Anthem Development Was Rushed, E3 2017 Demo Was Fake

https://gamerant.com/anthem-development-rush-e3-2017-demo/?utm_medium=push_notification&utm_source=onesignal&utm_campaign=onesignal

From its inception to its release, Anthem was technically in-development at BioWare for almost seven years. Despite this, the actual Anthem game as we know it was only in full production for about 18 months, with one developer saying that Anthem ‘s development was rushed within the last six to nine months of development.

This comes from an explosive report by Kotaku’s Jason Schreier, citing 19 anonymous sources who either worked directly on Anthem or were “adjacent” to it. One developer said about Anthem ‘s development:

“YOU COULDN’T PLAY IT. THERE WAS NOTHING THERE. IT WAS JUST THIS CRAZY FINAL RUSH. THE HARD PART IS, HOW DO YOU MAKE A DECISION WHEN THERE’S NO GAME? THERE’S NOTHING TO PLAY. SO YEAH, YOU’RE GOING TO KEEP QUESTIONING YOURSELF,”

Based on the Kotaku report, it seems as though many of the troubles with Anthem ‘s development came from a lack of a cohesive vision, leadership changes, and struggles with the Frostbite engine. This in turn created a high-stress work environment, with depression and anxiety described as an “epidemic” at BioWare. One former BioWare developer even said that the stress was so bad that they would often shut themselves in a private room to cry.

Anthem ‘s identity crisis was so severe that BioWare was unsure what exactly the game would be all the way up to the Anthem E3 2017 demo. The foundation for that demo was cobbled together in an attempt to impress EA executive Patrick Soderlund, who disapproved of the first Anthem demo BioWare presented to him. This new demo added the flying mechanic back into the game after it was scrapped multiple times, with BioWare unsure if it would even make it to the final product. Soderlund was impressed by this second demo, and BioWare used it to make the E3 2017 demo, which was mostly fake and not representative of the actual game-in-progress.

anthem development rushed, e3 2017 demo was fake

“The demo was not actually built properly—a lot of it was fake, like most E3 demos. There was a lot of stuff that was like, ‘Oh are we actually doing this? Do we have the tech for that, do we have the tools for that? To what end can you fly? How big should the world be?'” said a former BioWare developer to Kotaku.

Crunch on Anthem started thereafter, as BioWare reportedly rushed to finish the game and meet its deadlines. The end product is a title that has been widely criticized by game critics and the public. Anthem ‘s struggles have continued since launch, with fans going as far as to threaten an Anthem boycott over the quality of loot in the endgame.

EA seemed to have a lot of confidence in Anthem , but now it’s clear why the game’s E3 demos were impressive, whereas the final product was largely a failure. It remains to be seen if BioWare can salvage the game with the content coming as part of its 90 day Anthem update roadmap, but with heavy competition from other looter-shooters, it seems like it will be an uphill battle, to say the least.

Hopefully leaders at BioWare and EA can learn from the mistakes made during Anthem ‘s lengthy development cycle and avoid these issues on future projects.

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https://kotaku.com/how-biowares-anthem-went-wrong-1833731964/amp

Direct link to the article

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Suprise …surprise …another game from EA was rushed.

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update

https://gamerant.com/bioware-anthem-response/
Yesterday, Kotaku published an explosive report about Anthem ‘s troubled developmentand the general culture at BioWare. The report, citing 19 anonymous sources who either worked on Anthem or were “adjacent” to the project, cited issues such as a lack of a cohesive vision for what the game was, rushed development where production on the actual game lasted just six to nine months, low employee morale with many suffering from depression and anxiety, and more. BioWare has since issued a response to the Kotaku article, but this has only served to further stir the pot.

First, BioWare explains why it didn’t initially respond to request for comment on the allegations in the article, which included a claim that the Challenges of the Legionnaires was just to timegate players.

“WE CHOSE NOT TO COMMENT OR PARTICIPATE IN THIS STORY BECAUSE WE FELT THERE WAS AN UNFAIR FOCUS ON SPECIFIC TEAM MEMBERS AND LEADERS, WHO DID THEIR ABSOLUTE BEST TO BRING THIS TOTALLY NEW IDEA TO FANS. WE DIDN’T WANT TO BE PART OF SOMETHING THAT WAS ATTEMPTING TO BRING THEM DOWN AS INDIVIDUALS. WE RESPECT THEM ALL, AND WE BUILT THIS GAME AS A TEAM.”

Next, BioWare goes on to address the workplace culture that apparently drove at least one former employee to frequently lock themselves in a room to cry over the high stress environment. “The health and well-being of our team members is something we take very seriously,” it said in its statement. BioWare also pointed out that its new leadership, such as the return of Casey of Hudson, has helped it improve its “studio culture and creative focus.”

bioware responds to reports of anthem development troubles

And finally, the BioWare post ends with what appears to be a swipe at the Kotaku article. “We don’t see the value in tearing down one another, or one another’s work. We don’t believe articles that do that are making our industry and craft better.”

Kotaku’s Jason Schreier, who put together the initial report on Anthem ‘s troubled development, has pointed out that BioWare released the statement before anyone at the studio could have possibly had time to read his article. He also says that others have reached out to him to confirm the information in the article, and express disappointment that BioWare’s response seems to indicate that there won’t be a change at the company.


View image on Twitter

View image on Twitter


Jason Schreier :heavy_check_mark: @jasonschreier

BioWare wrote and published this about my story before they even had a chance to read it, which is perhaps itself testament to some of the problems that I highlighted this morning. Defensiveness, belief in BioWare magic… http://blog.bioware.com/2019/04/02/anthem-game-development/ …

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11:32 AM - Apr 2, 2019


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Jason Schreier :heavy_check_mark: @jasonschreier

“We don’t see the value in tearing down one another, or one another’s work. We don’t believe articles that do that are making our industry and craft better.” - a company that has lost dozens of employees to burnout, stress, and depression over the past two years. Hard to imagine

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11:40 AM - Apr 2, 2019

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Jason Schreier :heavy_check_mark: @jasonschreier

The more I reread and think about this BioWare response, the more I’m amazed by how cowardly it is. Written before they even read the article, attacking a journalist for reporting the truth about a company in crisis… It’s almost hard to believe.

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Jason Schreier :heavy_check_mark: @jasonschreier

I’ve spoken to several current and former BioWare employees since my article went live today, including some I hadn’t interviewed earlier. General consensus has been sadness and disappointment at BioWare’s statement, which read as disheartening to those who hoped for change.

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With Anthem having released to poor reviews and public opinion of the game worsening by the minute, this kind of press is the last thing that BioWare needs if it wants to maintain and build its audience. It doesn’t help that the studio’s response to Schreier’s article didn’t address some of the other concerns about the game, like it’s supposedly rushed development, its lack of focus, or the E3 2017 demo being mostly fake.

Moving forward, it will be interesting to see what kind of impact this controversy has not just on the future of Anthem , but the game industry as a whole.

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Troubling to read about depression, anxiety and emeotional breakdowns happening. I had no clue developing a game could be so stressful.

Hopefully the blueprint will be addressed and this does not ever occurr again.

I agree with Joe on that it was not all EA’s fault. Bioware has a lot of blame in this game. 7 years and this is what you have to show for it.

Relevant quote:
The company stayed silent for the next day and a half, other than asking employees not to speak to press. Then, late Wednesday, BioWare general manager Casey Hudson sent a note to staff (obtained by Kotaku ) that addressed the piece. You can read it in full here:

Hey BioWare,

I wanted to get a note out to you to share my thoughts on the Kotaku article and the online discussion it has raised.

The article mentions many of the problems in the development of Anthem and some of our previous projects. And it draws a link between those issues and the quality of our workplace and the well-being of our staff. These problems are real and it’s our top priority to continue working to solve them.

What we found out-of-bounds was the naming of specific developers as targets for public criticism. It’s unfair and extremely traumatizing to single out people in this way, and we can’t accept that treatment towards any of our staff. That’s why we did not participate in the article and made a statement to that effect.

When I was offered the opportunity to return to BioWare as GM, I came into the role knowing the studio was experiencing significant challenges in team health, creative vision, and organizational focus. I was - and continue to be - excited to help drive improvements in those areas because I love this studio, and above all I want to create a place where all of you are happy and successful.

I’m not going to tell you I’ve done a good job at that, and on a day like today I certainly feel like I haven’t. But some of the steps we’ve taken towards this include a more focused studio mission and values, so that we have clarity on what we are here to do and how we define a high standard for our studio culture. We updated our studio structure around a matrix so that department directors can be fully focused on individual career support and well-being. We are defining better role clarity so that people can succeed better against clear expectations. And we are putting in place production changes that will provide for clearer project vision as well as a significant post-production period that will further relieve pressure and anxiety on teams during development.

But I know there’s much more to do, and we will talk in more detail about other actions we have been planning in response to internal feedback and postmortems at next week’s All-Hands. As always please continue to provide feedback on further steps we can take to make BioWare the best possible place to work.

I’m committed to getting us to a place where we are delivering on the highest expectations for BioWare games, through a work environment that’s among the very best in the world. With your help, we will get there.

Please let me know if you’d like to talk in person and I will be happy to set up time to hear your thoughts.

Casey

this is a good response imho…day late dollar short but very good

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