EA Gives You Enough Rope To Hang Yourself: BioWare Co-Founder Thinks Working for Big Company Is Challenging, But Studio Managed
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BioWareWorking for a famous company sounds like a dream, but its certainly not for everyone, and BioWares co-founder Greg Zeschuk confirmed it in a recent episode of My Perfect Console podcast.EA buying the Mass Effect and Dragon Age creator in 2007 was a point of no return for many fans, who say that was when the studio lost itself. However, while Zeschuk admitted it was challenging to work for such a huge corporation, he believes BioWare managed to succeed in its endeavors.I like to comment that EA gives you enough rope to hang yourself, Zeschuk said (via Eurogamer). And what I mean by that is you have to learn to work within the structure and I think we did quite well, if you look at the Mass Effect [trilogy that] came out of there. It was actually a pretty successful run.Alas, it was not what Zeschuk himself enjoyed. You have to understand how to work within a big company. And, for me, that was the end. It was like, Oh, I dont like big companies. So I knew by year two that I was going to leave at some point. I just didnt know when.The time would come in 2012 when Zeschuk and another co-founder, Ray Muzyka, announced their decision to retire from the game industry.Despite that, Zeschuk said that EA gave BioWares developers enough freedoms, even in questionable ventures.Theres all kinds of shenanigans we did, Zeschuk shared. We actually made Facebook games under false pretenses, under false names actually.BioWareBioWare was not allowed to make mobile games, so some employees created a fake company name to test games like one about a yeti delivering gifts. You cant have a company of cowboys, Zeschuk said. I wouldnt say we were cowboys, we were usually somewhat calculating in what we did. But we liked to try stuff. So when they discovered we had a couple of Apple development devices and we werent in the mobile division, they were like, What are you doing?'While there were ups and downs during his time at BioWare, one of the worst decisions Zeschuk recalled was releasing Jade Empire early under Microsofts urging.Microsoft was like, No, no, you should release it now, right at the end of the cycle, because its a great time,' Zeschuk explained. It was the worst advice, absolute moronic advice from them, the stupidest thing ever. We could have rezzed [Jade Empire] up, we could have amped it up. We could have said no. We just missed I wish Id said, This is a terrible mistake, give us another six months, give us the chance to make it a launch title for 360 and wed have had another franchise, and then who knows. I just think it would have been a way more successful product at the beginning of a cycle than the end, because by the time it came out people werent even buying Xbox anymore, they were waiting for the next one.The studio had an issue with another game, though, the infamous Mass Effect 3, or rather its ending, which left fans reeling. Zeschuk thinks the intentions were good, but game development is a complicated process.Your dream scenario is [to] release a game no ones really heard of and do it really well, because as soon as the expectations are there, its really tough, he said. And the other extreme pressure on the other side of that you got these giant business conglomerates that are pushing for certain release dates and release times. At BioWare, when Ray [Muzyka] and I ran [it], our most effective thing was pushing for the dates that made the most sense that made the best possible game.Now, the future of BioWare is muddy after the heavily criticized release of Dragon Age: The Veilguard, but hopefully, the next Mass Effect will bring the studio back into the list of industry leaders.Join our 80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post EA Gives You Enough Rope To Hang Yourself: BioWare Co-Founder Thinks Working for Big Company Is Challenging, But Studio Managed appeared first on CG SHARES.
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