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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.

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> 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?

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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

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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.
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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.

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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.

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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.

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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.
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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.
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Baldur's Gate 1 & 2 were Interplay. BioWare's D&D involvement was NeverWinter Nights 1 & 2.
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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

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That's not correct. Interplay published Baldur's Gate, but BioWare developed it. See https://www.pcgamer.com/the-history-of-baldurs-gate/.
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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.
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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.

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The term for this that I got from a C.J. Cherryh story is 'Wave Without a Shore'.
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> 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.

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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.
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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.
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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).
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wasn't bg3 pretty universally praised too?
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That was developed by Larian, not Bioware.
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ah, didn't realise that!
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Yes but Bioware didn't make it
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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.
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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.

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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?

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I don't think so, it's just that bad of a comment.
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Dude, are you ok?
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This is a typical example of what one would call a "gamer".
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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*.
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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.

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The first dragon's age was absolutely ace too.
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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
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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.
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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.
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I just remember dragon age 2 to feel rushed and underdeveloped. The scale also felt a lot smaller than the original.
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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.

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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.)

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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.
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True dat. DLCs worth every penny & then the modded content... Ohoho!^^ Prolly the last good, genuine CRPG from teh Warez of the Bio!
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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
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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.
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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)

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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.
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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.

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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.
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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.

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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.

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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.
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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.
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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.

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It became a corporate job instead of a smallish team excited about building the games they wanted to play.
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>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.

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And then they moved on to make Titanfall 1 and 2 after the founders were unceremoniously fired by Activision, which were also great games
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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.
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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.

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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
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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.

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