BioWare veterans confirm they were laid off by EA, including senior Dragon Age and Mass Effect devs (www.pcgamer.com)
from alyaza@beehaw.org to gaming@beehaw.org on 31 Jan 16:46
https://beehaw.org/post/18259115

#gaming

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nesc@lemmy.cafe on 31 Jan 16:54 next collapse

and nothing of value was lost

scrubbles@poptalk.scrubbles.tech on 31 Jan 16:57 next collapse

So EA put way too high of a sales target on the game, obviously held it back from becoming what it could be, and now are blaming the studio with layoffs, ensuring the next game will flop.

I don’t care what their “numbers” and “projections” were. The game was on the top 10 list in Steam. Even if it wasn’t an A+ game I’d say it looked like it at least hit Assassin’s Creed numbers, I’d hardly call that a failure. Sounds more like a failure to accurately predict, maybe they should fire their business analysts instead of the people who you know, make the games.

SARGE@startrek.website on 31 Jan 17:53 collapse

But the business analysts are the most profitable group, anywhere! If you don’t believe me just hire a business analyst to analyze things and they’ll prove it to you!

luciferofastora@lemmy.zip on 02 Feb 14:33 collapse

As a Data Analyst / Business Analyst, let me assure you: Not all of us are stupid (some are, for sure), but there’s only so much you can do about stupid managers. If they decide that a certain measure is key, it can be really hard to explain why it isn’t that important or where a certain distortion comes from. To compound this, some managers genuinely don’t understand their business processes and are unwilling to have it explained to them. They’ll make assumptions about how things work, then base their demands on those.

For an entirely made up example, consider a department manager looking to monitor a software development team’s workload. That workload, to them, consists of bug tickets and feature implementations. Not counted here are feature requests because, apparently, fielding them and discussing their feasibility isn’t actual development work. That’s management work, which is the Product Manager’s job… Except the Product Manager can’t unilaterally decide whether something is feasible without consulting those actually familiar with the code, taking up the developer’s time. On the other hand, since it’s an internally developed tool for other units, they can’t just say No to every request or else they risk people calling their team’s funding into question.

Now, you have the choice between frustrating yourself and annoying the manager by trying to explain all that, or gritting your teeth and just giving them the stupid chart on bugs closed and feature implementations completed over time. Guess which one is healthier for your employment prospects?

And we haven’t even started talking about the variance in effort of bug fixes or about non-feature work for code stability or QA. Eventually, we’ll reach the point where the measure becomes a target and you have to start reframing bug fixes as features and splitting features up into smaller features just to make the figures look nicer.

What I’m getting at is this: Sometimes, the analysts aren’t to blame, but the managers making decisions.

That’s not to say there aren’t absolutely shitty business analysts out there that will gladly figure out ways to polish the figures and then cash the check for making the figures look better.

Crotaro@beehaw.org on 02 Feb 22:38 collapse

Thank you for that perspective. It seems to be somewhat similar and thankless to when I get tasked with taking microbio samples from the machines to check for contamination and then get grumpy department leads because the analysis results show over and over again that their cleaning procedure is inefficient.

luciferofastora@lemmy.zip on 03 Feb 20:05 collapse

What, can’t you just… idk, check better to see how clean it actually is? That can’t be right, you probably got your samples contaminated. Were those really from that machine? Maybe you got them mixed up. Well you’re really itching to find contaminants, aren’t you? Of course you’ll find something if you look hard enough…

I don’t know how your business works, so I’m trying to project the managers I know onto it - am I so far off that I look like a manager?

Crotaro@beehaw.org on 04 Feb 17:31 collapse

Hahaha the production lead actually suggested that I might have been sick and coughed germs onto the sample sponge or that the sponges themselves were already contaminated during manufacturing, because every single sample showed high counts of pseudomonas.

Maybe instead she should start listening to us when we tell her that production equipment from 1970 might not be sufficient to run a food production with the hygiene requirements of today. But no, replacing that would cost more money than just taking samples over and over until the results are low enough (probably because by the 37th swab I cleaned the surface better than the production workers)

luciferofastora@lemmy.zip on 05 Feb 06:59 collapse

Couldn’t you just add up the germs found in successive swabs to the total and increase the total count with each test?

(I assume you have certain testing and evaluation standards you’re bound to, so that’s a “No”, but I like the idea of the results getting worse rather than better)

What would newer equipment do differently to make it less prone to hygiene issues?

sirico@feddit.uk on 31 Jan 17:00 next collapse

There’s going to be some cool studios coming in the next 5 years

LoamImprovement@beehaw.org on 31 Jan 18:01 next collapse

Yeah, the silver lining of the whole gaming industry fallout is that the indie game scene has never been better. I was lamenting the fact that we hadn’t had a good top-down zeldalike in a long time, echoes of wisdom notwithstanding even though the formula is pretty altered. Someone pointed me in the direction of Master Key and it was an incredibly satisfying time. Almost like it would have fit in perfectly between LoZ 1 and Link’s Awakening.

Faydaikin@beehaw.org on 31 Jan 18:24 next collapse

Time to build the new giants.

soulsource@discuss.tchncs.de on 04 Feb 08:17 collapse

You can’t build a game studio without funding, and that is where the problem lies…

Publishers have become very risk-averse ever since Embracer went downhill. They basically only invest in <literally the same game as some previously successful title>…

Faydaikin@beehaw.org on 04 Feb 13:41 collapse

I’m talking about buying from small indie studios.

Every giant we have now all started as a small studio, doing their thing.

All we have to do, is shop around and make sure that whatever we buy isn’t affiliated with a big publisher.

soulsource@discuss.tchncs.de on 04 Feb 18:39 collapse

It isn’t that easy to go indie though, unless you do gamedev as a hobby and have another source of income.

I am working at what was a small studio (about 10 persons) when I joined, and has meanwhile grown to more than 50 employees.

I am a coder, and therefore don’t have direct insight into our finances, so please take everything below with a grain of salt. It is also intentionally vague because I don’t want to violate any NDAs.

Over the years we have started two indie projects, that both were completed and released, but both in the end had a publisher funding a part of the development. So, while they were indie initially, the released products cannot be called indie any more… The reason why we went for publisher contracts for those two projects were manyfold, but an important part was simply that we needed a way to cover our running costs. We are doing gamedev as a day-job, after all, so it needs to pay for our rent, food, etc… (Other important reason for going with a publisher were marketing, customer support,… All the things that we as developers have no experience in.)

Now that we have grown to medium studio size, we are hoping that we can at some point fund an indie project by making enough profit with other, publisher-funded projects. We have several projects running in parallel anyhow, and if 3 of them would yield enough money to pay a 4th project that would be fully our own, we would definitely go for it.

However, the market situation is tough, and we currently cannot afford to do that. Almost all profit we make goes into developing prototypes that we need in order to have a realistic chance to get the next publisher-funded project…

Two years ago it was a lot easier to get publisher contracts. Back then we were quite optimistic about being able to fund a fully independent project, but then the market changed, getting new publisher-funded projects has become a lot more difficult, and right now doing an indie project is (for us) not financially possible…

So, what we are doing now is that we are taking our game ideas and presenting them to publishers. The prottypes I mentioned? Most of them are for our own ideas. Having something the people at the publisher can play goes a long way in convincing them that a game-idea is fun. That’s not indie, but it is as close as we can get to making the games we want to make. While the last year has been tough, with publishers being very, very, very cautious about new ideas, the situation seems to slowly change, and we might eventually get funding for one of our own ideas. Maybe. If we are lucky.

supersquirrel@sopuli.xyz on 02 Feb 15:10 collapse

There are also going to be lots of talent who permanently leave the industry because there are no longer any stable decent paying jobs at larger studios.

Darkassassin07@lemmy.ca on 31 Jan 17:33 next collapse

Ordered merch from Bioware mid-November for an xmas present. It arrived Jan 4th; they shipped the wrong product.

Contacted them 3 seprate times through their ‘contact us’ page and got ignored for 3 weeks. It wasn’t until I filed a chargeback with my cc that they finally emailed me (4 days after submission).

I had asked for my money back in my various emails; but they didn’t respond to that at all and just shipped me a new package.

Still haven’t gotten that, so no idea if they actually shipped the right item this time. It’s not listed on their site anymore; so they likely don’t have inventory to ship.

We’ll see what’s in the box whenever it gets here.

I’ll never spend another dime with EA/BioWare.

belated_frog_pants@beehaw.org on 31 Jan 19:48 next collapse

Siiiigh, its a fine game but shareholders want MOAR MOAR MOAR

Fucking leeches ruining games. Miss private companies making games

Maestro@fedia.io on 01 Feb 01:12 collapse

There are tons of private companies making games. They're usually called indy's

Faydaikin@beehaw.org on 01 Feb 09:39 collapse

And there’s some really good stuff out there in the Indy scene

Gerudo@lemm.ee on 31 Jan 20:42 collapse

Veilgaurd was a perfectly good game. It’s not a 10/10, but despite some flaws, I’ve had a great time playing it. Too bad some business suit says it’s not “successful” enough to warrant a follow-up.

scrubbles@poptalk.scrubbles.tech on 01 Feb 05:04 collapse

I’d like to see how they measured success. Was it to break even? Well from what point? Including the time that it was supposed to be a live service game? Through the committees and executives shutting down ideas? It was in the top 10 for games on Steam that week and had generally favorable reviews. If that didn’t match their plan, that’s on them.