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Post by stealthfox94 on Feb 15, 2017 1:00:12 GMT
Personally I have mixed feelings about this, on one hand I love the concept of open world games, I also loved the idea of having a "No Man's Sky" like experience but with good story and game play. With that being said most of my favorite games of all time aren't open world (ME2, MGS3, Uncharted 4) Some open world games have less action and less storytelling. I'm playing through MGS 5 right now and the game is starting to get a little repetitive. Some linear games do focus more on combat and story. I am interesting in seeing if Bioware can blend good story and gameplay with an exploration game.
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Post by Nightlife on Feb 15, 2017 1:07:03 GMT
To me, DA:I was an open world game and I didn't like that level of freedom in a Bioware game. I'm glad to hear this.
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Post by Link"Guess"ski on Feb 15, 2017 1:11:46 GMT
To me, DA:I was an open world game and I didn't like that level of freedom in a Bioware game. I'm glad to hear this. You misunderstood it. ME:A is the exact same type of "Open world" as DA:I, which wasn't a traditional open-world game either. It's not open-world by the book and it's not sandbox. It's open-zoned like Inquisition though. You'll most likely have a handful of planets that are completely handcrafted and open-ended but only a third of the size of Skyrim or something. It's still big and more varied. I don't think people should read this as "there's no open-endedness". It's just not a de facto "open-world" game where you have one big map but only one, and that map has all the quests and main missions within it. ME:A has exploration zones and then main mission levels just like DA:I.
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Post by Nightlife on Feb 15, 2017 1:16:27 GMT
To me, DA:I was an open world game and I didn't like that level of freedom in a Bioware game. I'm glad to hear this. You misunderstood it. ME:A is the exact same type of "Open world" as DA:I, which wasn't a traditional open-world game either. It's not open-world by the book and it's not sandbox. It's open-zoned like Inquisition though. You'll most likely have a handful of planets that are completely handcrafted and open-ended but only a third of the size of Skyrim or something. It's still big and more varied. I don't think people should read this as "there's no open-endedness". It's just not a de facto "open-world" game where you have one big map but only one, and that map has all the quests and main missions within it. ME:A has exploration zones and then main mission levels just like DA:I. Right - I guess I'm more bitching about the underwhelming fetch/side quests from DA:I more than anything else. Like, yeah the world was huge, had optional areas, but, nothing really interesting going on. It looked great I will admit.
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Post by helios969 on Feb 15, 2017 1:18:58 GMT
As long as they fill these open'ish worlds with interesting characters, stories, and plenty of challenging encounters there will not be any problem.
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Post by Link"Guess"ski on Feb 15, 2017 1:23:10 GMT
I honestly think ME:A will have a lot of that too, but nowhere near as quantity-driven. They showed around 6 different quest objectives in the TGA trailer if you pay attention. Some of it is generic like "clear out the Kett outpost" and some was "Investigate signal" but not once did you see "Killed 0 out of 10 enemies" or any quantity-driven objectives.
I have a feeling they're taking the same approach as DA:I in some respects but replacing the incredibly barebones NPC dialogue with properly contextualized stories that lead to objectives, that both begin and end with NPCs telling you about stuff that doesn't feel like it's completely irrelevant.
That said, don't expect cutscenes. They said way back that they were trying to find ways to reduce the amount of "inordinate amount of cutscenes" and taking you more into the feel of the game-world, but that could have changed since they got so much negative feedback on the non-cinematic dialogue system in DA:I. Mike Laidlaw very absolutely said on Twitter that the non-cinematic convo system didn't get great feedback from fans so they are aware (I know Laidlaw is not on Mass Effect but still).
And truth be told, even without cinematics on a regular basis they can still make an alternative system to what DA:I tried to do that works, like, zooming in properly and making characters make appropriate gestures or emotional expression rather than stand in their place as they move their right arm the same way a million times.
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Post by Nightlife on Feb 15, 2017 1:28:49 GMT
I honestly think ME:A will have a lot of that too, but nowhere near as quantity-driven. They showed around 6 different quest objectives in the TGA trailer if you pay attention. Some of it is generic like "clear out the Kett outpost" and some was "Investigate signal" but not once did you see "Killed 0 out of 10 enemies" or any quantity-driven objectives. I have a feeling they're taking the same approach as DA:I in some respects but replacing the incredibly barebones NPC dialogue with properly contextualized stories that lead to objectives, that both begin and end with NPCs telling you about stuff that doesn't feel like it's completely irrelevant. That said, don't expect cutscenes. They said way back that they were trying to find ways to reduce the amount of "inordinate amount of cutscenes" and taking you more into the feel of the game-world, but that could have changed since they got so much negative feedback on the non-cinematic dialogue system in DA:I. Mike Laidlaw very absolutely said on Twitter that the non-cinematic convo system didn't get great feedback from fans so they are aware (I know Laidlaw is not on Mass Effect but still). And truth be told, even without cinematics on a regular basis they can still make an alternative system to what DA:I tried to do that works, like, zooming in properly and making characters make appropriate gestures or emotional expression rather than stand in their place as they move their right arm the same way a million times. All good points. We were pretty limited in exploration in ME1-ME3 so this new freedom will be a bit of a shock, from a series perspective. Can I ask what you thought about DA:I? I mentioned kind of what I thought already - felt like quantity vs quality. It came at the time of competing with Witcher 3 which I thought did a much better job in general. W3 is more like an "open world" game I guess. DA:I It was definitely better than DA2, but, not as immersive/interesting as Witcher.
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Post by colfoley on Feb 15, 2017 1:31:35 GMT
I honestly think ME:A will have a lot of that too, but nowhere near as quantity-driven. They showed around 6 different quest objectives in the TGA trailer if you pay attention. Some of it is generic like "clear out the Kett outpost" and some was "Investigate signal" but not once did you see "Killed 0 out of 10 enemies" or any quantity-driven objectives. I have a feeling they're taking the same approach as DA:I in some respects but replacing the incredibly barebones NPC dialogue with properly contextualized stories that lead to objectives, that both begin and end with NPCs telling you about stuff that doesn't feel like it's completely irrelevant. That said, don't expect cutscenes. They said way back that they were trying to find ways to reduce the amount of "inordinate amount of cutscenes" and taking you more into the feel of the game-world, but that could have changed since they got so much negative feedback on the non-cinematic dialogue system in DA:I. Mike Laidlaw very absolutely said on Twitter that the non-cinematic convo system didn't get great feedback from fans so they are aware (I know Laidlaw is not on Mass Effect but still). And truth be told, even without cinematics on a regular basis they can still make an alternative system to what DA:I tried to do that works, like, zooming in properly and making characters make appropriate gestures or emotional expression rather than stand in their place as they move their right arm the same way a million times. cinematics or no the real problem was the options presented in dialog or the story. Some of those conversions i really related to. Others i didn't. And some characters i really would have appreciated hearing their side of an issue...like the various members of the Freeman of the Dales. Though i doubt they would have made the Sloan Kelley scene a cutscene in da i so there is hope.
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Post by unofficialgreycolor on Feb 15, 2017 1:34:27 GMT
bsn.boards.net/post/276581I'll highlight the relevant details: I don't think its going to be a concern for either camps of "yay, open world" and "I hate open world" Ofc it takes faith to believe that BW can pull it off, but I think they can.
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Post by helios969 on Feb 15, 2017 1:35:12 GMT
I honestly think ME:A will have a lot of that too, but nowhere near as quantity-driven. They showed around 6 different quest objectives in the TGA trailer if you pay attention. Some of it is generic like "clear out the Kett outpost" and some was "Investigate signal" but not once did you see "Killed 0 out of 10 enemies" or any quantity-driven objectives. I have a feeling they're taking the same approach as DA:I in some respects but replacing the incredibly barebones NPC dialogue with properly contextualized stories that lead to objectives, that both begin and end with NPCs telling you about stuff that doesn't feel like it's completely irrelevant. That said, don't expect cutscenes. They said way back that they were trying to find ways to reduce the amount of "inordinate amount of cutscenes" and taking you more into the feel of the game-world, but that could have changed since they got so much negative feedback on the non-cinematic dialogue system in DA:I. Mike Laidlaw very absolutely said on Twitter that the non-cinematic convo system didn't get great feedback from fans so they are aware (I know Laidlaw is not on Mass Effect but still). And truth be told, even without cinematics on a regular basis they can still make an alternative system to what DA:I tried to do that works, like, zooming in properly and making characters make appropriate gestures or emotional expression rather than stand in their place as they move their right arm the same way a million times.That would certainly be an improvement but I still prefer the cinematic approach. The game that shall not be named managed to do it for the most menial side quest, I do not see why Bio cannot manage it. Whatever hypothetical cost savings are gained by cutting them are lost in sales if the game fails to capture the broader audience.
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Post by illusivecake on Feb 15, 2017 1:36:19 GMT
That said, don't expect cutscenes. They said way back that they were trying to find ways to reduce the amount of "inordinate amount of cutscenes" and taking you more into the feel of the game-world, but that could have changed since they got so much negative feedback on the non-cinematic dialogue system in DA:I. Mike Laidlaw very absolutely said on Twitter that the non-cinematic convo system didn't get great feedback from fans so they are aware (I know Laidlaw is not on Mass Effect but still). And truth be told, even without cinematics on a regular basis they can still make an alternative system to what DA:I tried to do that works, like, zooming in properly and making characters make appropriate gestures or emotional expression rather than stand in their place as they move their right arm the same way a million times.so much this^ and while I don't need every conversation to have a cut scene, I would definitely like more of them than what we got in DA:I It was so disappointing and impersonal. Especially since the graphics have improved so much over previous games, but instead of getting to enjoy the character's pretty faces we got to hover 10 feet above little action figure versions of them while they droned on about their people or their country or their childhood...
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Post by Link"Guess"ski on Feb 15, 2017 1:43:56 GMT
I got the impression with the DA:I dialogue system that it was BioWare's amateur attempt at creating the Elder Scrolls/Fallout style dialogue. You can tell because of the way it keeps the player perspective but zooms in a little bit as the choices fade in, just like in Skyrim and the marketing for DA:I emphasised very Skyrim-esque things too, so that's definitely part of what they were going for.
The problem was that it was not professionally or considerately designed. The anchor-point for the camera was off. It wasn't "The golden cut" appropriate and stuff like that. It felt like someone just moved the default camera positions around until "it looked kinda alright" and that created a system that the more you used it the more you noticed that it wasn't properly made.
I definitely hope they've made something in its place that works better.
To be honest, I would be even more fine if they made us be able to move around but during conversation Ryder can't start stretching and then responses pop up. DA:I had that excellent but sparsely used system where the dialogue wheel faded in, in the background, and prompts you to press R3 to access it so you can respond to party banter and such. If the whole dialogue system was like that I wouldn't mind it if it meant the game felt more alive and breathing.
All in all I'd still just prefer cinematic dialogue though, even if it means having a lot of default camera angles. It's supposed to be story-driven content which is based in emotion as much as it's about ethos and logos, so I wanna be able to see the characters emote as they tell me of their plight and how we can help them.
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Post by Link"Guess"ski on Feb 15, 2017 1:53:00 GMT
So, I don't know if Mac Walters actually played DA:I himself, but what he says about that point in particular worries me because that description about planets each having their own stories and "big choices" is nothing new from DA:I. Each zone had its own main quest in that game too and each of those questlines had major choices in them, yet that wasn't exactly that engaging most of the time. Hinterlands had the mages vs templars and refugees. You had to complete quests to resolve that local war and in the aftermath help the refugees after which the main commander on the site would join your organization and aid you in the way you'd like him to aid or you could send him elsewhere. Crestwood had the whole "dark past" about the Mayor and the area itself that had some intrigue but that was quickly over with and never emotionally engaging to me. It ends with you judging the Mayor in the throne-room I think. Emprise Du Lion had a quest about overtaking a big fort with the resistance and making a patct with a demon or kill it and sacrifice something either way. Nothing engaging on an emotional level, no special story and still no cutscenes but it was mild fun. Western Approach had some Venatori fort and a leader you had to capture. That was it. The Exalted Plains was about the dalish elves, some temple and capturing forts from demons. I imagine Andromeda is exactly like this but only, if we're to take them on their word, with more in-depth quest lines.
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Post by unofficialgreycolor on Feb 15, 2017 1:57:35 GMT
So, I don't know if Mac Walters actually played DA:I himself, but what he says about that point in particular worries me because that description about planets each having their own stories and "big choices" is nothing new from DA:I. Each zone had its own main quest in that game too and each of those questlines had major choices in them, yet that wasn't exactly that engaging most of the time. Hinterlands had the mages vs templars and refugees. You had to complete quests to resolve that local war and in the aftermath help the refugees after which the main commander on the site would join your organization and aid you in the way you'd like him to aid or you could send him elsewhere. Crestwood had the whole "dark past" about the Mayor and the area itself that had some intrigue but that was quickly over with and never emotionally engaging to me. It ends with you judging the Mayor in the throne-room I think. Emprise Du Lion had a quest about overtaking a big fort with the resistance and making a patct with a demon or kill it and sacrifice something either way. Nothing engaging on an emotional level, no special story and still no cutscenes but it was mild fun. Western Approach had some Venatori fort and a leader you had to capture. That was it. The Exalted Plains was about the dalish elves, some temple and capturing forts from demons. I imagine Andromeda is exactly like this but only, if we're to take them on their word, with more in-depth quest lines. Don't ignore the fact that they have said they have learned from inquisition. Also, the stuff you mentioned is like the steak and potatoes of most fantasy RPGs and I absolutely love that stuff.
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Post by Link"Guess"ski on Feb 15, 2017 2:00:07 GMT
I have my reservations about what it implies when BioWare claims to have learned from feedback. They've shown me what that means a couple of times, even with Inquisition, and there's usually a catch; some newfound issue as a biproduct they don't realize.
I'm not holding my breath but I'll gladly welcome it if it turns out they've found a good solution.
But I should be more grateful. With DA2 I had the slight feeling that Dragon Age would slowly disappear from my interest and as much as I didn't like DA:I it kinda filled me with a sense of optimism (if that doesn't sound totally contradictory to what I usually say!) for future games because it had crafting, freedom of main quest order, lots of customization and a lot of things that left me hopeful that BioWare didn't end up sticking by the things that didn't work about DA2. Similarly I hope that "bummer" feeling i have when I think about ME3 and how depressing it can be in some areas will fade away after playing ME:A, that it'll somehow be diminished because ME:A is a more feel-good game that I want to replay just because the characters are full of optimistic themes and just playing the game from moment to moment is filled with player agency.
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Post by unofficialgreycolor on Feb 15, 2017 2:16:36 GMT
I have my reservations about what it implies when BioWare claims to have learned from feedback. They've shown me what that means a couple of times, even with Inquisition, and there's usually a catch; some newfound issue as a biproduct they don't realize. This is mostly because the fans in a general sense are very very fickle... and very aware I might add on top of that. This kind of thing is a vicious cycle that will never really end because people will never stop complaining. Its really all over the place too. Take any triple A game and people will find a way to hate it, that is just how it works. Humans have evolved to find errors in things for survival's sake. When you almost step on a stick but get startled because you think it is a snake that could kill you, this is basically the same thing only now we are dealing with stuff so "soft" ie. Space Operas, that a neanderthal would think we are literally crazy. I occasionally think about animals and how remarkably similar they are to us except they have to really struggle - to kill - to survive. Now we just play video games where we fight to survive to fulfill those primal instincts as elaborately silly and removed from reality they are... And its better this way too.
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Post by Link"Guess"ski on Feb 15, 2017 14:33:36 GMT
It's not a viscious cycle because fans won't stop to find something to complain about no matter what. It's a viscious cycle because BioWare keeps trying to address everything that gets thrown at them.
As much as I hate to say it, they should just stick to their "artistic integrity" already and not as a response to me saying this, but as a favor to themselves.
I firmly believe ME2 (as much as I actually love it) was a biproduct of fanresponse to ME1.
"THE MAKO IS TERRIBLE!" "I wanna romance Garrus!" "The inventory system is bad" "Anderson and Shepard sound like conspiracy-theorists! Why does anyone believe what they say?" "I wanna romance Tali!" "Cerberus was so cool! I have a theory that they're behind X, Y and Z. Man I hope we meet them again in ME2!"
And you're starting to see the foundation of ME2 in that. (most of those responses I've actually seen when I browsed the old BSN)
ME2 had a barebones focus on plot so ME3 had a much bigger focus on plot, people didn't like going with Cerberus so now they're evil again, some complained about the Renegade options being nonsensical for Shepard's role so we got a dryer and more stuck up Renegade Shepard in ME3, people complained Shepard was a blank slate in ME2 and some also complained the dialogue system was too intrusive to the flow of the narrative so they made autodialogue to address both, and that created new problems because BioWare was starting to make a movie and a defined character instead of letting players do that.
So really, they create as many problems as they solve and because of fan responses in many ways we ended up getting a trilogy that was less like ME1 throughout because BioWare has that policy of having a great community with their fans and always being social about designing a game with the fans except when the creative director actually decides his vision has to come first and you get moments of frustration like Kai Leng beating you in cutscenes and an ending that ruins the fiction.
It's hit and miss. I really like the amount of customization in DA:I but I definitely like DA:O the most because it was 100% designed by game designers and ignorant of fandom and their sometimes irrational criticisms and similarly I like ME1 the most as a Mass Effect game because it makes special use of a special setting even though ME2 caters more to me and how much I care about XYZ about story/gameplay/setting.
So dunno, I think ME:A at this point is better off by incorporating fan feedback but I still wish sometimes BioWare could've just kept designing their games in the same vacuum that ME1 and DA:O were designed in just so their professional ideas always come before fan-input. For one, Tali wasn't meant to come back with Shepard in ME3 because it didn't make sense in terms of lore. The designer said she had to stay with her people but it was Patrick Weekes who begged them to let her become a party member and personally that makes me happy but I can't deny it's fanfic-thinking.
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Post by projectpatdc on Feb 15, 2017 14:51:52 GMT
To me, DA:I was an open world game and I didn't like that level of freedom in a Bioware game. I'm glad to hear this. You misunderstood it. ME:A is the exact same type of "Open world" as DA:I, which wasn't a traditional open-world game either. It's not open-world by the book and it's not sandbox. It's open-zoned like Inquisition though. You'll most likely have a handful of planets that are completely handcrafted and open-ended but only a third of the size of Skyrim or something. It's still big and more varied. I don't think people should read this as "there's no open-endedness". It's just not a de facto "open-world" game where you have one big map but only one, and that map has all the quests and main missions within it. ME:A has exploration zones and then main mission levels just like DA:I. I don't think anyone else could have said it more perfectly. Again, I think the statement was made for clarification purposes to avoid misrepresentation before release. ME3 angry fans still make most game PR teams cringe.
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Post by projectpatdc on Feb 15, 2017 14:56:59 GMT
And truth be told, even without cinematics on a regular basis they can still make an alternative system to what DA:I tried to do that works, like, zooming in properly and making characters make appropriate gestures or emotional expression rather than stand in their place as they move their right arm the same way a million times. It's funny you said this because so many other games including the new Horizon game copied this aspect of standing in place and moving one or both arms repeatedly.
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Post by fiannawolf on Feb 15, 2017 15:01:49 GMT
Its why I am thinking this will be a more robust DA:I, in terms of areas and things to explore, not going to fall for the hype train. All I do is end up really disappointed if I do. NMS taught me a very valuable lesson.
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Post by mjalpha on Feb 15, 2017 15:34:29 GMT
I thought I read/heard from somewhere that certain planets would be open world (akin to those in ME1 just far more detailed and interesting), but that those containing story arc missions would be more linear. I'd love for BioWare to take a page out of CDPR's playbook and create planets that aren't so much open world, but region selectable. Perhaps we'd start in one region and have to unlock others after certain criteria are met. With that said i'm not really worried about the storytelling regardless of a given planets traversability. I've got a feeling BioWare went above and beyond with the story so that they could cleanse themselves of that star kid fiasco.
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Post by Link"Guess"ski on Feb 15, 2017 15:39:58 GMT
Its why I am thinking this will be a more robust DA:I, in terms of areas and things to explore, not going to fall for the hype train. All I do is end up really disappointed if I do. NMS taught me a very valuable lesson. If DA:I was super polished then that would've made it a less criticised game I believe. I know its flaws were in design but for example, if the dialogue camera had been tighter that would've been slightly better. If it didn't take like 3-5 seconds just to load the dialogue system every time you press "talk" that would've helped. If it didn't take 20 seconds to load all the sounds and play them on top of each other after every loading screen that would've been better etc. The level-up system plays a "SPLISH" sound every time you confirm an upgrade but if you make 5 upgrades and play confirm it makes 5 "SPLISH" sounds simultaneously that rapes your headphones... it's little things like those -- unpolished game I saw tweets before DA:I came out, a week before or so where Laidlaw and Co were like "Game is out of our hands now. We're slightly nervous about finally releasing it" and that nervousness I think would've been less so if the game didn't ship with as many bugs or unpolished things as it did. I had the dialogue wheel not show up and break about 4-5 mandatory cutscenes and ended up missing entire dialogues before they patched that a month or two after launch. On top of not having a polished final product they had also cut several main quest parts of the game internally that according to Gaider led to a couple of "door-slamming" design-meetings. He also implicitly states in a recent blog about being a video-game writer that one would never have made the final level of DA:I the way it was if it wasn't for the fact that the game had been chopped up and stitched together the way it was. It shows that BioWare is a company that sometimes willingly release a product knowing it's not as good as it could've been. If I see signs of worry on BioWare's part as they release Andromeda then I'm definitely lowering my expectations as much as possible. If the game otherwise looks impressive I'll be fair about it and go in expecting to play a good game, otherwise why would I even buy it? I know I'm a fan, but I'll not just play everything because it's BioWare or Mass Effect. It has to be great and not just okay and it helps if the game is actually finished when they decide it's finished. That's where I'm worried right now. I think the current date is an EA deadline after the game got delayed. I read on those Glassdoor reviews that all the employee benefits have been eroded due to delaying the game so many times internally and this is like the final call I think where they just had to lock in on the vision and complete the game (probably for the last 1.5 years or so). Don't let the official word fool you. Those WIP trailers at the last 3 E3s is not some fashion-statement about their new approach to Marketing. They're just a sign that the game has in fact been behind the scheduled deveopment progress.
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Post by mrfixit on Feb 15, 2017 15:49:46 GMT
I read on those Glassdoor reviews that all the employee benefits have been eroded due to delaying the game so many times internally and this is like the final call I think where they just had to lock in on the vision and complete the game (probably for the last 1.5 years or so). This is interesting news to me. What do you mean by "eroded employee benefits"?
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Post by Link"Guess"ski on Feb 15, 2017 15:53:04 GMT
I read on those Glassdoor reviews that all the employee benefits have been eroded due to delaying the game so many times internally and this is like the final call I think where they just had to lock in on the vision and complete the game (probably for the last 1.5 years or so). This is interesting news to me. What do you mean by "eroded employee benefits"? Normally at EA and any other big studio you get benefits like health-insurance and free dinner or stuff like that. Because the game has shifted course internally, 7 lead developers have left since the start and the game has been delayed at least several times (according to this disgruntled employee) EA has removed some of the benefits at BW Montreal. I read that for a year they've had a program where you have one 30 minute break each day where you can get your dinner and eat up in time to go back to work which is apparently a downgrade from what it used to be, and one that happened because EA has been dissatisfied with the project's management. Benefits are attractive to people seeking a career in any one industry. By cutting them, it's a sign that EA don't think BioWare's workforce has been worth the extra costs those benefits require and it also means that as employees leave because of worsened work conditions that new employees will probably be less attracted to get a job there because there's no sweet benefits to make it a nice work place. There's also countless ex-employees criticising BW for not being a career-oriented developer. The little guys at the studio are not part of the BW family -- there's the studio veterans that are personal friends and then the new and recent employees have to make friends with those to get promoted rather than doing their jobs well. It's not an attractive workplace for professionals, at least not as of recent times.
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Post by mrfixit on Feb 15, 2017 15:55:25 GMT
This is interesting news to me. What do you mean by "eroded employee benefits"? Normally at EA and any other big studio you get benefits like health-insurance and free dinner or stuff like that. Because the game has shifted course internally, 7 lead developers have left since the start and the game has been delayed at least several times (according to this disgruntled employee) EA has removed some of the benefits at BW Montreal. I read that for a year they've had a program where you have one 30 minute break each day where you can get your dinner and eat up in time to go back to work which is apparently a downgrade from what it used to be, and one that happened because EA has been dissatisfied with the project's management. That's multinational corporation for you. Speaking of developers leaving, I remember people talking about it, but there was always a response in the vein of "in such a big company, this kind of turnover is to be expected". Since I never worked in huge companies, I have no clue if it's true or not.
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