A lot of development time may have been sunk in making the engine capable of doing RPG stuff ( not questioning if DAI is actually an RPG). The fact that you develop for multiple platforms (well consoles first, and a crappy PC port too) probably dictates that you use an of the shelf engine as a basis, if you want to keep costs in check (and for EA this is probably the only priority). Maybe they underestimated the amount of tweaking needed to get the engine up to where they wanted it to be. Maybe all kinds of stuff was scrapped because it didnt fit in the engine, even if heavily modified.
This is DEFINITELY worth mentioning. DICE didn't have a conversation editor tool before DA.
An engine being used to create a story RPG. With no conversation editor.
The systems they had already made from games like Battlefield, such as animations, environments and jumping, all came through really well. The things they had to create from scratch are really very surprising they were able to get off the ground at all.
Thats why i love small studios like Larian who focus on one platform, dont compromise on engine and built one themselves specifically suited for their vision. Actual gamers determined to create the best user experience possible vs accountants profit maxing.
Well... Frostbite is going to be the new engine of every EA game in the entire company. Bioware was just the first non-DICE early adapter.
For sure there is something to say about single platform indie developing - the product will be more polished and seamless 9 times out of 10. But everything Larian develops and makes advancements on will only be able to be used by Larian and even then, the carry-over might not be easy. They are the only ones working on their Divinity engine, so anything made to be used for their games will have to be made from scratch. Compare that to Unity, where multiple developers are all using the engine for vastly different purposes and occasionally collaborating online across developers. Or with Unreal, where a single owner of the engine is helping many other major developers and share some of the same best practices and ideas from one developer to another.
The way EA is handling FB is better than all of the above approaches. They own the engine, so every cent spent on development is all on their own books. They get dozens of their own developers working on the engine to do vastly different things, so the engine gets to have it paces run regularly and in different directions. They have an entire division at DICE devoted to do nothing but make the engine better and to make it able to address all of the needs of the developer using it - which is to say, every developer in EA. Since there is a single repository of all work done on the engine collected in one team, the wheel does not need to be re-invented between fixing common problems and time can be spent making existing solutions better.
Now... some of the issues in DA:I can be directly attributed to them switching to Frostbite and also trying to develop for five platforms, no doubt. Things that were thought of as features got cut due to headaches created from this, and things that were included did not get the proper testing or polish to work right, which is a large source of the complaints still today.
Granted, their design decisions were also very poor to make the RPG many people thought they were selling, but that's almost ancillary to this point. What EA is doing with FB could possibly be the most ambitious publisher project we've ever seen and the results to both EA and all of its developers may be so vast that it may change the publisher-developer dynamic across the industry in a decade or two.
As an aside note, after the latest patch my game runs smoother AND looks better, no settings changed. Plus another restart, melee warrior this time, since i read that this class is near unplayable on pc. Sofar though i have no problems, maybe the rogue suffers more due to positioning issues.
I have heard positioning issues are endemic more to the rogue, although I'm not sure why. Maybe the sword-and-board build has better abilities that help orient the player more often than the rogue. Regardless, player aim should not have any place in a party-based RPG and is one inky biggest turn offs to even pick this gam up, even when it hits the bargain bin.