests inside with butter knives and forks. Maybe it’s possible to so what they’re implying above, but the amount of work it would take on top of generating a giant world makes it essentially never going to happen.

A Sometimes Food
Dec 8, 2010

pentyne posted:

What it really sounds like is a lot of people working on Anthem had huge egos and were pretty much unprofessional as gently caress to a major studio figure. The whole way he describes it sounds like people with no authority or control over the story design were constantly interfering in his job and causing problems, and no one did anything to rein them in.

The "a lot of people wanted say over the story" doesn't sound like it was bosses or execs, but other devs/teams mad about what he was doing and not willing to cooperate or collaborate in design meetings.

Extra hilariously it sounds like they were poo poo talking him without any ideas to replace his. Given what we ended up with it sounds like they never figured something out either.

poisonpill posted:


In practice, all it means is that the game says “Rand_NPC move to Rand_Dungeon, populate Rand_Monster” and fill all the chests inside with butter knives and forks. Maybe it’s possible to so what they’re implying above, but the amount of work it would take on top of generating a giant world makes it essentially never going to happen.

Closest we've gotten to the promise is the nemesis system which seems to have been quietly shelved as too much trouble to keep using/ripoff after the Mordor games.

poisonpill
Nov 8, 2009

The only way to get huge fast is to insult a passing witch and hope she curses you with Beast-strength.


Nemesis system was good, and the reactive ways the different orks would respond to previous encounters was great. That’s a good example of it being done right. They had to record tons and tons of dialogue that most people would never see to account for unique edge cases and come up with all kinds of flags for the game to remember, so it takes a lot of work and a decent plan, but it’s doable.

https://www.youtube.com/watch?v=WS4ofqYWBs8

Too bad the Nemesis system is patented through 2035! Lol

ThomasPaine
Feb 4, 2009

We have no compassion and we ask no compassion from you. When our turn comes, we shall not make excuses for the terror.
So when the hell is dragon age 4 happening lads

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
Gaider might have one trick but it's a decent trick

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


ThomasPaine posted:

So when the hell is dragon age 4 happening lads

Reply hazy, ask again later

CAPT. Rainbowbeard
Apr 5, 2012

My incredible goodposting transcends time and space but still it cannot transform the xbone into a good console.
Lipstick Apathy

Lt. Danger posted:

possibly ties into wanting to avoid being "meme'd" - before Andromeda's animations, nerds liked to make fun of Bioware's repetitive and unimaginative writing. I don't think the Anthem team were particularly opposed to the idea of having characters in the game or whatever

bUt ThE rOmAnCeS

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Vargs
Mar 27, 2010

A Sometimes Food posted:

Closest we've gotten to the promise is the nemesis system which seems to have been quietly shelved as too much trouble to keep using/ripoff after the Mordor games.

Warframe tried something very similar to the Nemesis system, but it sucked. Shadow of Mordor/War focused the entirety of their game around those concepts and while interesting, they still lost their novelty somewhat quickly. A game like Warframe that's primarily trying to be something else but also adds in a pseudo-Nemesis system is never going to have the staggering amounts of development resources required for it to reach the towering heights of "cool for a bit" that the LotR titles managed.

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