"With that logic, we shouldn't have made Mass Effect either". BioWare veteran defends Anthem

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18:02

A few days ago, a 40-minute interview was released with Mark Darrah, a BioWare veteran who worked on almost all of the studio's games from the first Baldur's Gate (1998) to Dragon Age: The Veilguard (as a consultant). Darrah held the position of executive producer of Anthem and frankly admitted a number of serious miscalculations in the development in the conversation.

According to the developer, Anthem was initially created with an eye on Diablo, but the team should have been much more focused on Destiny as a model for a looter-shooter. Darrah believes that this is why the loot system, endgame, and player retention failed.

A separate topic was the flights, the most popular mechanic among players, but also a source of many problems. Due to the ability to freely fly away from danger, almost all opponents had to be given long-range attacks. In addition, in co-op, experienced players could literally "drag" a newbie through the story in a matter of hours, breaking the pace of the narrative.

At the end of the interview, Mark Darrah noted that EA does bear some responsibility for the failure, but it would be wrong to blame the publisher for everything. He also disagreed with the widespread opinion that BioWare should not have taken on Anthem at all due to lack of experience in multiplayer service games.

With that logic, we shouldn't have created Neverwinter Nights at all, because we were a developer of two-dimensional RPGs. We shouldn't have created Mass Effect at all, because we were a developer of tactical RPGs. 
Mark Darrah, BioWare veteran.