Article at Kotaku. Accounts are based on 19 people who worked on the game or were "adjacent to it."
Damn good read. Lots of stuff about Anthem's troubled production. Interesting tidbits:
- There was a last-minute name change. Like, less than a week before E3 2017. The game was going to be called "Beyond," until EA found it was too hard to secure the trademark rights. "Anthem" was one of the backup names. The devs thought "Anthem" didn't make any sense.
- BioWare is a studio in crisis. There's an internal term called "BioWare Magic;" the belief that no matter how bad things are, it will all come together in the final months. This had led to major crunch and burnout. “Depression and anxiety are an epidemic within Bioware.”
- Early ideas was to be more grounded, less fantasy-y. The early iterations were compared to Dark Souls, Darkest Dungeon, Shadow of the Colossus. It was always envisioned as a multiplayer game - but not a looter shooter. More of a survival game.
- Casey Hudson's departure (he returned in 2017) made the Mass Effect team lose direction, becoming similar to the Dragon Age team, which was described as "a pirate ship." There was a lot of resentment towards the new leadership, who were accused of "indecision and mismanagement." There would be group meetings where they debated creative decisions, only to end with no verdicts.
- David Gaider's vision for the story was derided as "sci-fi Dragon Age" in the studio, and there was a lot of resistance to it. The story was rebooted when he left in 2016, creating more chaos. In fact, the developers had no idea what kind of game they were making as late as 2015-2016.
- Frostbite engine was once again a major problem. "Frostbite is full of razor blades," as one former dev puts it. Poorly documented, lots of parts hacked together, lots of stuff that were opaque or arcane. Using Frostbite basically made everything slower and harder. Bugfixes took weeks of back-and-forth conversations. Many ideas they had for the game had to be cut back because it just wasn't possible on Frostbite.
- Mention of "Destiny" was taboo. BioWare leadership internally preferred to be compared to Diablo III. Devs felt this limited their ability to learn looter shooter design points from Destiny.
- The game was demoed to Patrick Soderlund, then VP of EA, in 2017. He hated it, particularly the graphics. This led to a major art overhaul.
- The game's main distinguishing feature, the flying mechanic, was added, removed, and re-added into the game many times over the development. There was a lot of worries about designing a game world around it. The flying was re-added for Patrick Soderlund's second demo to impress him. It did. This demo became the basis of the E3 2017 trailer.
- The game was STILL in pre-production during E3 2017. Much of the E3 demo was fake. After E3, it was just finally "Okay, this is the game we're making." By early 2018, they've only implemented a single mission.
- There was indeed an "A-team" and a "B-team," and this caused a lot of conflict in the studio. The Edmonton team saw themselves as the "original BioWare," and everyone else was lesser. Edmonton would come up with ideas, while Austin were told to do the work. Indecision in Edmonton led to confusion in Austin. When Austin devs raised concerns about a decision, it fell on deaf ears in Edmonton.
- Dragon Age 4, codenamed "Joplin," was in development in 2017. In October 2017, Joplin was cancelled and rebooted, and Mark Darrah, who was producing it at the time, was moved to Anthem. On the plus side, Mark Darrah finally brought focus to Anthem's development.
- The core gameplay, missions and story only came together in the last 12 or 16 months of the development. There was a major crunch in 2018; in particular, the devs felt pressured by competition from Destiny 2, The Division 2 and Warframe. It was about getting the game out the door as quickly as possible - missing content, bugs and loading screens be damned.
- One mandate from the game's directors was that Anthem must be "unmemeable." This was in response to the Mass Effect: Andromeda jokes. Hah.
- By the end of 2018, the devs wished they could have a few more months. A lot of content that were planned were left on the cutting room floor. The infamous Tombs of the Legionnaires quest was specifically added to slow players down. It was even at one point supposed to time-gated, completed over several days.
- Internal mock reviews predicted the game would be in the high 70s on Metacritic. It currently sits around 55-65. The devs said reading many of the reviews felt like reading many of the concerns they expressed to BioWare's leadership during development, which were ignored.
- The responsibility for updating and fixing the game now rests entirely with the Austin team. Edmonton has now moved on to other projects, presumably Dragon Age 4. Many of the devs are still optimistic; they believe they can still eventually redeem the game.
Wow. TL;DR: indecisiveness, lack of leadership, troubles with the Frostbite engine again, conflicts between the Edmonton team, who saw themselves as the "original BioWare," and the Austin team, and 12-16 months of soul-destroying crunch produced the mess of a game we have today. And now we also know that not only did Mass Effect die for this, "Joplin" Dragon Age 4 also died for this as well. What a cluster****.
Edit: BioWare have published a response. They didn't really dispute the article - the closest they got was that they felt it was "unfair" to focus on specific team leaders and members. They just mostly addressed the allegation of "crunch time."
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