EA and BioWare end development of Anthem Next – the future is more familiar and promising.
They say out there, that who covers a lot, little squeezes. And looters often go too far. They want it all: open worlds, persistent; story, online multiplayer, exceptional combat system, different character classes, random loot, replayable level design, post-launch support, adapting to community demands. It is said quickly, but the reality is that achieving all this is not easy at all. Needed a very clear direction and strong leadership to get there, and even then the pitches are often awkward and bumpy. It makes me sad to see that Anthem has run into absolutely all of them, and that grief turns into anger when I think that, unlike others, has not been able to get up. Moreover, it is not just that he has not stood up as his equals, but also that the matter has been an embarrassing spectacle that plays against BioWare, which ended just when there seemed to be hope.
The worst thing was not the initial stumble, but seeing that he was unable to come back until very recently The cessation of development of Anthem is frustrating, but it was seen to come a long way. A few months after the crash of the premiere – which failed to meet EA’s sales forecasts, although at that time they hoped to overcome with time and patience – the ever-active Jason Schreier reported on the nightmare that the development of Anthem represented. Frosbite was not a ready engine for this game, and internally considering Destiny as “the D-word” did not help much to define the end game. Those of us who were there faced constant disruptions from loading screens, an enemy AI that could be improved, an unimaginative level design, a plain and simply dysfunctional loot … I remember real memes like not being able to see your own rewards, the infinite slowness that separated the “continue game” button from the “start mission” button or that story objective that sent us on errands.
Dragon Age and Mass Effect will allow the revamped studio to speak the same language between new and veteran But we’ve already talked about it a lot in the magazine, and we will probably all agree that there is no point in regretting mistakes. Must to learn from them. I think BioWare has done it, that the entire industry has. The redesign dubbed Anthem Next was announced very late, but it was announced; and while he was there, the community was informed of what exactly was being done, how it was being done and where did you want to go. Diablo IV, meanwhile, is drawing on the opinion of the most dedicated fans from the beginning, in a quarterly open conversation that will last for who knows how long. I think other companies have learned that looters They are very complicated games that in general cannot satisfy the occasional player who is limited to completing the campaign nor can they settle for giving a repeatable activity at the end of it; and therefore they are pivoting around another class of games as a service.
When it comes to BioWare, I see that this experience has enriched them, or at least made them react for the future. I have no doubt that its ranks include both talented and passionate creatives, but after a few years of beating around the bush, it was time to put order. Casey Hudson and Mark Darrah leave the company, taking over from a new generation of up-and-coming designers and executives. With this panorama, I see difficult that the “classic” BioWare I’m going to be recognizable never again, but at least I’m cautiously optimistic for the future: the new Dragon Age and Mass Effect are a perfect opportunity for new and veterans to speak the same language within the studio, to show us all the good they can. do. I personally adore looters and wouldn’t mind seeing a lighter progression model like the latest Assassin’s Creed or even co-op dungeons have for example, but as Ron Weasley said, “you should get your priorities straight.”
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