Your Anthem @anthemyour There are a few armor sets that were never used or never released in #Anthem 2019. A few of those models were datamined by @javano_ & @ginsorkr , but some never made it into the files.
One such is the bitpack for the Outlaw Ranger set by Jaemus Wurzbach.
Personally? I dig it!
Christian Dailey @christiandailey We almost had a Scar Strider too
Some rare & never before seen images/footage from early in Anthem's development...
interesting, wonder why they dropped the survival concept?
Frostbite appears to be one of the bigger issues, but ofc Anthem's development had other problems as well.
Throughout those early years in development, the Anthem team realized that many of the ideas they’d originally conceived would be difficult if not impossible to create on Frostbite. The engine allowed them to build big, beautiful levels, but it just wasn’t equipped with the tools to support all of those ambitious prototypes that they’d created. Slowly and gradually, they started cutting back on the environmental and survival features that they’d devised for Anthem, in large part because they just weren’t working.
“Part of the trouble was you could do enough in the engine to hack it to show what was possible, but then to get the investment behind it to get it actually done took a lot longer, and in some cases you’d run into a brick wall,” said a BioWare developer. “Then you’d realize, ‘Oh my god, we can do this only if we reinvent the wheel, which is going to take too long.’ It was sometimes difficult to know when to cut and run.”
interesting, wonder why they dropped the survival concept?
Frostbite appears to be one of the bigger issues, but ofc Anthem's development had other problems as well.
Throughout those early years in development, the Anthem team realized that many of the ideas they’d originally conceived would be difficult if not impossible to create on Frostbite. The engine allowed them to build big, beautiful levels, but it just wasn’t equipped with the tools to support all of those ambitious prototypes that they’d created. Slowly and gradually, they started cutting back on the environmental and survival features that they’d devised for Anthem, in large part because they just weren’t working.
“Part of the trouble was you could do enough in the engine to hack it to show what was possible, but then to get the investment behind it to get it actually done took a lot longer, and in some cases you’d run into a brick wall,” said a BioWare developer. “Then you’d realize, ‘Oh my god, we can do this only if we reinvent the wheel, which is going to take too long.’ It was sometimes difficult to know when to cut and run.”
Further proof that FB is a looter-shooter. With all these restrictions on "creativity" why is Bio still using it? EA said they placed no restrictions on what engine a studio uses. The UE5 engine seems more apropos for Anthem 2. After all, they've gone back to the drawing board and UE5 has all the eye candy EA wants.
These restrictions brings up the DA4 game. Its design is straightjacketed by the FB engine limitations. ... pity.
Morpheus: "know what happened happened and that it could not have happened in any other way".
Frostbite appears to be one of the bigger issues, but ofc Anthem's development had other problems as well.
Throughout those early years in development, the Anthem team realized that many of the ideas they’d originally conceived would be difficult if not impossible to create on Frostbite. The engine allowed them to build big, beautiful levels, but it just wasn’t equipped with the tools to support all of those ambitious prototypes that they’d created. Slowly and gradually, they started cutting back on the environmental and survival features that they’d devised for Anthem, in large part because they just weren’t working.
“Part of the trouble was you could do enough in the engine to hack it to show what was possible, but then to get the investment behind it to get it actually done took a lot longer, and in some cases you’d run into a brick wall,” said a BioWare developer. “Then you’d realize, ‘Oh my god, we can do this only if we reinvent the wheel, which is going to take too long.’ It was sometimes difficult to know when to cut and run.”
Further proof that FB is a looter-shooter. With all these restrictions on "creativity" why is Bio still using it? EA said they placed no restrictions on what engine a studio uses. The UE5 engine seems more apropos for Anthem 2. After all, they've gone back to the drawing board and UE5 has all the eye candy EA wants.
These restrictions brings up the DA4 game. Its design is straightjacketed by the FB engine limitations. ... pity.
I get that deciding on a game engine is a complicated issue though. A lot of AAA developers don't like to use Unreal because you have to pay them expensive licensing fees, support is still external, and you still have to mold into what you need it to do for your specific game. Though in hindsight, it sounds like it would've been less work on BW's part. But this is why so many use in-house engines - Ubisoft: AnvilNext & Snowdrop, Capcom: RE Engine, CDPR: REDengine, Bethesda: Creation Engine, id Tech Engine, Rockstar: RAGE Engine, etc.
I imagine the ideal solution would be to (once again) build their own game engine. But it takes a long time (like a year), and millions of dollars. That was one of their options they passed on though.
“We talked internally about three options. We could have burned down Eclipse and started something new internally, we could have gone with Unreal Engine, or we could have picked Frostbite which had shown some really promising results on the rendering side of things and it was multiplayer enabled.” - Aaryn Flynn
Further proof that FB is a looter-shooter. With all these restrictions on "creativity" why is Bio still using it? EA said they placed no restrictions on what engine a studio uses. The UE5 engine seems more apropos for Anthem 2. After all, they've gone back to the drawing board and UE5 has all the eye candy EA wants.
These restrictions brings up the DA4 game. Its design is straightjacketed by the FB engine limitations. ... pity.
I get that deciding on a game engine is a complicated issue though. A lot of AAA developers don't like to use Unreal because you have to pay them expensive licensing fees, support is still external, and you still have to mold into what you need it to do for your specific game. Though in hindsight, it sounds like it would've been less work on BW's part. But this is why so many use in-house engines - Ubisoft: AnvilNext & Snowdrop, Capcom: RE Engine, CDPR: REDengine, Bethesda: Creation Engine, id Tech Engine, Rockstar: RAGE Engine, etc.
I imagine the ideal solution would be to (once again) build their own game engine. But it takes a long time (like a year), and millions of dollars. That was one of their options they passed on though.
“We talked internally about three options. We could have burned down Eclipse and started something new internally, we could have gone with Unreal Engine, or we could have picked Frostbite which had shown some really promising results on the rendering side of things and it was multiplayer enabled.” - Aaryn Flynn
True.
However, I question those "expensive licensing fees". I mean, how expensive is "expensive"? Put another way, how much is EA willing to pay in licensing fees, if any? My guess is none, which makes this discussion moot. On the other hand, Epic Games can make UE5 a cash cow, provided their licensing fees don't take the engine out of the market. I don't see why Epic Games would do that.
And, yes, I also agree that in hindsight, Bio spent more money in terms of cost, time and resources to develop DA:I than if they developed their own in-house engine (assuming the real techies were still around).
This brings me to another point. Bio can still "break" from the FB engine by biting the bullet and develop their own once the studio is back in EA's good graces.. Better still, I don't understand why DICE won't upgrade the FB engine to support RPG type games. It's cheaper for EA and all of EA's studios would benefit.
Morpheus: "know what happened happened and that it could not have happened in any other way".
However, I question those "expensive licensing fees". I mean, how expensive is "expensive"? Put another way, how much is EA willing to pay in licensing fees, if any? My guess is none, which makes this discussion moot. On the other hand, Epic Games can make UE5 a cash cow, provided their licensing fees don't take the engine out of the market. I don't see why Epic Games would do that.
Epic takes 5% of your gross revenue (after your first $1m). So for Indie games, and modest sellers, it's a pretty good deal. For AAA games raking in hundreds of millions to billions of dollars... not so much.
Say a game sells 10m copies @ $60 each. From your $600m gross revenue, right off the top Epic would take just under $30m. So it's pretty easy to see why AAA studios prefer to create their own engines. So yeah, it's kind of a false choice, even for BW sales numbers.
This brings me to another point. Bio can still "break" from the FB engine by biting the bullet and develop their own once the studio is back in EA's good graces.. Better still, I don't understand why DICE won't upgrade the FB engine to support RPG type games. It's cheaper for EA and all of EA's studios would benefit.
All I can guess is that's it's DICE's engine, so they're going to prioritize their own games and EA's other big money makers before anything else. BioWare have been making their own features to add to Frostbite, which sounds fine if both DICE and BW are aware of what the other is doing and are supporting one another. But one of the issues I've heard is when Frostbite gets updated and BW then has to merge the update with their existing changes.
[Re: DA:I] Engine updates made this process even more challenging. Every time the Frostbite team updated the engine with new fixes and features, BioWare’s programmers would have to merge it with the changes they’d made to the previous version. They’d have to go through the new code and copy-paste all the older stuff they’d built—inventory, save files, characters—then test it all out to ensure they hadn’t broken anything. They couldn’t find a way to automate the process, so they had to do it manually. “It was debilitating,” said Cameron Lee. “There’d be times when the build wouldn’t work for a month, or it was unstable as hell. Because the new version of the engine would come in, the tools team would start doing the integration. All the while, the team is still working and moving ahead, so it gets worse and worse and worse.”
This sounds like such a major issue they have to find some way of dealing with it.
BioWare @bioware 25 years of adventure, conflict, and companionship. Share with us your favorite moments from the worlds you have helped us build. #BioWare25
Henry Chan @henry_chan91 @christiandailey any update that you can share regarding the incubation of anthem?
Christian Dailey @christiandailey It is going well. Hopefully we can spotlight some of the focus areas soon - player autonomy, proper progression (loot/javelin), endgame...and Pirates.... What topics would you like to see?
Your Anthem @anthemyour Pirates? Ok. Color me surprised and impressed! Similar to the Outlaws or a new faction entirely?
You can never fail with a peek on Javelins and loot, but I’m soooohohohoo down for a lore injection at anytime!
Christian Dailey @christiandailey New faction - Wyvern taming, drunk Ursix wrangling good times.
Freelancer Damisa-SarkiYin yang8✊🏽 @damisa_sarki Hmm new factions??? How about the regions well explore?
Christian Dailey @christiandailey More on regions soon!
Christian Dailey @christiandailey Lots of great questions coming in! I won't be able to respond to everyone but it's great to see themes forming around areas of interest. Our next blog will focus on some of the changes around loot and gear. Have a great weekend all and stay safe.
Post by Unicephalon 40-D on Jul 10, 2020 20:00:04 GMT
From Reddit
[ LegendCNCD / AsariLoverFI ] Waiting for ME5 - Look's like sometime in 2186, everything went to hell. We got out just ahead of it! MEA & ME1 (>>>> 3 > 2) -- DAI > DAO > DA2 -- 3500h+ & maxed out all 02/2020 in MEAMP, APEX 137001+, DAIMP (554/722/200), ANTHEM, SW BF II - Drinking tears of MP lamers since DooM & Quake in 90's softknees.bandcamp.com/ Go go go! I will destroy you! Watch out! Enemies everywhere! You must die!
Christian Dailey @christiandailey Lots of good discussion around our Pirate friends and new factions. We want to share more on factions and the part they play in the future. One common question though is "where do the Pirates live?" Here of course .... Happy Friday all.
Christian Dailey @christiandailey The Unfathomed in the Sunken Cell almost had a very different look, but we ran out of time. Always loved Ken's concept. Maybe this version will make a visit one day....
BioWare @bioware Breaking news: The BioWare Gear store is back! The long elevator ride is over. Come visit the one stop shop for all your @masseffect, @anthemgame, and @dragonage collectibles!
Jesse Schultz @jts76 Great game, sorry if this has already been asked. Will there be an improvement to the navigation/map system? It's quite easy to get lost I feel, unless that's just me. Thank you again for all the hard work on an awesome game!
Christian Dailey @christiandailey No worries, and yes we plan on doing a refresh to the map and radar.
James Eadmer Dela Cruz @delaeadme Is there a possibility that Anthem will have pvp for players who want to challenge each other like who has better armor and guns especially kills. Because i've dealt so many AI enemy Javelins, wanting to challenge myself.
Christian Dailey @christiandailey Ya know...we do game jams internally and try out fun and interesting different takes on some of our games. True story - we have a BR and Battlefield Anthem floating around internally. I always thought a Tribes style of PvP would be a fun take. Not the priority right now though.
Max Rowe @maxrowe63663696 Will the new game have a first person option? I’ve always wanted to fly in first person
Christian Dailey @christiandailey Probably not. We did talk about it as an option, but much higher priority things to tackle. I imagine it is pretty epic to fly around like that. I think that Iron Man VR game is like that? I need to check it out now!
King Colion @colion Will there be an in game LFG system? And will their be more strongholds and maybe one day 8man raids?
Christian Dailey @christiandailey LFG - we are looking for ways to reduce friction points for matchmaking and playing with friends. Re: Strongholds - yes. Re: 8 person raids.... we will see.
RubyJavelin @gameandreload Curious, are additional kill mechanics going to be explored further? I know some enemies use them already, but those could be a good way to make combat even better.
Example: Dominion Wolven/Brutes have control collars that can be broken, allowing them to rebel.
Christian Dailey @christiandailey Indeed - with any new faction we will look at new and interesting ways to dispatch them
Rift Fighter @neather_works Will, there be weapons in the game that have themes similar to the factions we face?
Christian Dailey @christiandailey I hope so.
AnthemRox @rox_anthem How’s that blog going?
Christian Dailey @christiandailey Nailed the opening.
Christian Dailey @christiandailey Blog is done and off for approvals. No timing, but I hope in the next few weeks. Thanks again for the awesome response and feedback to everything you are seeing (good and bad). It really means a lot to the team. Have a great weekend all. oh...and this.
Richik Kundu @ryknex As much as I want the changes in UI, I really don't like the new windows 10 tiles menu screen, no hate, I'm really looking forward to the 2.0 changes but I really want Bioware to do something different than destiny in this segment.
Christian Dailey @christiandailey Appreciate the feedback. To clarify - this is not the final UI treatment. We do quick mock ups for trying out layouts and testing functionality in the game. This will evolve over time, but wanted to share the progress. Remember that sausage...