"I wanna be prepubescent"Hakos Baelz

Vidya Games Thread

Smelliest007

Emoom? Would.
Joined:  Feb 19, 2024
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In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in.

But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video-game publisher Electronic Arts Inc. had been under intense pressure. The studio’s previous two games, Mass Effect: Andromeda and Anthem, had flopped, and there were rumors that if Dragon Age underperformed, BioWare might become another of EA’s many casualties.

Not long after Christmas, the bad news surfaced. EA announced in January that the new Dragon Age had only reached 1.5 million players, missing the company’s expectations by 50%. The holiday performance of another recently released title, EA Sports FC 2025, was also subpar, compounding the problem.

As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson explained, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA’s share price promptly plunged 18%.

Dragon Age had a high-quality launch and was well-reviewed by critics and those who played,” Wilson later said on an earnings call. “However, it did not resonate with a broad enough audience in this highly competitive market.”

Days after the sales revision, EA laid off a chunk of BioWare’s staff at the studio’s headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio.

According to interviews with nearly two dozen people who worked on Dragon Age: The Veilguard, there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switcheroo that muddled development and inflated the title’s budget, they say, ultimately setting the stage for EA’s potentially unrealistic sales expectations. A spokesperson for EA declined to comment.

The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, like Madden NFL, and light in the kind of adventure and role-playing games that BioWare was known for.
Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released Dragon Age: Inquisition, the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title went on to win the much-coveted Game of the Year Award and sell 12 million copies, according to its executive producer Mark Darrah — a major validation of EA’s diversification strategy.
Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next Dragon Age installment — code name: Joplin — aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio’s focus to more pressing titles coming down the pike.

In 2017, BioWare released Mass Effect: Andromeda, the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft Inc.’s Casey Hudson, an alumni of BioWare’s early, formative years.
Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as Destiny and Overwatch, in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into Anthem, a live-service shooter game that checked all the right boxes.

One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whisky. The next Dragon Age sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved.
“I wish that pivot had never occurred,” Darrah would later recount on YouTube. “EA said, ‘Make this a live service.’ We said, ‘We don’t know how to do that. We should basically start the project over.’”
Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of Dragon Age — code name: Morrison — while everyone else helped to finish Anthem, which was struggling to coalesce. Goldman pushed for a “pulpy,” more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series.

In February 2019, BioWare released Anthem. Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative.
In the wake of BioWare’s second consecutive flop, the multiplayer version of Dragon Age continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would only experience once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn’t die because they had to persist for multiple players across never-ending gameplay.
As the game evolved over the next two years, the failure of Anthem hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building “Anthem with dragons.”

Throughout 2020, the pandemic disrupted the game’s already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare’s new studio head, revealed yet another shift in strategy. Moving forward, the next Dragon Age would no longer be multiplayer.
“We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay later told Bloomberg News. “No, we need to get back to what we’re really great at.”
In theory, the reversion back to Dragon Age’s tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game’s fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible.

This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they’d be stuck with those old decisions with no chance to stop and reevaluate what was working.
At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an “alpha” build of Dragon Age to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game’s biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games.
But Dragon Age’s multiplayer roots limited such choices, according to people familiar with the development. BioWare delayed the game’s release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream.

In 2023, to help finish Dragon Age, BioWare brought in a second, internal team, which was working on the next Mass Effect game. For decades there’d been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the Dragon Age crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the Mass Effect group was called the USS Enterprise, after the Star Trek ship, because commands were issued straight down from the top and executed zealously.

As the Mass Effect directors took control, they scoffed that the Dragon Age squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the Mass Effect team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating Dragon Age leaders who had been told they didn’t have the budget for such big, ambitious swings.
“It always seemed that, when the Mass Effect team made its demands in meetings with EA regarding the resources it needed, it got its way,” said David Gaider, a former lead writer on the Dragon Age franchise who left before development of the new game started. “But Dragon Age always had to fight against headwinds.”

Early testers and Mass Effect leads complained about the game’s snarky tone — a style of video-game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman’s vision for the multiplayer game. Worried that Dragon Age could face the same outcome as Forspoken — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game’s dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game’s poor reception with fans.)
A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors strike limited the writers’ ability to revise the dialogue and create new scenes. An initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game.

When Dragon Age: The Veilguard finally premiered on Halloween 2024 after many internal delays, some staff members thought there was a lot to like, including the game’s new combat system. But players were less impressed, and sales sputtered.
“The reactions of the fan base are mixed, to put it gently,” said Caitie, a popular Dragon Age YouTuber. “Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.”
Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is now working on the next Mass Effect. After three high-profile failures in a row, questions linger about EA’s commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area.
Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA’s annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co.

Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits like Cyberpunk 2077, Elden Ring and Baldur’s Gate 3. In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new.
“That said, if they shuttered the doors tomorrow I wouldn’t be totally surprised,” Creutz added. “It has been over a decade since they produced a hit.”
As always, Schreier ignores the elephant in the room by deflecting how faggy the game was as "lighthearted themes and tonal shift."

Edit: Even this subreddit of all places points out Schreier used the game's early sales to "own the chuds" before retreating when it was actually garbage.
 
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CalciumAnimal

Drink Milk
Joined:  Feb 24, 2023

RestlessRain

Well-known member
Early Adopter
Joined:  Sep 21, 2022
him being retarded and pointing to the wrong thing still makes him the only good journalist out there.
If Schreier was a nature journalist, he would spend five thousand words writing detailed accounts about large groups of trees growing together and deny that forests exist.
 

CalciumAnimal

Drink Milk
Joined:  Feb 24, 2023
If Schreier was a nature journalist, he would spend five thousand words writing detailed accounts about large groups of trees growing together and deny that forests exist.
ok but what does that even mean?

it sounds funny but I'm pretty sure you botched your analogy

Also I didn't mean to say he was great I meant to say there is literally no one else even half assing it. unless your willing to tolerate Troon Sterling.
 

shipmate

menhera addicted sister
Pipproject Producer
Joined:  Jun 21, 2023
You guys checking anything from Next Fest? I played the Kronii game and it's mid. Not mid in execution, I think it plays fine, but it has zero challenge.
 

CalciumAnimal

Drink Milk
Joined:  Feb 24, 2023
You guys checking anything from Next Fest? I played the Kronii game and it's mid. Not mid in execution, I think it plays fine, but it has zero challenge.
If your just looking for Recommends. Thea/Thea 2. Knights in Tight Spaces Age of Wonders 4 .
 

Smelliest007

Emoom? Would.
Joined:  Feb 19, 2024
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:nenebased:If only objectification of women by management and execs translated into good games.
Ubisoft developers have told a French court that former execs Serge Hascoet, Tommy Francois, and Guillaume Patrux allegedly perpetuated a "systemic" culture of sexism and abuse.


Former chief creative officer Serge Hascoët and ex-VP of editorial and creative services Tommy François both left the publisher in summer 2020, following allegations of widespread abuse, harassment, and discrimination within Ubisoft, including claims against the two executives. Former director Guillaume Patrux has similarly been accused of harassment and bullying. In all, five former executives from Ubisoft were arrested by French police in 2023 following a year-long investigation into sexual assault and harassment within the company. All three defendants deny the charges.


As reported by The Guardian, the trial, which began at the beginning of this month, has heard witnesses tell of feeling "terrified" and "like pieces of meat," with state prosecutor Antoine Haushalter reporting "overwhelming" evidence of harassment.


"In four days of hearings, female former staff members variously described being tied to a chair, forced to do handstands, subjected to constant comments about sex and their bodies, having to endure sexist and homophobic jokes, drawings of penises being stuck to computers, a manager who farted in workers' faces or scribbled on women with marker pens, gave unsolicited shoulder massages, played pornographic films in an open-plan office, and another executive who cracked a whip near people’s heads," The Guardian reports.


Likening the culture to a "boys club" between 2010 and 2020, one alleged victim told the court: "The sexual remarks and sexual jokes were almost daily."


A woman who worked for François alleged the former VP made her do handstand wearing a skirt.


“He was my superior and I was afraid of him," she said. "He made me do handstands. I did it to get it over with and get rid of him."


He is also accused of kissing a member of staff on the lips without consent at a Christmas party as his colleagues "restrained her by the arms and back," while a different witness said that during a US trip, he "grabbed [her] by the hair and kissed [her] by force." No one present reacted or stopped him, and when she reported him to HR on her return, she was told "don't make a big thing of it." She later had to refute rumors she'd been caught "snogging" François "even though he knew it had been an assault."


The woman reports these incidents made her feel "stupefied, humiliated and professionally discredited." François denies all charges, claims there was a "culture of joking around" at the studio, and insists: "I never tried to harm anyone."


Hascoët is similarly accused of sexual harassment and bullying. He reportedly told colleagues at an away day that one of the senior female colleagues did not have enough sex, and said he would "show how to calm her" by having sex with her in the next room. He's also alleged to have talked abut sex at the office, bullied his assistants, and made them undertake personal tasks during the working day, such as picking up parcels. The former exec denies all charges, saying: "I have never wanted to harass anyone and I don’t think I have."


Patrux, also accused of sexual harassment and bullying, allegedly punched walls, mimed punching staff, "played with a cigarette lighter near workers' faces, setting alight a man's beard," and "threatened to carry out an office shooting." He also reportedly cracked a whip in the faces of his colleagues.


After four days of hearings, the judges have retired to consider the evidence and reach a verdict. All three men deny the charges.
 

Brosnan Pierce Brosnan

God's Strongest Smartass
Dizzy's Husband
Joined:  Apr 4, 2023
Valhalla is lagging in development, tie more bitches to chairs

:polkasticks:
 

God's Strongest Dragoon

Well-known member
Joined:  Mar 20, 2023
2. The writing is extremely mediocre and the gameplay not all there thanks to an inexperienced new team majority of women hires.
Tim Cain ranted about how dogshit the new generation of game devs are and was why Outer Worlds was pretty much fucked from the get-go.
1:52 in if the embedding doesn't work
 

httn

Panko of color
Joined:  Dec 27, 2022
You guys checking anything from Next Fest? I played the Kronii game and it's mid. Not mid in execution, I think it plays fine, but it has zero challenge.
This has been interesting so far, a bit janky but it's got soul.
 

JMForte

Well-known member
Joined:  Oct 1, 2022
Tim Cain ranted about how dogshit the new generation of game devs are and was why Outer Worlds was pretty much fucked from the get-go.
1:52 in if the embedding doesn't work

There are so many issues, I know some of it is a mixture of people being scared they'll be fired for even so much as breathing wrong, people getting locked in on what they were taught and not really expanding beyond said teachings, and strict attachment to procedure. It's why optimization can be bad. People know how to do things, just in the exact way they're taught, which is a bigger problem in the whole of society at the moment. A lot of people in addition to that have no understanding of the why.
>It's like the CalArts thing. That style is all over cartoons, no one really goes beyond it. It all just looks the same.
edit: I'm a retard I didn't mean to greentext it.
 
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CalciumAnimal

Drink Milk
Joined:  Feb 24, 2023
There are so many issues, I know some of it is a mixture of people being scared they'll be fired for even so much as breathing wrong, people getting locked in on what they were taught and not really expanding beyond said teachings, and strict attachment to procedure. It's why optimization can be bad. People know how to do things, just in the exact way they're taught, which is a bigger problem in the whole of society at the moment. A lot of people in addition to that have no understanding of the why.
>It's like the CalArts thing. That style is all over cartoons, no one really goes beyond it. It all just looks the same.
I agree with you but was it not just a bunch of unrelated people trying to ape blob people that makes for easy squash and stretch.
 

PleaseCheckYourReceipts

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Joined:  May 6, 2023
On the "why games are where they're at now" issue with AAA publishers, any primary part of an industry that goes more than about 15% Female will tend to the Median for skillset set rapidly. Game Development used to attract a lot of really smart guys and they only needed small teams. Expedition 33 is the exact example of what up to the PS2 era teams really looked like. A bunch of dudes and a couple of nerdy girls that are somewhere on the spectrum and really competent.
 

Security

irc.rizon.net #TheVirtualAsylum
Joined:  Jun 28, 2023
On the "why games are where they're at now" issue with AAA publishers, any primary part of an industry that goes more than about 15% Female will tend to the Median for skillset set rapidly. Game Development used to attract a lot of really smart guys and they only needed small teams. Expedition 33 is the exact example of what up to the PS2 era teams really looked like. A bunch of dudes and a couple of nerdy girls that are somewhere on the spectrum and really competent.
Nearly every US dev studio in the 90s was made up entirely of white men, a scattering of actual geek girls, some with a handful of Asians, and then a few with the odd negro - who were bullied by blacks for being the nerds they were.

It was the Golden Age.
 

God's Strongest Dragoon

Well-known member
Joined:  Mar 20, 2023
On the "why games are where they're at now" issue with AAA publishers, any primary part of an industry that goes more than about 15% Female will tend to the Median for skillset set rapidly. Game Development used to attract a lot of really smart guys and they only needed small teams. Expedition 33 is the exact example of what up to the PS2 era teams really looked like. A bunch of dudes and a couple of nerdy girls that are somewhere on the spectrum and really competent.
Funny enough, the prime example of this is Amy Hennig. She was an enormous book dork that studied English literature but she worked as an artist and developed skills in animation to get her foot in the door. She was doing the hard work and expanded her skillset for the task needed instead of being some tumblrite hired right after graduating college that thought Supernatural was the height of writing. If the latter would try to make Uncharted, they would copy Indiana Jones and be done with it. Meanwhile one can gleam from playing Uncharted that Hennig had some inspiration from not just Indiana Jones but classic literature like Treasure Island and Heart of Darkness. I believe Amy has even mentioned Sullivan's Travels as an influence on Uncharted. Looking at Legacy of Kain, she has mentioned she drew on Oedipus Rex and Paradise Lost. She's mentioned a huge influence on the spectral realm was architecture in 1920s German cinema, with the weirdly deformed buildings and unnerving angles.

Basically the writers we use to have were inspired by renowned classics of written and visual media. The writers we have now likely go years without reading books and are often inspired by modern sitcom slop. We get writers aping kino, we might at least get some decent work and maybe even some kino. We get writers aping slop, we are almost always going to get slop.
 

PleaseCheckYourReceipts

Well-known member
Joined:  May 6, 2023
Funny enough, the prime example of this is Amy Hennig. She was an enormous book dork that studied English literature but she worked as an artist and developed skills in animation to get her foot in the door. She was doing the hard work and expanded her skillset for the task needed instead of being some tumblrite hired right after graduating college that thought Supernatural was the height of writing. If the latter would try to make Uncharted, they would copy Indiana Jones and be done with it. Meanwhile one can gleam from playing Uncharted that Hennig had some inspiration from not just Indiana Jones but classic literature like Treasure Island and Heart of Darkness. I believe Amy has even mentioned Sullivan's Travels as an influence on Uncharted. Looking at Legacy of Kain, she has mentioned she drew on Oedipus Rex and Paradise Lost. She's mentioned a huge influence on the spectral realm was architecture in 1920s German cinema, with the weirdly deformed buildings and unnerving angles.

Basically the writers we use to have were inspired by renowned classics of written and visual media. The writers we have now likely go years without reading books and are often inspired by modern sitcom slop. We get writers aping kino, we might at least get some decent work and maybe even some kino. We get writers aping slop, we are almost always going to get slop.

The line used to be you couldn't write a good novel before 25. One guy did at like 22 and he never wrote another because he couldn't get back to that level. This isn't wrong, beyond the neurology. You just need a broad base of understanding to pull threads from to make something creative. It's the reason they used to do expeditions with a bunch of staff to locations for Pixar movies, because the staff needed to experience the area they were even just replicating.

There's maybe 2 guys a year that are ready for high level professional writing work after college, and it's really noticeable that the incompetents also can't take criticism. Which is why they suck at writing.
 

MrProcessor

Soldier of Godrick
Joined:  Feb 22, 2023

Ahahaha, finally. I've been worried about my old DSs and my old DS cartridges for some time, but now those worries will finally be alleviated for me. I put in my pre-order immediately lest they sell out (or worse, sell out in GameCube purple).

 

thhrang

Punished Autism Extraordinaire
Early Adopter
Ward Security
♥Realticule's Husbando♥
Joined:  Sep 13, 2022
So I literally only caught this by chance but Konami is doing some Nintendo Direct type thing right now and they revealed the multiplayer component of MGS Delta. It's specifically not MGO, it's some new thing called "FOX Hunt" which specifically is called a "hide and go seek" thing. They said that 'the landscape of multiplayer games has changed a lot since the last MGO and they want to make something unique that isn't just a shootout.'

(It's right at the start.)

In better news though, they're bringing back Secret Theater with new scenes.
 
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RestlessRain

Well-known member
Early Adopter
Joined:  Sep 21, 2022
So I literally only caught this by chance but Konami is doing some Nintendo Direct type thing right now and they revealed the multiplayer component of MGS Delta. It's specifically not MGO, it's some new thing called "FOX Hunt" which specifically is called a "hide and go seek" thing. They said that 'the landscape of multiplayer games has changed a lot since the last MGO and they want to make something unique that isn't just a shootout.'

(It's right at the start.)

Okay, but where do the pachinko machine mechanics come into it?
 

thhrang

Punished Autism Extraordinaire
Early Adopter
Ward Security
♥Realticule's Husbando♥
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