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Post by Hrungr on Aug 30, 2023 5:18:44 GMT
Faine Greenwood @faineg.bsky.social “The devs can just write the documentation” is one of history’s most sinister lies
Patrick Weekes @trickweekes.bsky.social We never write the documentation for the actual game.
At best, we write documentation for the game we're PLANNING to make, and then once we start making the game, it all goes sideways, and we can either make game or update documentation, and you don't ship the documentation.
(May apply outside of game development. Can only speak for game dev, though.)
This is why having dedicated editors or tech writers is vital for any company that intends to make a project more than once on a given tech stream.
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Solas
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Post by Solas on Sept 9, 2023 15:56:32 GMT
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Post by Solas on Sept 15, 2023 11:35:13 GMT
There is a new DA:D merch item in the BioWare Gear Store. Dragon Age Dreadwolf Dice Set gear.bioware.com/en-eu/products/dragon-age-dreadwolf-dice-set" TRICKERY OF THE WOLF Beware the Dread Wolf. While he always honors his commitments, they come in the most unusual ways. Caste your die in with Fen’harel and may the Lord of Tricksters favor you.
FEATURES Design: Dread Wolf theme" Images under spoiler tags due to size
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Post by Hrungr on Sept 18, 2023 23:30:53 GMT
Former BioWare manager wishes Dragon Age had kept a 'PC-centric' and 'modding-driven' identity like Neverwinter NightsAaryn Flynn wishes that BioWare had stuck to shipping modding tools with Dragon Age games. www.pcgamer.com/former-bioware-manager-wishes-dragon-age-had-kept-a-pc-centric-and-modding-driven-identity-like-neverwinter-nights/?utm_campaign=socialflow&utm_source=twitter.com&utm_medium=social"Dragon Age in the early days had its fair share of identity crises," Flynn says. "Was it going to be a tools-driven, modding-driven game like Neverwinter Nights? Was it going to be a big singleplayer RPG like The Elder Scrolls IV: Oblivion?" "Dragon Age on PC shipped with the toolset, so we did do that," Flynn says. Dragon Age: Origins does have a quite prolific modding community that's created new party members, tons of hairstyles and armor sets, combat mods, and more. The output for Dragon Age 2 was noticeably smaller. Then BioWare switched to DICE's Frostbite Engine, notoriously difficult for modders to use, especially without official tools, and Dragon Age: Inquisition's modding community was hamstrung. "I wish we'd kept that up and stuck to that," Flynn says of shipping Dragon Age games with modding tools. "Unfortunately we got, I'd say, a little too homogenous between Mass Effect and Dragon Age. I wish we would have kept more of a PC-centric, Neverwinter-like identity for Dragon Age." Flynn describes the move to Frostbite as a push to standardize tools internally across BioWare's then-growing studios. "We had so many different engines for so long at BioWare," Flynn says, explaining that the studio hoped to create a more common vocabulary across teams who could share what they'd built with one another's projects.
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Post by TabithaTH on Sept 19, 2023 6:06:32 GMT
Mark Darrah will host a Q&A Live Stream later. Description does specify to not expect any DA:D info. I also imagine he might not want to/can't get into too many details about the lay-offs, but that part's just my theory. Link
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Post by Hrungr on Sept 28, 2023 4:06:40 GMT
An awesome DA Fan provided this transcript of Mark Darrah's 15K Subs Q&A. While some of it he's covered before, there are a lot of interesting tidbits scattered throughout (BW, DAD, ME, BG3, etc.). Definitely worth a read! (Mark pushed for a $55,000 Collector's Edition for Anthem, where you could purchase one of the life-sized Javelins they made.) Spoilered for length... Some of the questions were left over from his 10k subs Q&A.
DA:D stuff -
"I'm still consulting with BioWare."
Q. Were there any plans to make Dragon Age games in other genres, like an MMO? A. "Not really. What actually happened was during Joplin development, as we were being squeezed and people were being stolen onto other projects like Mass Effect: Andromeda and Anthem, I actually put a Twitter poll up at one point, just sort've gauging the interest. There was never any people against it, it was really nothing more than that, just to see what the appetite was for something like that. But no development was ever done." Q. Are you looking forward to playing Dragon Age: Dreadwolf? A. "I mean, I'm not really completely on the outside anymore. I'm working with BioWare as a consultant. So when this question was originally asked I was on the outside. Yeah, I mean, that was a pretty interesting thing to look forward to, I know a lot more now than I did then. So my answer I guess is not really relevant anymore, but at the time, yeah, I would say so."
Q. At this point would it be better for the Dragon Age IP to be sold off and taken by another studio such as Larian? A. "I don't think, first of all that's never gonna happen. EA doesn't really sell off IPs. I think that it's in a good place, it's got support from EA and it's moving towards its end." [he meant Dragon Age: Dreadwolf is moving towards ship]
Q. What happened internally at BioWare, [name redacted] started becoming more and more bigoted, and why does he have a beef with Mark? A. "So I'm not gonna talk about who this was, but I'll just answer the question. The reason why there's a specific beef with me is because I was the one tasked with responding to some of the drama that was spinning up, once it crossed the line where EA felt something needed to be done. I did a video about why it's sometimes the right answer to be quiet and not to respond to something, in this particular case EA decided that things had gotten sufficiently out of hand and something needed to be done. I was the one who had the very legally-approved language and was the one that was, as a result, responding to that."
Q. About the DA secondary material A. "At BioWare, there is a business development group who is responsible for looking for this kind of thing. Usually, well I guess always, there is a requirement of feedback, some sort of feedback loop. Depending on the exact property that might be everything from 'you will do exactly what we say and you're just work for hire' up to 'you have a lot of creative control and BioWare maintains some degree of veto power'. Typically, with BioWare, they're looking for deals where the cost is being carried by the people making the product, as opposed to by BioWare. This is not the case with all companies. The advantage of the studio paying for it is that you make more money, but you carry more risk, so BioWare goes with the more conservative way, where they're not spending as much, or anything usually, but they give away more profit on the back end."
Q. How has it been working on Dragon Age again? Did you miss it? A. "I don't know that I missed it when I wasn't working on it. It was interesting to be on the outside. It's very strange being back in the, on the inside again, because my role is very different. I'm not the Executive Producer, I don't have that direct managerial role, I don't have direct, I don't really have any hard power whatsoever on the project anymore, so that's definitely different."
Q. What's the best piece of advice you would give the Dragon Age/Dragon Age: Dreadwolf team if asked? A. "I guess this question, which was from before, isn't as relevant, I've given them all that advice at this point."
"Dragon Age: Dreadwolf will be only on next gen consoles and PC, as far as I'm aware." [so like PS5 not PS4].
Q. Is this [referring to DAD] a new beginning for Dragon Age? A. "Dragon Age is a weird franchise. It has had to reinvent itself every single time because of internal corporate pressures. This, like Dragon Age: Inquisition, like Dragon Age II, will be different from the games that came before it. I think that's fine. It's kind of become part of the DNA of the franchise at this point."
Q. What made you want to reach out to BioWare to consult on Dragon Age: Dreadwolf? A. "So I feel like that's been somewhat over-reported. So I have been doing consulting work since, in 2022, was when I started doing it. I was reaching out to different people. I knew where BioWare was when I first reached out to them. At the time they said 'no', and then I was like 'alright, fine' and I started working with some other people, and then things changed at BioWare and then they came and reached out to me when their situation was a bit different. So, I guess the short answer is money. The long answer was, I mean I have contacts there, I knew I could help them out, and I'm certainly interested in Dragon Age being the best game that it can be."
Q. How long is alpha to beta to release in general terms? A. "Almost unanswerable. It is incredibly dependent upon - the time from alpha to beta, well first of all there's lots of different definitions of these different phases, but the time from alpha to beta is the time of getting the content finished, and then from beta to release is more about getting your bugs fixed. Some games have thousands of bugs, some games have tens of thousands or hundreds of thousands of bugs, so these times can be highly dependent upon the game and the genre. If you're making something that's a competitive game that really needs a lot of tuning, then you want a lot of time in that beta period, ideally to get the game in front of people who're gonna play it, to really dial those knobs in as best you can."
Q. Why does Frostbite struggle with animation? A. "I actually feel like it's actually doing fine with animation. I think it's a content problem, not an engine problem, when it comes to animation in Frostbite. I think what you're seeing is what is being built. Now, that being said, Frostbite now uses ANT, which is the animation system built for sports, so it is different."
"I did watch Dragon Age: Absolution. I actually really liked Absolution. I'm not sure how enjoyable it would be for a non-Dragon Age person, because I'm not a non-Dragon Age person, but as a Dragon Age person I really liked it, I thought it was well-made, I thought it did something interesting with the IP."
Q. Have you added any new gameplay mechanics that you can talk about? A. "Not anything that I really remember, exactly, because, you know, it's a collaborative, for a AAA game it's a collaborative exercise, at least the way that I ran the project, so I wouldn't consider that anything that was in the games that I led was introduced by me, they would have been introduced by the team, or pushed for, or advocated for by people other than me, for the most part."
"In one of my videos, I said that Dragon Age: Origins went through lots of shifts in development. Yeah, Dragon Age: Origins was multiplayer two different times before it actually ended up shipping. Also, it was originally being built on the Neverwinter Engine, it shifted engines in the middle, so it had some big shifts. The difference being that, you know, back in the early 2000s, there wasn't as much scrutiny on development, there wasn't as wide of a pipeline for rumors as there is now."
Q. Is there going to be any new external/secondary media about Dragon Age? A. "I actually don't know the answer to that, that's not a room that I am in anymore, so that would be a question to ask BioWare."
Q. Where was this filmed? (The next DRAGON AGE: Behind the scenes at BioWare trailer) How does it hold up comparing to what was announced at The Game Awards? A. "I think this is the video, the Dragon Age video that was filmed at a park in Edmonton. I think it was Whitemud Park, if it's the video I am thinking of. How does it hold up? I mean, it doesn't show as much, it's showing a little bit of content, it holds up fine."
Q. How difficult or realistic is it to have previous protagonists in a sequel game? Like Hawke in Dragon Age: Inquisition or letters from the Warden? A. "It can, for Dragon Age, or any game that has a, or any game that has character creation, it is extra work, because you have kinda two choices. You either have to move to sort've default marketing protagonist. Well I guess you have three choices. Default marketing protagonist, or you have to put character creation right in the middle of the game flow, to allow people to create their character, or you have to have some way to move your protagonist appearance from game to game to game. Which, it would be the ideal solution, but that requires that your character creation remains relatively constantly from game to game. Which typically isn't actually the case."
Q. Why did EA cut BioWare's budget? A. "I assume that's to do with the layoffs. I do not have an answer to that question, but I put it in here anyway, so, there you go."
Q. Have you acquired new knowledge you can use for yourself consulting at BioWare? A. "It's actually been really useful, for me, so as a story-shaper, someone who develops my storytelling through the interaction with people, it's been useful for a lot of my concepts and philosophy, to bounce it off of people, and to be able to come back to things that I've thought about and even written about, even made videos about, and re-examine some of that. So absolutely, working with people has, for my kind of storytelling, has been helpful for me understanding the things I already believe."
Q. Any idea what the Dragon Age: Dreadwolf Collector's Edition will entail, or how do you decide what goes in them? A. "I have no idea, I guess they'll announce it probably when they put pre-orders up. When you're doing a Collector's Edition, when you're doing a Digital Deluxe, any of those things, it's all about perceived value. So it's all about, how much more do we want to charge for this thing? How do we get that much stuff in the box so that it's worth it? Not worth it for everyone, because otherwise, that would just be the game, but worth it for some degree of people. Typically, for physical Collector's Editions, that comes with a bunch of little things and one big thing. Dragon Age: Inquisition went a different way and it gets its value through a ton of little things like a map, little things you put on the map, and a lockpicking set, and a whole bunch of little things, but it's all about getting over that threshold of this being worth it to some percentage of your audience."
Q. Do you have hope that Dragon Age: Dreadwolf will be good? A. "Absolutely, that's why I'm working with them."
Q. Do you think it's possible for EA to recover in the eyes of BioWare fans? A. "I'm not sure that it's possible for any multi-billion dollar publicly traded company to ever have a really great public perception. I think it's something that they should care about, but I think they would be better served by focusing on strengthening the perception of the individual studios. Let EA be the evil corporate overlord and then make the perception of the studios that they own as strong as possible. That would be the way that I would go."
Q. If you could go back and change Dragon Age lore, what would you change? A. "There was some stuff in the early Dragon Age: Origins which was very much trying to address some of the tropey, problematic bits of magic from D&D, so teleportation, things that. I think we went a little too hard there, and I think leaving that door a little bit more open would be better. The other thing that I think that Dragon Age has been dealing with, but is sort've a problem is, the source of magic. So in typical vanilla D&D magic kind've comes from a million different places, so it kinda doesn't matter. In some other settings, magic comes from a single place, it comes from the astral plane or it comes from this crystal that people dig up and grind up and use to do magic. In Dragon Age you kind've have it coming from a couple of different places, but too few to be everywhere, and therefore it doesn't matter, but too many for it to be one. So you end up with this weird thing of like, are undead caused by the Blight, is lyrium a source of magic? Like, there's just a few too many. And so Dragon Age has been kind've collapsing that probability space down. If I had a time machine, I'd probably just collapse that probability space down in the first place, not necessarily put it in the games, but at least know where that space collapsed." Q. Aren't the only sources of magic Blight, blood or Fade? A. "It isn't, because you've got Blight, blood, Fade - well, okay, yes - lyrium is [Titan] blood now because that was Dragon Age collapsing the probability space. That's what I mean by Dragon Age is collapsing the probability space. It didn't used to be. I don't know if that was always the plan for lyrium or not. I don't think so, I think that was - yeah, no, I think there are Titans, Titans have always been in the plan, but I don't know that lyrium was always - I could be wrong, I could be misremembering."
Q. Are games taking longer to come out now, or is it just Dragon Age and Mass Effect that this has happened to? Why? A. "No, games are taking longer. The short answer actually has a lot to do with graphical fidelity, it's just the assets take longer to make. There are more things, like you didn't have as many steps in creating a piece of art in 1998 as you do now, you didn't have even the concept of materials or shaders or any of these things, so now you have all of these additional steps along the way. It will be interesting to see if, as, some of these techniques, you know, PBM and photogrammetry and these other things become more commonplace, if some of those costs come down. It hasn't happened yet, it actually just kept going up and up and up, you just changed the work that's being done, but that might be the end-state, where maybe costs actually start to go down again. I haven't seen it yet though."
Q. Can you tell us more about Sandal or do we have to wait until Dragon Age: Dreadwolf? A. "No, Sandal is a character whose future will be decided by BioWare." Q. Can I assume that Sandal will be in Dragon Age: Dreadwolf? A. "I wouldn't make that assumption."
Q. What did you miss most about working in AAA and how does it feel being back in a different position? A. "Like I said before, it's weird, because I am, my desk, the desk, if I go into the office the desk I actually sit at is the same desk I had before, but my position is very different. I'm not doing salaries, I'm not doing people management, I'm not doing reviews, but also I don't have final say on anything, I have no hard power in my position, it's just a consulting position, so it's pretty different. I don't know that I miss anything in particular about AAA, I mean there's a power in the giant team that you just don't see in the indie space, but there's an agility that you just don't see in AAA in the indie space, so I think there's pros and cons for both sides."
Q. Any thoughts on the idea that Mass Effect and Dragon Age have become too similar? A. "I would, so I did a very sarcastic presentation back in, probably 2017. They've always been really similar. They are BioWare games with a party, they've always been incredibly similar, so I don't think it's a problem, I think that they have their own distinct characters, they stand apart from each other. In the same way that I wouldn't say that Fallout and Elder Scrolls are too similar, but they sure are both Bethesda games, so I don't think there's a problem there at all."
Q. Do you have an opinion to share on why there's been no marketing yet for Dreadwolf? A. "I assume that means 'why hasn't there been marketing yet for Dragon Age: Dreadwolf. I mean, there has, but nothing recently. The policy for much of AAA has become very much shorter, louder marketing campaigns. I think that there is a lot of power in that. I think that can be a very powerful way to go. Dragon Age obviously carries the fact that we did an announcement trailer back in 2018, but I think that's what's happening."
Q. Do you think it's possible for BioWare to split from EA? A. "No. EA doesn't let things go, so no. Could everyone leave and start their own studio? Sure, but BioWare will remain part of EA as far as I can tell. That's not how EA thinks."
Q. Should Dragon Age have more or fewer jump-scares in it? A. "I mean it doesn't have that many jump-scares, so... more!"
Q. Why did you decide to rejoin BioWare? A. "Like I said, I was consulting. I reached out to them, to look at the possibility of helping them out with some things. They said no, then some time went by and then they contacted me and said 'oh, actually yes', so, short answer is because it was what I was doing at the time. Longer answer is, I mean, definitely I am interested in Dragon Age being the best game it's capable of being."
Q. Do you feel BioWare could have done more to nurture the fanbase between releases, other than comics and novels? A. "Yeah, I do actually wish that there was an ecosystem to make little games, so, you know, you make the little, you make Final Fantasy Tactics, you make Dragon Age Tactics. You make mobile title - I mean there was the mobile game, the Dragon Age mobile game [HODA], that did really well, but yeah, I think there is an opportunity there. That is not the way that development works really at EA. It would've had to have been done by a different part of EA, and, so, yep. [shrugs]"
Q. What do you feel about the comments that BioWare is becoming less writer-oriented? A. "I don't know that that is true. Definitely it went through a period of trying to focus more on different kinds of gameplay, like Anthem is definitely a game driven by its gameplay as opposed to by its story. I guess we'll see with Bowie what the actual truth is going to be, but I don't think that's what's happening."
Q. Is the next Mass Effect still in development? A. "Yep."
Q. Will Dragon Age go open-world again? A. "I don't know, I mean I guess that's always a possibility."
"I'm not going to comment on any things that have changed in BioWare's staffing, because, one, I found out at the same time as everybody else did, so I have no information, and two, I'm working with them, so I'm not going to give my opinion on that, so." "I'm not gonna comment on any layoff stuff."
Q. Would it be possible to give us the option to turn off the 'screen shake' effects after a critical or melee hit in Dragon Age games? A. "Yeah, I mean you do see that as an accessibility option in a lot of games now, so, hopefully."
Q. Mass Effect and Dragon Age have thousands of years in each of their respective lore/worlds, do you think there's a space for smaller and/or externally produced experiences that explore it more? A. "I do think there is an opportunity for that, I mean that's kind've where the comics and Dragon Age: Absolution and things like that have lived. You do have to figure out to control the IP somehow. Now you could go, like with KOTOR, where you just throw something back into the past far enough. Like go wayyy back and talk about 'where the Qunari came from' or something, but, I do think there's an opportunity there with some thinking. Now, will that happen? I don't expect so because that would require dev resources that don't really exist, or going to an external studio, which I don't think EA is gonna be particularly interested in doing."
"Yeah, I know. 'Dreadwolf' did ruin the whole vowel thing. Like, I'm also mad about that."
Q. Has there ever been discussion about adding more 'drama' to BioWare romances? I loved the conflict with Liara in Mass Effect 2 if you had romanced another character. A. "I'm sure that's a conversation that's happened somewhere. Often the characters are, each character is written by a different writer, so when they interact that can become a little bit more complicated, but yeah, there's certainly interesting things to be potentially done there."
Q. How involved are you as a Creative Lead on marketing titles? Do you have input into the creation of trailers? A. "Yes, usually there's some degree of input in trailers, but at EA they're usually done by a central group, so it's influence more than necessarily even veto. Probably the Executive Producer has veto power if necessary, but not direct creative control, they're done by a different group."
"I won't be working on [High Tea on the High Seas] until my contract with BioWare is over, I expect."
"I love the modding community. We don't really support them very much, but I think there's a lot of power there for sure."
Q. Do you think BioWare should make non-linear games like Baldur's Gate 3 or stick with what they have always done before? A. "I think that there is, BioWare used to do more 'campfires in the dark', so more, like, 'I know you got here, but I don't know how', and I think that we should return to that more, at least for the side content. I think that the follower content is where BioWare's strength remains and will remain, and I think that deserves to be done in whatever way fits the storytelling that we're trying to do."
Q. Do you think the Dragon Age series should have more musical numbers in the game? A. "Yes I do."
Q. Is there any animosity between BioWare teams? A. "There has been, in the past. I don't think there is now, but there has been in the past, for sure."
Q. Do you regret allowing the player to kill certain characters? How much does that complicate future titles? A. "It makes future titles really complicated. In Dragon Age: Inquisition trying to find a Warden was like, basically they all could be dead, that's why you end up with mustache, Stroud, because literally everyone else could be dead. I don't regret it though, I think it's good to do that kind of thing when you can, it adds extra impact. You just have to live with the consequences of it."
Q. Is there room when AAA games are being developed for smaller projects to get made in the same studio? A. "It depends on the studio. Within BioWare, basically no, because the big AAA things just suck all the life out of it, but I've seen it work at some places where they have protection to keep the little things working and alive. So it's possible, but I don't think it could work at BioWare because I think they would just end up getting starved out by the bigger titles."
Q. Do you think BioWare is going to innovate, or are they trying to make something standard? A. "I mean all games contain innovation, so I'm not sure what your question is there, so yes."
Q. Was there any general reaction that BioWare had to Cyberpunk: Edgerunners? A. "Nothing that I'm aware of. I'm sure that people watched it and had thoughts, but nothing that I've heard."
Q. Do you believe marketing campaigns that are started too early, with features that don't make it into the final product are deceptive and counter-productive because they create false expectations? A. "So I do believe in shorter, louder marketing campaigns in general. There are cases where ya gotta go out and ya gotta start building expectations for your title, but when you're out there for a long time, and you're showing gameplay, you're going to show things that end up getting cut. And I don't think, so, are they counterproductive? No, I don't think they are, because most people don't remember, they just remember they were excited, the thing they saw two years ago. They don't remember that it showed something that ended up getting cut. Do they cause a little bit of internet drama? Sure. But I don't think that they're counterproductive. I think in the cases where you have to do them, where you're repairing a relationship or you need to build up a new IP or whatever, they can be useful. Are you gonna get yourself into trouble? For sure, but, still worth doing."
"Shorter marketing campaigns are super effective, but there are cases where you need a longer conversation with your potential fans."
Q. Do you see Dragon Age as a franchises headed towards a linear end, or more of a world for stories that expand in different directions? A. "I don't know that we'll ever see Dragon Age kind've branch into a bunch of different things. So, like, will there be a main title that continues to basically be the line of canon, that's, probably, yes. That's probably what will happen. It is a franchise that is much more about its world than Mass Effect, and much less about its characters, so I get your point, but I don't think we'll ever see, like, several different parallel storylines going at once."
Q. Without a remake or remaster [of previous Dragon Age games] what would you pitch to onboard people in the Dragon Age franchise? A. "I mean hopefully Dragon Age: Dreadwolf is a perfectly reasonable on-boarding point. The games are designed to be able to be consumed starting with any of them, so hopefully that remains the case."
Q. Why did you not teach anyone at BioWare the true art of Twitter teasing and trolling before you left, because your skills was legendary, and it has not been the same since? A. "So I think, I only got to be on Twitter the way I was on Twitter because I was the Executive Producer, because I was basically the one who decided what information was public. Which is why you haven't seen me do that again."
Q. Does BioWare face any recruitment problems due to its primary location in Canada? A. "Primarily in Canada isn't a huge problem, primarily in Edmonton definitely is. We still live in this weird world of hybrid development so people are getting hired from all over the place right now, but yeah, Edmonton was always a problem for recruiting."
Q. When are you planning to talk about Anthem? A. "Yeah, so we're like two years late on this. It is going to be after I finish working with BioWare at this point, to be perfectly honest. It's gonna be a while, but we'll get there, we will definitely talk about it."
Q. There was talk about a "five game plan" for Dragon Age at some point. Was that ever a thing? If so, is it still a thing? A. "There have been lots of plans, so, sure."
Q. Will you continue your career in development after Dragon Age: Dreadwolf, or was it just a one-time return? A. "Yeah, I'm working with another studio right now as well, this is not my only contract, for sure."
Q. Will you be involved with the next Mass Effect as a consultant? A. "That's not my decision to make."
Q. What is the main thing you would change about how management works in AAA studios? A. "I think that question is unanswerable because management at AAA studios is different everywhere. BioWare uses a matrix structure, so they have departments, but they also have individual leaders. I would like to see more project-driven, like, I've talked about [his] 'hourglass' [concept] in a video before, where driven more through the product, but that being said, I'm not sure long-term how that would be for the people, so I guess, short answer is depends on the studio."
"Dragon Age has had the misfortune of always being seen as being inaccessible to the average gamer, so there's been a lot of corporate pressure for it to become more mainstream. And so it's been kinda questing for a fantasy RPG that is very accessible. Hence why, and then, you know, hence that's Dragon Age II, and then you know Dragon Age II's reception pushed Dragon Age: Inquisition to change some more. Dragon Age has never really been allowed to be constant. And I think it would actually be very good for the franchise to be allowed to be constant for a while, get some 'true sequels' under the belt. So, yes, true sequels are awesome, I wish that there were more of them and I wish that Dragon Age was one of them."
Q. Are Dragon Age and Mass Effect regarded as big IPs by EA? A. "Sometimes. Sometimes yes, sometimes no. There was a time when EA had the, I think it was called like, 'The Big 12', Mass Effect was on that list, Dragon Age was not, so, sometimes."
Q. Do you feel EA has historically had unrealistic profit expectations for the Dragon Age series? A. "I can't really get into the way that EA does its financials. I think that there are, sometimes, EA wishes everything was FIFA and obviously that's unrealistic."
Q. Will the critical success of Baldur's Gate 3 influence Dragon Age: Dreadwolf and other future projects? A. "It's a bit late to influence Dragon Age: Dreadwolf. Will it affect other future projects? I suspect so. I think it's gonna have a big impact on the RPG space, in some ways, for sure."
Q. Oh, is 'Bowie' the actual codename? Neat! A. "Yeah, Bowie is the actual codename. Did I just leak that? Well it is."
"The hardest part of a project for most people, myself included, is when you can't see the start anymore, and you can't yet see the finish, so with games with really long [development] cycles they can have a lot of trouble in the middle because you don't have the excitement of the beginning anymore and you can't see that it's finishing. So that can be hard. I think that is honestly one of the reasons why I think completion urgency has been on my mind so much, because this has always been kind of the case with BioWare with games, where you do a middle march in the dark, and so hopefully we find some solutions to that."
Q. When are you planning to talk about Anthem? A. "Yeah, so we're like two years late on this. It is going to be after I finish working with BioWare at this point, to be perfectly honest. It's gonna be a while, but we'll get there, we will definitely talk about it."
Q. Is it more accurate to think of the development cycle of Dragon Age: Dreadwolf as one game, or several? A. "Kind've something in-between. Definitely there have been moments where the game has pivoted to a large degree that it effectively has started over, but it hasn't always actually started over, and maybe that would've been better, so it's a little bit of both."
Q. BioWare office tour when? A. "I don't think that I can do that, but maybe BioWare will, you should ask them."
Q. Do you think the 'Frostbite is bad' narrative has been blown out of proportion? A. "Yes I do. I mean, yes it is not a perfect engine, no engine is. It definitely doesn't have the support levels that Unreal has, but it is a capable engine if you treat it with respect. The problem is, is that I think a lot of developers have not treated it with respect."
Q. Has BioWare ever thought about character DLC, for example the story DLC in Dragon Age: Inquisition was wonderful but much of what people enjoyed about the story DLC like Trespasser was reuniting with the companions. A. "Yeah, there actually, a bunch of stuff got discussed in earlier incarnations of Joplin and Morrison about doing, like, date packs, or very, very focused bits of DLC. I don't think that's still in the plan, but that was the plan at one point."
Q. What would you say to fans of Dragon Age that are worried about Dreadwolf right now? A. "I'd say keep paying attention, and hopefully BioWare give you confidence."
Q. Do Dragon Age: Dreadwolf leaks hurt any team morale? A. "It can, depends on the leak, it can, for sure."
other stuff -
Q. What's something from Baldur's Gate 3 that may not be obvious to players that you've seen and said 'wow, Larian really figured something out that I wish we, BioWare, had been able to do'? A. "The big thing that Larian is doing that is missing from most other modern games is they are, Failbetter Games calls it 'campfires in the dark', which is, a lot of their plot scripting is based upon reacting to where you are in the moment as opposed to the path you use to get there. What that means is you can do almost anything, because the game doesn't really care how you did it. If you're Matt Mercer and you pile up a bunch of boxes and then teleport into a keep, and bypass the entire plot of getting in there, once you're in the keep, the keep is like, 'okay, you're here, I don't know how you did it, but whatever, we'll just go from here'. And, two things. One, it makes for incredibly robust scripting. The game is able to not fall apart as you do things that it wasn't expecting, because to some degree it's not really expecting things as much. Two, it's just letting you do much more as a result. Now you are giving up a certain degree of reactivity for that, but it's a very powerful tool that I think has been largely set aside by most other developers."
"I think there's definitely some interesting avenues to be taken with your party members having relationships with each other and interacting with each other. It gives them more life. It makes them more believable, that they're not just there waiting for you to come and talk to them and otherwise they're completely static. I think having them interact with each other definitely helps make them more believable."
"One of the, I would say, biggest mistakes of Dragon Age II is the fact that you always have to fight both final antagonists, regardless of which path you decided to do, and that's a decision coming from 'we don't want to waste our content. We want people to see this stuff we spent all this time on'. So some of it is about just being willing to commit to the concept of, there is content that people won't see. It helps, at least it helps me a little bit to remember that most people aren't gonna even finish your game, so arguably the end is a branch that most people won't see." "Honestly, to a large degree, let the creatives guide the way. If they're excited about writing it, if they're excited about scripting it, let them do it. Maybe you do a much simpler version [of a scene], but you can still do it."
"I've never played a game of the Dragon Age TTRPG. How much was the Dragon Age team involved in the creation of the rules? Not at all. That was created entirely by Green Ronin. That was their system entirely and I think they've used it for other things since then. I like that it exists. I like that there is a, something that signals that Dragon Age is an RPG. Now I think I would be pushing to make a 5th edition supplement for Dragon Age, rather than a standalone RPG, but at the time, it was the right call, I'd say."
Q. As a producer, how have you mitigated decision fatigue for you or your team throughout closing a project? A. "So one of the reasons why I actually advocate so strongly for triage is that triage is a forum through which you can answer a lot of questions, especially at the end of a project, the closing parts of a project. You're not going to avoid making decisions. Finaling a project is making thousands of decisions in rapid succession, but you can take a little bit of the burden off individual team members by helping them with that decision-making, or when necessary making decisions yourself. Triage also lets you get a group of people together. Making decisions as a group, if you've worked together for a while, can be faster, can be less draining as well."
"I really believe in some degree of developing out loud. I don't know how practical Larian's style of, 'go into Early Access for three years and develop it with the community' is, for most studios, especially the publicly traded ones, but I do think some form of discourse with the community is incredibly valuable. Are we gonna see it? I hope so, but I do think that a lot of studios have developed a very secretive, private kind of stance. For good reason. It's a lot of work to keep this discourse running, to keep it from turning toxic, to keep the conversation going. I think it's worth it, but there's work there, for sure."
"I could be wrong, but I feel like we're starting to see DLC in singleplayer games be a thing of the past. It seems like it's fading away. I think we may not see very much [of this] three years from now. Will it then circle back around, come back around? I suspect it will, but that's what I'm noticing."
[re: industry in general] "We've had a lot of layoffs this year, so definitely there's been volatility this year, but we have, as the industry has grown up, it has become more risk-averse, at least in the AAA space, it's become more expensive, things have taken longer, but you do see less, sort've pulsing - you see less AAA games shipping and then the entire studio being shut down. It does still happen, but I do think you are seeing less of it. I think it's partly just, becoming more and more a business."
"I do not think Mass Effect 3 will ever be open-sourced."
"If I was given a large budget and asked to create a 'Dragon Age Legendary Edition', I think if I was given that task, the big thing would be, I think for Dragon Age: Origins, you have only two choices. Once you start going in there, you gotta go so deep, that I would go remaster, and just pretty it up, and let all its warts be its warts. Maybe take another crack at the console controls, and like getting tactical camera on the consoles, if I could, but largely just prettying it up. Dragon Age II, I'd be really tempted to see if you could make Orsino an optional fight, otherwise, probably it's fine. Dragon Age: Inquisition, Hinterlands, actively pushing you out of the Hinterlands much more quickly, not cutting anything from it, but definitely making it more clear that there is a critical path, because the pacing is kind've off there. Reducing the amount of Influence you need to unlock things so you can get through it a little more quickly."
"Dragon Age: Origins was originally planned as one game with no sequels. That was the original plan, which is why the end of Dragon Age: Origins has weird branching epilogue structure, is because it was never intended to be a game with sequels. You're always going to, that's a lesson for the world, always assume that you're going to potentially have sequels. So, it's not that you should leave a bunch of threads, but don't make sequels incredibly difficult to have."
"Dragon Age: Inquisition basically only had eight spells because of console convenience, yeah, basically, it's designed around its console controls for sure."
Q. Was there ever a significance to the Amell line? Like the Warden and Champion being related? A. "I don't know the answer to that question. I mean, there are often things that are planned and then executed, but also things where convenient plot hooks are picked up and taken in different ways. So sometimes things are planned years in advance and sometimes they just look that way."
"As far as I can remember, Leliana's lyrium ghost was just a quantum thing. It's just because we wanted Leliana in Dragon Age: Inquisition and Leliana could be dead. I mean it kinda makes sense, because the only place that Leliana could die in Dragon Age: Origins was at the Urn, so, sure, the Urn did it."
Q. If Dragon Age: Origins ever gets a remake, would a lot more of the problematic elements be removed? A. "So that's, ultimately what it comes down to, I think if you did a Dragon Age: Origins remaster, you wouldn't, you would just put a fresh coat of paint on it and that would be what you would do. But if you start to do a remake, I think it becomes necessary to start to open up some of those conversations, and that could be a lot, which is honestly one of the things that probably is causing hesitation on doing a remaster, or a remake in that case."
Q. If a fan writes an incredibly good idea on a forum or social media, is BioWare banned from implementing their idea? A. "It depends. If it's just like, 'I put an idea out on a Twitter post', no, you're basically releasing that idea to the public by that kind of post, but we don't, but BioWare doesn't, so I guess no, I guess, short answer no, because in that case it's like, well you just gave that to everybody. If it's a bit of fan literature, nobody's reading it, it's just going in the garbage, so no, so in that case nobody knows what's in that piece of literature, so, no."
"Will Dragon Age: II and Dragon Age: Origins ever come to PS5? I don't know. I mean that would basically require a remaster of some sort."
Q. If you had free reign what's the coolest, most ridiculous thing you would put into a physical Collector's Edition of the game? A. "So, I did, on Anthem, I did push for this, and I wish we'd done it, I did push for doing, because we had the studio that made the physical versions of the Javelin suits for that one EA Play. I did push for a $55,000 Collector's Edition, where you got one of those suits. Obviously we didn't do that."
Q. Would you say it’s harder to import decisions in a series like Dragon Age or Mass Effect? I bet it’s harder when each game has a different protagonist. A. "Actually, so, Dragon Age is a little bit more self-healing because when you are playing a Mass Effect, so Mass Effect 1, 2, 3, a lot of what you care about is the interpersonal stuff. When you're moving from Dragon Age: Origins to Dragon Age II, you don't really care about any of that interpersonal stuff, because it's a different character. I mean, you care, but it doesn't, the game doesn't need to reflect it. So Mass Effect has to deal with a lot more minutiae than Dragon Age does. Dragon Age just needs to deal with the big stuff."
Q. Would the Eclipse Engine have been better for Dragon Age: Inquisition even if it had meant the scope of the game would have to be smaller? A. "No, the Eclipse Engine was about ready to die of old age."
Q. Do you remember what the major aesthetic influences on Anthem were? A. "So, this is what I remember. Cigarette butts and coffee cups, so like, the abyss. No wheels. I actually think Anthem has a pretty strong identity. It looks like something."
Q. Who's decision was it to start using Frostbite? A. "I mean, the short answer is, it was the only politically-viable answer for Dragon Age: Inquisition, so, so I guess EA."
Q. Did you feel there was a large culture change when Greg Zeschuk and Ray Muzyka left BioWare? A. "Not really, like a lot of it was basically already happening, as part, as EA basically started to impose its culture on, and also just the culture infiltrated over time. I would say that the cultural shift at BioWare happened slowly, not all at once when they left."
Q. I was really hoping for that Dragon Age tactical game. Any chance of seeing something like that in the future? A. "Probably not, I mean, it was a tweet, there wasn't anything behind that."
Q. If only there was a Mass Effect toolset. A. "Yeah, so I don't think you're gonna get, so a toolset with a game that is using Unreal like Mass Effect, that's much less likely, because you're gonna have to get a deal with Epic to do that. They might go for it, but yeah, that would be harder."
Q. I recently found out that The Last Court was made by an outside studio, and BioWare has brought in outside writers to work on Dragon Age before. Is that a common occurrence? A. "Yeah, it happens, for sure."
"Dragon Age II is pushing the Eclipse engine to the limit, it's basically the upper limits."
Q. Was there ever any discussion on showing Hawke and their companions visibly age over Dragon Age II? A. "There was, there was absolutely, that conversation did happen. We didn't really have any way to do it easily, but it was talked about."
Q. Dragon Age seems to have a much larger female fanbase than most gaming franchises, is this something EA has been cognizant of/interested in? A. "Cognizant of, yes, interested in, yes as well, though The Sims is actually even better. Understanding what to do about? No."
Q. What were your lessons learned from Mass Effect: Andromeda and why it went that bad? A. "I don't actually think it went that bad. It had a rough launch, so it kind've escaped a little early. That's probably its biggest problem. If it had released in the state that it was at within a month, it would've been a lot better received. Now it did also launch up against Zelda and Horizon, so, the number one lesson there is - when Dragon Age: Inquisition shipped and the Inquisition team was talking to the other team, one of the biggest things we said was 'don't use Inquisition as your baseline, it should be your worst-case', and a lot of the planning on Mass Effect: Andromeda was done using Dragon Age: Inquisition as the best case, so, what happened, basically its end got squeezed out of existence."
Q. What do you think about a Mass Effect: Andromeda remake? A. "Seems early, but maybe, some day. I mean it's kind've healed its perception to a large degree, kind've like Dragon Age II but for different reasons, it's not seen as as bad as it was seen at launch, so, I think there's a market there."
Q. Have there ever been discussions within BioWare of visual novels as a possible format for their franchises? A. "Yeah, it's come up, it's even been pitched. Hard for EA to do little things."
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Post by Solas on Oct 3, 2023 22:12:46 GMT
Jon Renish tweet
Terminated BioWare Employees Sue for Better Severance
On August 23 of this year, Edmonton video game studio BioWare ULC terminated 50 employees without cause. In most recent court cases of termination without cause, Alberta Courts have awarded at least one month of severance pay per year of service, with the full value of all benefits included; the severance that BioWare offered to these employees was significantly less than this amount. Several of those ex-employees attempted to negotiate with BioWare for adequate severance, but BioWare refused to increase its severance amounts.
Seven employees, with an average of 14 years at BioWare, have refused to accept BioWare's low offers, and have filed a Statement of Claim with Alberta's Court of King's Bench, requesting fair severance pay and including a request for punitive damages for what they say is unreasonably poor treatment by BioWare.
"In light of the numerous recent industry layoffs and the fact that BioWare's NDAs prevent us from showing any of our recent work on Dragon Age: Dreadwolf in our portfolios, we are very concerned about the difficulty many of us will have finding work as the holiday season approaches," said one of the terminated employees, "While we remain supportive of the game we worked so hard on, and of our colleagues continuing that work, we are struggling to understand why BioWare is shortchanging us in this challenging time."
R. Alex Kennedy, counsel for the seven employees, says that even in cases where BioWare has contracts that discuss termination, BioWare may have included illegal provisions: "There are many situations where employers include termination provisions that are not enforced by the Courts," he said, "and I think we see that in this case too. BioWare attempted to reduce its obligation to these employees well below what the courts typically award, including by eliminating benefits from its termination pay - that appears to be contrary to the Employment Standards Code."
In Kennedy's opinion, these employees deserve generous severance pay: "These people are artists and creators who have worked very hard and for a very long time in a difficult industry, producing big profits for their employer. Their termination without cause en masse like this calls for a response. Employers here can terminate anyone at any time without cause, but with that right comes a responsibility to the people they put in that situation."
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Post by ladyiolanthe on Oct 4, 2023 0:11:44 GMT
Jon Renish tweet Terminated BioWare Employees Sue for Better Severance
On August 23 of this year, Edmonton video game studio BioWare ULC terminated 50 employees without cause. In most recent court cases of termination without cause, Alberta Courts have awarded at least one month of severance pay per year of service, with the full value of all benefits included; the severance that BioWare offered to these employees was significantly less than this amount. Several of those ex-employees attempted to negotiate with BioWare for adequate severance, but BioWare refused to increase its severance amounts. Seven employees, with an average of 14 years at BioWare, have refused to accept BioWare's low offers, and have filed a Statement of Claim with Alberta's Court of King's Bench, requesting fair severance pay and including a request for punitive damages for what they say is unreasonably poor treatment by BioWare. "In light of the numerous recent industry layoffs and the fact that BioWare's NDAs prevent us from showing any of our recent work on Dragon Age: Dreadwolf in our portfolios, we are very concerned about the difficulty many of us will have finding work as the holiday season approaches," said one of the terminated employees, "While we remain supportive of the game we worked so hard on, and of our colleagues continuing that work, we are struggling to understand why BioWare is shortchanging us in this challenging time." R. Alex Kennedy, counsel for the seven employees, says that even in cases where BioWare has contracts that discuss termination, BioWare may have included illegal provisions: "There are many situations where employers include termination provisions that are not enforced by the Courts," he said, "and I think we see that in this case too. BioWare attempted to reduce its obligation to these employees well below what the courts typically award, including by eliminating benefits from its termination pay - that appears to be contrary to the Employment Standards Code." In Kennedy's opinion, these employees deserve generous severance pay: "These people are artists and creators who have worked very hard and for a very long time in a difficult industry, producing big profits for their employer. Their termination without cause en masse like this calls for a response. Employers here can terminate anyone at any time without cause, but with that right comes a responsibility to the people they put in that situation." David Gaider @davidgaiderI can't believe I live in a world where BioWare didn't treat the people it let go with every possible courtesy, ones who contributed so much to its past successes... but here we are, I guess. 😔
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by Solas on Oct 4, 2023 7:51:42 GMT
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Post by Solas on Oct 5, 2023 9:33:04 GMT
More info on the case, from Kotaku. kotaku.com/dragon-age-dreadwolf-bioware-layoffs-lawsuit-ea-1850900755"BioWare laid off 50 employees at the end of August. Mary Kirby was one of them. Now her and six other recently laid-off developers are suing BioWare claiming it and parent company Electronic Arts are trying to welsh on their legally owed severance.
In its statement of facts, which were reviewed by Kotaku, an attorney for the group claims that BioWare was only willing to offer laid-off employees two weeks of severance per year of service, rather than the one month commonly awarded under other recent labor cases. The lawsuit also claims that BioWare was unwilling to include the value of health benefits in the severance package, further shortchanging the departing developers who average 14 years of service each. EA reported over $400 million in net income in August, up 23 percent from the year prior. The company bought back $325 million in stock the same month.
A lawyer for the seven laid-off employees, Alex Kennedy, told Kotaku in a phone call that BioWare has so far refused to negotiate better severance packages.
Kennedy also said that some of the laid-off employees were given the impression that asking for the severance they’re owed by law could potentially become a financial burden to the studio and further jeopardize the development of Dreadwolf, a game that’s already had to be reworked and is reportedly overdue.
Kennedy told Kotaku that he originally had over 15 laid-off BioWare employees who were part of the lawsuit, but many bailed, worried about their ability to pay bills and even buy presents for their kids come Christmastime. The existing severance packages, while measly, would still be money in the bank compared to the prospect of a long and drawn out legal fight. It could be a month before BioWare and EA respond to the group’s legal filing, and even longer before the case gets in front of a judge, especially if the companies deploy delay tactics. Kennedy said he’s still hopeful that BioWare will eventually “see the light” and negotiate a settlement.
Interestingly, EA’s proprietary game engine Frostbite is specifically called out in the lawsuit as an important factor in determining how much severance employees are owed. Things like age, years of service, and the difficulty of finding a similar new job are all taken into account under Canadian common law. Kennedy argues that the fact that BioWare’s developers are forced to use EA’s inhouse toolset, which has long been blamed for issues with some of its biggest releases like Mass Effect Andromeda and Anthem, means it could be harder for them to find a new job than developers using third-party tool sets like Unreal Engine and Unity.
The job prospects for game developers are also especially grim-looking right now. A big wave of layoffs has hit the gaming industry in 2023, with companies ranging from Microsoft to Ubisoft shedding staff. Just since the BioWare layoffs in August, several new studios and companies announced cuts. Epic Games announced just last week that it will be laying off over 800 employees. The Fortnite maker has, however, promised them six months of severance and extended health benefits.
EA did not respond to a request for comment.”
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Post by Solas on Oct 5, 2023 9:36:49 GMT
We also have this on Polygon on the Keywords Studios workers (a separate issue) www.polygon.com/23903782/dragon-age-dreadwolf-qa-workers-laid-off-keywords-studios"All of Keywords Studios’ unionized QA workers were laid off from the studio in late September after Dragon Age: Dreadwolf developer BioWare declined to continue its contract in August.
The QA workers, who were contracted to assist with playtesting and quality assurance at BioWare Edmonton, won their union vote in June 2022. All 16 eligible voters said “yes” to joining United Food and Commercial Workers Canada Union, Local No. 401. It was a historic vote, making the group the first games industry union in Canada. Keywords Studios workers were in bargaining with the company when they were laid off following the news of 50 job cuts at BioWare itself.
A UFCW representative told Polygon that 13 people were laid off — everyone supporting BioWare. Liz Corless, Keywords Studios’ global head of marketing, confirmed that 13 Edmonton-based QA workers were laid off.
“We can confirm that regrettably the 13 Edmonton-based staff have now left the business following the end of a fixed term client contract,” Corless wrote in an email.
The group of workers were laid off on Sept. 27. Russwurm added that Keywords Studios has “taken the position there is no more work available.” (Keywords Studios has several QA job postings listed on its website, in Canada and across the world. Many, but not all of these listings, are related to language localization and require specialties that the laid-off workers may not have.)
Russwurm said the union filed an employment standards complaint against Keywords Studios this week. He added that Keywords Studios offered “minimal severance,” which the union is disputing. Severance has not yet been paid out, he said. (Several BioWare employees laid off at that time are currently suing the company for “adequate severance.” These are two separate issues with two separate companies, however, despite being linked to Dragon Age: Dreadwolf.)
Though the unionized QA workers did not yet have a contract with Keywords Studios, they can attempt to negotiate better severance pay.
Keywords Studios is headquartered in Ireland but has more than 20 worldwide offices. The studio was founded in 1998, and does not publish or develop its own games — instead, it provides art, QA, audio, and other development support for other studios, like BioWare."
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Post by Solas on Oct 5, 2023 11:13:35 GMT
Jon Renish tweet Terminated BioWare Employees Sue for Better Severance
On August 23 of this year, Edmonton video game studio BioWare ULC terminated 50 employees without cause. In most recent court cases of termination without cause, Alberta Courts have awarded at least one month of severance pay per year of service, with the full value of all benefits included; the severance that BioWare offered to these employees was significantly less than this amount. Several of those ex-employees attempted to negotiate with BioWare for adequate severance, but BioWare refused to increase its severance amounts. Seven employees, with an average of 14 years at BioWare, have refused to accept BioWare's low offers, and have filed a Statement of Claim with Alberta's Court of King's Bench, requesting fair severance pay and including a request for punitive damages for what they say is unreasonably poor treatment by BioWare. "In light of the numerous recent industry layoffs and the fact that BioWare's NDAs prevent us from showing any of our recent work on Dragon Age: Dreadwolf in our portfolios, we are very concerned about the difficulty many of us will have finding work as the holiday season approaches," said one of the terminated employees, "While we remain supportive of the game we worked so hard on, and of our colleagues continuing that work, we are struggling to understand why BioWare is shortchanging us in this challenging time." R. Alex Kennedy, counsel for the seven employees, says that even in cases where BioWare has contracts that discuss termination, BioWare may have included illegal provisions: "There are many situations where employers include termination provisions that are not enforced by the Courts," he said, "and I think we see that in this case too. BioWare attempted to reduce its obligation to these employees well below what the courts typically award, including by eliminating benefits from its termination pay - that appears to be contrary to the Employment Standards Code." In Kennedy's opinion, these employees deserve generous severance pay: "These people are artists and creators who have worked very hard and for a very long time in a difficult industry, producing big profits for their employer. Their termination without cause en masse like this calls for a response. Employers here can terminate anyone at any time without cause, but with that right comes a responsibility to the people they put in that situation." David Gaider @davidgaiderI can't believe I live in a world where BioWare didn't treat the people it let go with every possible courtesy, ones who contributed so much to its past successes... but here we are, I guess. 😔 Caitlin Sullivan Kelly 🌻 @akacaitlin (Lead Writer for SW:TOR, formerly at BioWare)"You know that meme with the two astronauts? The one where the punchline is “always has been”? Yeah." Caitlin Sullivan Kelly 🌻 @akacaitlin"Also, it’s funny the current leadership team at BW is getting so much flak. Crap rolls downhill. These decisions are more than likely being made due to screw-ups of the previous regime… who is still adored very publicly by fans because of his involvement in past BW projects." David C. Simon @davidcsimon"When I was laid off (along with many others) from BioWare Austin 10 years ago I remember BWA and EA going out of their way to support us, including generous severance and assistance in looking for new work. Today's BioWare is unrecognisable, and it's heartbreaking."
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Post by Hrungr on Oct 9, 2023 4:17:11 GMT
Geoff Keighley @geoffkeighley
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Post by Solas on Oct 9, 2023 22:11:52 GMT
askagamedev.tumblr.com/post/730718344277360640/from-the-game-developers-perspective-would
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Post by Solas on Oct 13, 2023 16:57:21 GMT
www.cbc.ca/listen/live-radio/1-17-edmonton-am/clip/16015292-seven-former-employees-bioware-taking-video-game-developer"Seven former employees of BioWare are suing the Edmonton-based video game developer for wrongful dismissal. They allege they were let go without cause, and that Bioware and its parent company, Electronic Arts, are not offering them reasonable compensation. We talked to Alex Kennedy, their Edmonton-based lawyer." transcript of this radio interview: Mark (host guy): "Seven former employees of BioWare are sueing the Edmonton-based video game developer for wrongful dismissal. They allege they were let go without cause, and that BioWare, and its parent company EA, are not offering them reasonable compensation. Alex Kennedy is their Edmonton-based lawyer, and joins us on the line this morning. Good morning Alex." Alex: "Good morning Mark." Mark: "So how did these seven former employees come to be fired from BioWare?" Alex: "Well, on around August 23rd of this year, 50 people were let go without cause from BioWare. That was about 20% of their workforce. So these were among the 50 people who were let go." Mark: "So what kind of work would they have done for BioWare?" Alex: "A wide variety of things. One of the people, I'm allowed to share her identity, is Mary Kirby, who's done a lot of writing for BioWare's sort've, central games, and is the creator of a lot of very popular characters. But we have people who did programming, we have people who did sort've, directing of the games, and all sorts of different, different, functions." Mark: "And were these plaintiffs, were they long-time employees of BioWare?" Alex: "Oh, yes, yes, one of my plaintiffs, one of my plaintiffs was 23 years at BioWare and he started when he was 20 years old, so, most of his life has been at that job." Mark: "Now when the layoffs came here, was this part of an overall restructuring of EA, or was it specifically at BioWare? What happened there?" Alex: "Yeah, my understanding is that this has to do with the larger restructuring at EA. It's strange, EA is doing pretty well in terms of its profits. I think, if I've read correctly, that they made $400 million last quarter. But they still wanna remove 6% of their jobs for some reason. I'm not, I don't really understand how those decisions are made, to be honest." Mark: "So what amount of compensation has BioWare offered for letting them go?" Alex: "Yeah, I can't give the exact numbers because, you know, that was offered in an offer to my clients, but we would suggest that the amount that they gave is probably less than half of the amount they would be truly entitled to in court." Mark: "And so, are we talking about just severance, or are there other things that are involved in compensation that you think should be considered?" Alex: "Well, the issue, part of the issue in this particular case is that what BioWare offered was just based on the base salary that my clients were receiving. But in Canadian law, generally speaking, it appears to be that people who are removed from their jobs, when they receive severance, when they receive notice, it should include all of the benefits, including things like, even stock vesting [?], or profit-participation [?], that a person was engaged in at the time that they were fired. So in these cases, because that was absent, my clients are winding up not only with less money in terms of the amount of time they should be paid, but also less money in terms of the total amount they should be paid." Mark: "Now are these contract workers that have things spelled out, and so wouldn't the contract sort've indicate how much they would get?" Alex: "Well, there is a contract in some cases, although not all of my plaintiffs' cases, but there is a contract in some cases, but, it has a term that appears to be illegal, which states, as I said earlier, that any severance will be based on the base salary and will explicitly not include any benefits. It seems to be contrary to Sections 57 and 61 of the Employment Standards Code." Mark: "Can you tell us how much your clients are asking for then, in damages, or, then, I guess, in severance?" Alex: "Yeah, well, I'm asking, in my clients' case, for about 1.5 months of severance for every year worked in service at BioWare. We're also asking for a one million dollar punitive damages just based on the fact that the contract was illegal and that BioWare, despite the fact that this has been drawn to their attention, is continuing to stand by that being the requirement." Mark: "So, why the punitive damages?" Alex: "Well, again because, when my clients are paid the small amount that they, that BioWare has essentially decided that they're entitled to, that already does not include their benefits. So my clients are put in a situation where, in order to pursue their legal rights, they have to, you know, live on a small amount of money that's been allowed to them. On top of that there have been a couple of cases where, you know, as we indicate in our Statement of Claim, that BioWare has failed to give proper information to new employers, and also that the requirements that BioWare put on my clients are pretty onerous in terms of preventing them from finding appropriate new work." Mark: "What are we talking about there? Are these NDAs, or are they restrictions on where they can work?" Alex: "Yeah, they're NDAs. And how that applies in terms of people who've done a lot of creative work can be very difficult. You know, my clients worked on a game for about, say, 3, 4, 5 years, game hasn't been published yet. They're not really in a position to be able to say, 'oh, well I created this and that, and this and that', they can't really speak about it, so they have to say, 'well I worked at BioWare for 5 years, and I can't really say what I did'". Mark: "NDA, by the way, is a non-disclosure agreement, for those who don't know about the acronym. So have there been any special challenges for your clients in trying to get back into the workforce?" Alex: "Well yes, I mean, my clients, you can imagine, a lot of my clients have been doing this for, as I said, majority of their adult lives. They're not sure if they wanna continue this. They are in Edmonton, where, there's a, you know, it's good that we have such a vibrant software industry, but, you know, it's limited in terms of what they can do. 6000 other people have been let go from the computer games industry this year, so it's hardly a wide-open market at this point in time." Mark: "Now these layoffs came in August. Are you anticipating a long haul here for your clients, or what do you hope the timeline is?" Alex: "Yeah, I mean, we always hope that a matter will settle. But, in reality, BioWare's stance to date has been that there's simply nothing to negotiate, and 'take us to court', so, you know, obviously I hope that BioWare changes its mind, maybe this is a big misunderstanding or something like that, but, you know, as things stand right now, we have to go through the entire court process, which, as you know, can take quite some time." Mark: "Alex, appreciate you coming on to talk about it today. Thanks very much." Alex: "Thank you." Mark: "Alex Kennedy is a lawyer representing seven plaintiffs who are sueing BioWare for wrongful dismissal. The allegations made in this lawsuit have not been proven in court. CBC did reach out to BioWare for comment on this lawsuit, but we did not hear back from them by deadline."
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Post by Solas on Oct 17, 2023 18:27:49 GMT
DA cookbook released today
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Post by Croatsky on Oct 23, 2023 20:40:59 GMT
Hmh, BioWare hiring a VFX artist for 8 months contract, as of 2 days ago. Curious.
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Post by Solas on Nov 1, 2023 21:54:45 GMT
didnt hear anything on BW/its IPs in today's quarterly ea conference earnings call & I dont see anything in the files they post either. (pls correct me if I'm wrong) next call is Jan 30th 2024, 2 PM Pacific Time, for Q3 2024.
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Post by eaglepursuit on Nov 2, 2023 2:26:14 GMT
didnt hear anything on BW/its IPs in today's quarterly ea conference earnings call & I dont see anything in the files they post either. (pls correct me if I'm wrong) next call is Jan 30th 2024, 2 PM Pacific Time, for Q3 2024. They only really give the next fiscal year's prospectus in April/May, otherwise the statement is a repeat of the portion of the prospectus from the previous spring relevant to the upcoming quarter.
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Post by Hrungr on Nov 4, 2023 0:37:21 GMT
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Post by Hrungr on Nov 5, 2023 0:30:38 GMT
Humble Bundle @humbleGet a taste of the upcoming 🐺Dragon Age: Dreadwolf and learn what happened to Commander Shepard after 🌌Mass Effect 2 in this bundle of comics from @darkhorsecomics Dive deep into BioWare’s beloved universes and help support @cpcharity! bit.ly/49nCuES
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Post by Solas on Nov 6, 2023 22:05:11 GMT
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Post by Hrungr on Nov 7, 2023 4:32:05 GMT
Patrick Weekes @trickweekes.bsky.social
Saw someone railing about the evil and foolishness of "AI"-generated content, and it was a former coworker who spent close to a year on an old project rabbit-holing on procedurally generated quests before the feature got cut for being bad.
Like, I agree with your current take, dude, but I remember.
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Post by Sandetiger on Nov 7, 2023 5:02:39 GMT
"Former employees of Keywords Studios who unionized under the banner of Keywords Edmonton United are planning to strike outside of BioWare's Edmonton headquarters on November 7, beginning around 11AM to 12PM local time. The striking union members—who had previously been working on Dragon Age: Dreadwolf before BioWare ended its contract with their employer—are protesting what they describe as an unfair termination by Keywords that they say was motivated by their unionization efforts." "The corporation behind the Dragon Age and Mass Effect franchises argued that this strike was a dispute between the laid-off workers and Keywords, and that they were not legally entitled to protest outside of BioWare because they had been a remote workforce. The Board has since ruled in the union's favor, and the former Dragon Age: Dreadwolf QA testers are set to strike as planned."
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Post by Solas on Nov 7, 2023 14:29:10 GMT
AmericanTruckSongs9 @ethangach KotakuMore BioWare news: laid off devs suing for severance say the company is going to court instead of negotiating a settlement and call the process anything but "empathetic, respectful." They call N7 day a reminder of "the importance of loyalty to your crew" [ link] Transcript: “ BioWare Continues to Refuse to Pay Severance
On August 23 of this year, BioWare eliminated “approximately 50 roles at BioWare”. Following the layoffs, seven ex-BioWare employees engaged the services of R. Alex Kennedy to represent their interests, stating that the amount of severance offered was insufficient under Alberta common law. Counsel for the employees has attempted to reach a compromise that would avoid requiring lengthy court proceedings, but BioWare’s lawyers refused any offers to negotiate and settle out of court. The basis of Kennedy’s claim is that according to Alberta precedents and under Canadian law, these employees should be receiving approximately 1.7 months of severance per year of service they gave to BioWare. BioWare has now filed a Statement of Defence, which argues that the seven terminated employees are only entitled to two weeks of severance per year spent in service to BioWare, because of a contract provision that Kennedy says is not enforceable. The filing means BioWare will be taking these former employees to court rather than working towards finding an out of court resolution. The developers involved in the suit have expressed their disappointment: * “We are disappointed that BioWare prefers stalling and intimidation tactics to fair dealing with people who have given years, and in some cases decades, of dedication and hard work to the company.” * “We believe they are using intimidation and stalling tactics to try and get us to drop out. A lot of the more junior employees and those with families, who had more monetary pressure on them, could not risk waiting on a court case that may take many months more to resolve, and have already had to drop out.” * “At the time of the layoffs, BioWare offered us professional assistance in finding new employment, and an additional payment, but ONLY on the condition that we signed an agreement saying we cannot talk about any details of the settlement, and that we would completely waive any right to legal action or even to complain in any way about anyone associated with BioWare now or ever in the future. Tactics like that sure make me think that BioWare knows it is in the wrong.” * “Despite what they publicly announced when they laid us off, this process has been anything but empathetic, respectful, and communicative.” The latest BioWare layoffs were the third round so far this year, and many of the developers affected even in earlier rounds are still searching for work, though some have started to find new positions. Regardless of employment status, the members of the current lawsuit state they remain determined to pursue BioWare in court, regardless of their employment status: * “We strongly believe that if Dragon Age: Dreadwolf does not do as well as BioWare or EA wants at launch, there will be more, even larger layoffs. Therefore, regardless of our own well-being, we believe it is important to hold BioWare responsible and get a clear decision on what settlement amount is legal. We’re no longer part of the development team, so the best way we can help our former teammates now is to hold BioWare accountable and ensure that the next group who is laid off are not treated as poorly as we were.” November 7th marks “N7 Day”, which is a fan celebration of BioWare’s Mass Effect games featuring Commander Shepard and the crew of the Normandy. The developers involved in the lawsuit are hoping N7 Day this year will be a reminder to BioWare of the importance of loyalty to your crew, and hope fans can have a little fun and help express their support with memes and images using an #N7SeveranceDay hashtag. The ex-employees involved in the suit are all based in Canada and have an average of 14 years at BioWare.”" AmericanTruckSongs9 @ethangach KotakuEA's net income was $400 million last quarter, up 33% year over year. The max requested settlement is about 1% of that. Jon Renish @jonrenishtwitter.com/N7SeveranceDayN7SeveranceDay @n7severanceday "Account supporting BioWare employees laid off in 2023."We love #MassEffect, but this #N7Day, we'd also like to remind #BioWare of the importance of treating your crew right. So join us in having a little fun with #N7SeveranceDay while expressing support for all the folks #BioWare laid off this year... (1/2) (2/2) ... grab yourself a meme template (https://imgflip.com/memegenerator) or have some fun generating terrible AI images* (https://bing.com/images/create/) and use the #N7SeveranceDay hashtag to share your best creations! * EDI would like to note: no actual AI is involved in this process. In a separate issue from the direct employees of #BioWare who were laid off this year, the company ALSO chose not to renew their contract with QA outsource company Keywords Studios. Keywords staff will picket in front of the BioWare offices tomorrow: Nicole Carpenter @sweetpotatoes PolygonThe Keywords Studios QA workers, who worked on Dragon Age: Dread Wolf, laid off in October will picket outside BioWare's Edmonton offices on Nov. 7. Per @rbryant2012, BioWare/EA tried to block the office picket, but the labor board denied that request. [ link] N7SeveranceDay @n7severancedayThis #N7Day, remember to treat your crew right! #N7SeveranceDay N7SeveranceDay @n7severancedayAs we understand it: the contract QA folks were in the process of negotiating a union contract when Keywords told them they'd been unable to come to an agreement with BioWare to extend their contract, so they were "laid off for lack of work". HOWEVER... (1/3) ...other QA workers were then brought into BioWare to cover their roles, and the Keywords folks were told to train them before leaving - so the work was clearly still there. They believe it was an intentional move on BioWare's part to replace unionized workers ...(2/3) ...& believe if they hadn’t unionized they would still be working at BioWare. Though Keywords were also stalling negotiations too. BioWare attempted legal action to prevent them from picketing. (This account is only relaying this info & cannot confirm details directly.) (3/3) Socials for the Keywords group who will be picketing: Twitch - Link: YT - Link: youtube.com/channel/UCoke6JbV3MXm_oU549TzZ8gIG - Link: instagram.com/fp4gw/X - Link: https: twitter.com/FP4GWN7SeveranceDay @n7severancedayNote: while this account is using AI generated art to make a joke and a quick point, we recognize there are a plethora of ethical issues with using AI art. We do not support using it widely and suggest reading up on the issues surrounding it, e.g.: news.harvard.edu/gazette/story/2023/08/is-art-generated-by-artificial-intelligence-real-art/(We do, however, rather enjoy the irony of using AI art to support the cause of artists (and others) who were laid off due to being no longer needed. 🤔 ) N7SeveranceDay @n7severanceday#N7SeveranceDay feels #N7Day AmericanTruckSongs9 @ethangach KotakuStatement from EA on BioWare picket tomorrow: Transcript of this statement: "We hope that Keywords and the union are able to resolve their differences but ultimately BioWare has no role in that process. It is our view that any activities targeting our offices are misguided as BioWare is not involved in any way in the negotiations and Epcor Tower has never been a place of employment for Keywords employees.”" AmericanTruckSongs9 @ethangach KotakuPrior to unionizing, the testers were being told they'd have to start working in person at BioWare's Edmonton studio.
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