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ANTHEM - failed Destiny clone from BioWare

Joined
Jan 3, 2019
Messages
556
Sure glad they at least succeeded in making sure Anthem didn't become an Internet joke.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,739
Most surprising part of the article is that bioware staff thought 'Beyond' was a better title.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,552
Location
Bulgaria
Most surprising part of the article is that bioware staff thought 'Beyond' was a better title.
It was a different game,about going beyond the wall and doing shit. In that concept it sounds better. I am pretty sure that somebody got high and watched that shitty anime "attack of the titans" and decided to sell the idea to a bunch of creatively bankrupted retards.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,739
Most surprising part of the article is that bioware staff thought 'Beyond' was a better title.
It was a different game,about going beyond the wall and doing shit. In that concept it sounds better. I am pretty sure that somebody got high and watched that shitty anime "attack of the titans" and decided to sell the idea to a bunch of creatively bankrupted retards.
I am unclear on why you thought repeating this information would sway me.

Nouns are better than prepositions for naming games.
 

BEvers

I'm forever blowing
Joined
Aug 14, 2018
Messages
808
Rival developers are pulling no punches:

Untitled.png
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Didn't read the article, not going to. In two words - what was the problem behind Anthem development cycle? That Bioware staff is filled with beta male manchildren who can't look after themselves and there were no good producers and team leads with basic leadership capabilites, let's be honest. Right?
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Most surprising part of the article is that bioware staff thought 'Beyond' was a better title.
It was a different game,about going beyond the wall and doing shit. In that concept it sounds better. I am pretty sure that somebody got high and watched that shitty anime "attack of the titans" and decided to sell the idea to a bunch of creatively bankrupted retards.
I am unclear on why you thought repeating this information would sway me.

Nouns are better than prepositions for naming games.
Actually, using this preposition as a noun is what makes it interesting. Not particularly unique, but interesting.

 

Lagole Gon

Arcane
Patron
Joined
Nov 4, 2011
Messages
7,558
Location
Australia
Insert Title Here RPG Wokedex Codex Year of the Donut Pathfinder: Wrath
Didn't read the article, not going to. In two words - what was the problem behind Anthem development cycle? That Bioware staff is filled with beta male manchildren who can't look after themselves and there were no good producers and team leads with basic leadership capabilites, let's be honest. Right?

"It’s a story about a studio in crisis. Dozens of developers, many of them decade-long veterans, have left BioWare over the past two years. Some who have worked at BioWare’s longest-running office in Edmonton talk about depression and anxiety. Many say they or their co-workers had to take “stress leave”—a doctor-mandated period of weeks or even months worth of vacation for their mental health. One former BioWare developer told me they would frequently find a private room in the office, shut the door, and just cry. “People were so angry and sad all the time,” they said. Said another: “Depression and anxiety are an epidemic within Bioware.”
 
Joined
Jan 3, 2019
Messages
556
One former BioWare developer told me they would frequently find a private room in the office, shut the door, and just cry.

That doesn't really tell me shit about BioWare though (I have no doubt they are a shit company for other reasons) other than the fact that they hire fuckups like this to begin with - Tumblrtards who can't handle any kind of stress like the kind that goes on when brining any product to the market. These are the same people who need "Cry Closets" at universities during finals week and claim PTSD over the 2016 election.
 

RepHope

Savant
Joined
Apr 27, 2017
Messages
427
1. None of the leads could agree on what Anthem was supposed to be
2. EA forced Bioware to use Frostbite but Bioware is totally incompetent with the engine. Instead of building off of Inquisition, Andromeda and Anthem essentially started from scratch each time
3. Soduerland came in and was fucking pissed at the shit Bioware gave him. He forced them to put flying back in (they had taken it out)
4. The 2017 E3 Demo was complete bullshit. Afterwards however Bioware used it as a template for the actual game
5. Bioware’s good programmers got poached for FIFA
6. A shit ton of Bioware leads left because of how burnt out they were trying to deal with this shit
7. Bioware leaders pretended Anthem wasn’t a Destiny ripoff and refused to learn from what their competitors (Destiny, Division, Warframe) were doing
8. Bioware Edmonton ignored Bioware Austin’s advice even though Austin had more experience with MMOs thanks to TOR
9. Bioware thought Anthem would score in the high 70s and dismissed concerns by saying they would fix it later
10. The game was in preproduction for 6 years essentially and the current game is the product of 18 months of work
So EA is to blame for making Bioware use Frostbite. Bioware is to blame for being completely incompetent man children who are more obsessed with putting in gays and lesbians than making good gameplay and telling a good story
 

Frozen

Arcane
Joined
Jan 1, 2014
Messages
8,728
1. None of the leads could agree on what Anthem was supposed to be
2. EA forced Bioware to use Frostbite but Bioware is totally incompetent with the engine. Instead of building off of Inquisition, Andromeda and Anthem essentially started from scratch each time
3. Soduerland came in and was fucking pissed at the shit Bioware gave him. He forced them to put flying back in (they had taken it out)
4. The 2017 E3 Demo was complete bullshit. Afterwards however Bioware used it as a template for the actual game
5. Bioware’s good programmers got poached for FIFA
6. A shit ton of Bioware leads left because of how burnt out they were trying to deal with this shit
7. Bioware leaders pretended Anthem wasn’t a Destiny ripoff and refused to learn from what their competitors (Destiny, Division, Warframe) were doing
8. Bioware Edmonton ignored Bioware Austin’s advice even though Austin had more experience with MMOs thanks to TOR
9. Bioware thought Anthem would score in the high 70s and dismissed concerns by saying they would fix it later
10. The game was in preproduction for 6 years essentially and the current game is the product of 18 months of work
So EA is to blame for making Bioware use Frostbite. Bioware is to blame for being completely incompetent man children who are more obsessed with putting in gays and lesbians than making good gameplay and telling a good story

This sounds like...communism.
Ah, the memories..
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Our friend John Wanker from Rock Paper Diarrhea piles on: http://archive.is/Jl7Fb
BioWare's awful response to Kotaku's exposé pours petrol on a raging PR fire
BuyerBeware
John Walker
Senior Editor
3rd April 2019 / 7:00PM

90

Yesterday Kotaku’s Jason Schreier dropped one of his explosive articles upon the gaming industry, this time revealing the sad, grim tale of how BioWare’s Anthem came to be. It was, as has come to be expected from Kotaku’s investigative exposés, a meticulously researched and cited piece that step-by-step broke down the maudlin development of Anthem, from the perspective of nineteen current and former BioWare employees, and purportedly the wider development team.

Within fifteen minutes of publication, BioWare had posted their response. And it is a bad one. A very bad one, for some very serious reasons.

In a mere 424 words, BioWare handwaved away the entire brutal content of Kotaku’s piece. The original article alleged gruelling working practices, devastating levels of mental health issues amongst staff, and awful-sounding issues with direction and leadership. BioWare appeared to dismiss all these matters, whether factual or not, as “not a major topic of feedback in our internal postmortems.”

But even more seriously, they also appeared to condemn the very concept of journalism itself. Of shining light into darkness. To do this, they bend time and space to imply that the article was about “tearing down” individuals and people’s work, rather than acknowledging an article that directly quotes staff’s thoughts and feelings about the actions of their superiors, in amongst lengthy details on the process of the game’s creation.

“We chose not to comment or participate in this story because we felt there was an unfair focus on specific team members and leaders,” say BioWare, begging the question of what was unfair, and suggesting it as fact. “We didn’t want to be part of something that was attempting to bring them down as individuals. We respect them all, and we built this game as a team.” Although this respect appears to end when it comes to responding to the views set forward by so many of their staff and former staff.

In that snippet of a response, BioWare bookends with this same claim. And the second time they phrase this in a far more harmful and insidious manner: “We don’t see the value in tearing down one another, or one another’s work. We don’t believe articles that do that are making our industry and craft better.”

This is, I believe, an outrageous statement. And I’m very inclined to think they know so. Investigative journalism is necessary. It’s unlikely, for instance, that a working environment as allegedly toxic as Riot’s would have begun its ocean-liner-like turn to change without having been so spectacularly exposed by Kotaku’s Cecilia D’Anastasio. BioWare knows this, just like absolutely everyone knows it. Exposure of horrible working practices is an extremely effective way to make both the industry and craft better. To say it doesn’t, to say they “believe” it doesn’t, is, frankly, revolting.



If Jason Schreier can be accused of anything, it’s of going on a bit. His article is over 11,000 words long. My dissertation was shorter. It took me the better part of an hour to read, easily distracted as I am. Yet this only makes BioWare’s reply more hasty and thoughtless. For BioWare to have read, digested, and responded to this final published piece in fifteen minutes is, it’s reasonable to suggest, impossible. Their response was either a rapidly adapted canned standard, or a pre-written one, devised after Kotaku approached them for comment ahead of publication (Kotaku supplied some details of the final piece to the studio before publishing). The EA-owned studio had originally refused to comment for the piece, which is unfortunately standard practice, but then they prepared something anyway. And it’s something I think they’re going to grow to regret.

Especially since the rest of the statement is a clusterfuck of contradictory statements. Statements like:

“We do everything we can to try and make it healthy and stress-free, but we also know there is always room to improve.”

They already do everything they can, but there’s always room to improve. It must be splendid as a member of staff in the company to read such paradoxical corporate-speak. It’s already as good as it can be, but we know we could do more! To be able to put out such an inconsistent line is worryingly suggestive of an unwillingness to change – it’s surely impossible to think it without being insincere? They can’t mean both.

What a difference it would have made if it had read, “We always should be doing more to try to make it healthy and stress free.” If there’s really room to improve, they could hardly disagree with that, right? A problem exacerbated even further by the following:

“The creative process is often difficult. The struggles and challenges of making video games are very real. But the reward of putting something we created into the hands of our players is amazing.”

That “But”. What does it mean? Read on face value, they appear to be stating that no matter how terrible the lives of their developers might get, it’s all fine if they can release a game. When responding to an article that repeatedly refers to the issues regarding the studio’s belief in “BioWare Magic” making everything fine in the end, it really doesn’t bode well that they appear to think releasing something fixes all the “struggles and challenges” of their employee’s years of work. And even if we give them the benefit of the doubt and assume it’s just a violently odd non-sequitur, wow, what a way to give the impression that you just don’t care about the difficulties of the creation process.

Then finally,

“Our full focus is on our players and continuing to make Anthem everything it can be for our community. Thank you to our fans for your support – we do what we do for you.”

“Our full focus is on our players.” Yeah, [sucks teeth] I’m not convinced this is exactly the angle you want to take in response to 11,000 words of being called out on not putting enough focus on your staff. It might appear such an epic own goal, but it’s for a reason. Because the rest of that line is about baiting. It’s about trying to rally the throngs to rise up against those pesky up-start press sneak fucks who have the temerity to “tear down” their senior leadership team by using their publicly known names. “Our community”, “our fans”, “we do what we do for you”…

It’s such a spectacularly tone-deaf statement to make in response to a grisly list of allegations about how employees are failed. “It’s not about them, it’s about YOU, our loyal fans!” But then that’s the idea, to deflect, to bait-and-switch, give the impression that Kotaku is attacking the reader, the player, the BioWare fans.

As it happens, it appears to have enormously backfired. The responses to the tweet for the article are… not pretty. It’s fairly safe to say they already know this hasn’t been a masterpiece of PR.



What’s so agonising about this is it could so, so easily have been better handled. Obviously a major studio with hundreds of employees in two countries owned by one of the largest publishers in the world isn’t going to put out a mea culpa. No one was reasonably expecting that, as sorrowful a statement as that may be. But all it didn’t need to do was so loudly suggest that Kotaku is at fault for shining a light on them, and act as if BioWare staff weren’t as important as the studio’s super-fans. It could be this simple:

“We’ve read the article published on Kotaku today, and take the matters raised extremely seriously. While we strongly dispute many of the allegations made, and do not believe that the naming of names was necessary for the article, we care extremely deeply about the lives and health of our staff, and take seriously the statements made.

We intend to launch an internal review of the matters raised, to seek out the truth regarding the allegations and issues. And should we find areas where there is room for improvement, we commit to working as hard as is possible to do so.

Our employees are of the utmost importance to BioWare, and we wish to be known as an employer anyone would be delighted to work for. Anything that helps us achieve this goal is welcomed, and we thank our staff for their extraordinary efforts and diligence.”

There, I banged that out in five minutes. Give it a couple more drafts, run it past the in-house lawyers, and don’t immediately throw petrol tankers onto an already raging PR fire.

The concern is that something so obvious wasn’t written, and that something so terrible was. It doesn’t exactly speak well of BioWare.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,671
If they stuck with Gaider's writing, it would have hit those 70s. :smug:

And speaking of (justified) smugness

Josh 'New Vegas' Sawyer said:
As an example, the developer brought up the unique feel of Destiny’s large variety of guns, something that Anthem seemed to be lacking, in large part because it was being built by a bunch of people who had mostly made RPGs. “We really didn’t have the design skill to be able to do that,” they said. “There just wasn’t the knowledge base to be able to develop that kind of diversity.”
lmao
 

Mustawd

Guest
Why do devs tolerate this shit? Surely they can find another job that doesn't wear them down to the point that they need designated crying rooms.

They do it because project management is hard.

I’ve been in the exact experience of going into meetings, discussing an issue, and ending the meeting with no resolution.

It’s actually very easy to fall in that trap. Especially if there is no designated leader in the room willing to keep people on topic and making sure there is some kind of resolution at the end. of the meeting.

Really it seems that Bioware leadership was at fault here. At some point someone needed to recognize that deadlines were being missed and that nothing concrete was coming out of all these years of work.

The experience I described above comes from my time in auditing. Hardly a creative line of work. When you factor in creative-type deliverables like movies or video games then it becomes even more complex. The people who have the skillset to merge practicality with creativity is rare. And it sounds like Bioware leadership lacked this until that superman Executive Producer came in to save the day and get something shipped.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,739
1. None of the leads could agree on what Anthem was supposed to be
2. EA forced Bioware to use Frostbite but Bioware is totally incompetent with the engine. Instead of building off of Inquisition, Andromeda and Anthem essentially started from scratch each time
3. Soduerland came in and was fucking pissed at the shit Bioware gave him. He forced them to put flying back in (they had taken it out)
4. The 2017 E3 Demo was complete bullshit. Afterwards however Bioware used it as a template for the actual game
5. Bioware’s good programmers got poached for FIFA
6. A shit ton of Bioware leads left because of how burnt out they were trying to deal with this shit
7. Bioware leaders pretended Anthem wasn’t a Destiny ripoff and refused to learn from what their competitors (Destiny, Division, Warframe) were doing
8. Bioware Edmonton ignored Bioware Austin’s advice even though Austin had more experience with MMOs thanks to TOR
9. Bioware thought Anthem would score in the high 70s and dismissed concerns by saying they would fix it later
10. The game was in preproduction for 6 years essentially and the current game is the product of 18 months of work
So EA is to blame for making Bioware use Frostbite. Bioware is to blame for being completely incompetent man children who are more obsessed with putting in gays and lesbians than making good gameplay and telling a good story
Every time Bioware has a flop they lie and pretend it was only in production for 18 months. That is literally the exact number of months they claimed Dragon Age 2 had, as if it somehow excuses the problems.
 

yolu

Novice
Joined
Feb 2, 2019
Messages
13
The article doesn't tell us exactly how bad the working environment is at Bioware after interviewing a dozen of staff. I mean after all it is a company has 'crying room' and accepts 'stress leave'. I doubt if a kindergarten has these.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
I read the whole article. The leaders were useless, and the grunts were useless too. The latter point is not emphasized (no "punching down" and all that nonsense), but it is quite obvious if you read the article carefully.

Crying rooms in game development, lol. Talk about having sense of perspective.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,624
Location
Fall
I just finished it as well. Medical LOAs for work stress? Get a new job dumbasses. Crying rooms? Is this a real thing?
 

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