Bioware were always kind of a strange accident propelled forward by the momentum and popularity of the industry and getting in at the right time, rather than their model being good or making sense.
Turning 'crpgs' into lightly tactical action games framing genre-fantasy narratives worked fine. These premises never benefited that much from rolling dice or arranging stats. But this idea, like most video game ideas, simply didn't scale well past the production limits of the original Xbox. That thing didn't hold them back. It kept them alive. But once you get on the scaling tiger there's no getting off. We know now what part of these games draws people in and interests them. And that's not where the scaling costs are going. At the same time we experienced a conceptual refinement in our understanding of these games as being about the characters and relationships, we get stuck in a massive scaling up of production values in everything around that. On some level they surely understand themselves, but are stuck with their reputation and standard industry practice.
They had to radically rebrand to stay alive. Ideally something like a decade ago.
Even if they weren't fat woke tumblr humans they would still be screwed. These things just cost too fucking much to make, and it's not FIFA or Call of Duty. The audience aren't conditioned to see themselves as buying an iteration/subscription. You're rolling the dice every time. Playing Russian Roulette. Sooner or later Asmongold makes a bad asmongoldface at your trailer, someone gets pissed off at some thing you do despite your best intentions, and a game underperforms. Underperformance at this level of production is just about a death sentence. We have examples of what good faith game development at scale looks like over in Japan. They are struggling. It costs too fucking much. Scaling back to AA and lower standards, doing better with established tools, not giving all of their money to bluehairs, these keep them alive.
Bioware should have scaled back to AA in some big ways a decade ago. But even then that begs questions. "Why?" Once we're considering the shape of Bioware games they become hard to justify at any point. They were kind of organically evolving with trends, but the industry is stagnant now. Time to think, plan, and justify. If these games aren't simply going to be as big and broad as possible, what are they going to be? What do they do? Who are they for?
Now I've thought this through and concluded the same thing as the Japanese. Games for fat women who want to look at flirting queers should be made on a minimum budget for a phone-market release and designed to nickel and dime these stupid broads for all they're worth. When some Japanese guys got orders to make a Disney game for girls they didn't spend 5 years cloning Kingdom Hearts crossed with Skyrim. They took the bare elements needed to get women. Queer guys standing around talking. You need a VN engine and a guy to draw sprites. There's your game. There's your mountain of money. This is what Dragon Age: Veilguard should have looked like.
Do you know how much money fujo gacha makes? These guys will outlive Bioware. They will outlive the entire western industry at this rate.