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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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