BioWare: Zeschuk and Muzyka Have Left the Building

By Shamus Posted Thursday Sep 20, 2012

Filed under: Video Games 118 comments

BioWare co-founders Greg Zeschuk and Ray Muzyka are leaving the company. According to their own announcements on the issue, they’re not pulling a Pete Molyneux and going indie. They are very explicitly retiring from the games industry altogether.

Now would be an excellent time to bring up the BioWare video from Mr. Nerdrage. I love this video not just because I agree with it, but because he takes the points I’ve been arguing for years and puts them into a nice organized package.


Link (YouTube)

I’ve said or touched on many of these same points before:

  1. Tone at the top: The leadership sets the values for an entire company.
  2. Just because a company is big and powerful doesn’t mean it’s being run optimally, or even competently.
  3. “All our games should be like FIFA” and “all games should have multiplayer” are great examples of what you get when non-gaming executives look at sales trends and make broad decisions for developers, ignorant of the fine details.
  4. Games should be getting cheaper to produce, not more expensive.
  5. The “we make money to make games” versus “we make games to make money” mindsets will ultimately produce different sorts of products. This circles back to the “values” point in #1.

Seriously, someone needs to get Errant Signal and Nerdrage under the same roof of long-form academic-style analysis. And the guy who makes Reset Button should totally make more videos.

The frustrating thing about the story of Zeschuk and Muzyka leaving BioWare is that everyone has a strong desire to read between the lines. We want to know what’s been going on at BioWare over the last few years. How did SWTOR end up as such a soulless, ugly, broken, disappointment? Was the Mass Effect transition move from “thoughtful” to “shooty” something that BioWare chose, or something imposed by EA? Was the smaller scope and art recycling of Dragon Age 2 a result of a creative decision, or from executive pressure to make Dragon Age a FIFA-ish yearly title? What happened to the small, creative company launched by three passionate guys that turned it into a grinder of perma-crunch and revolving-door contract work? How can a company change so fast in such a short time?

Basically, how much blame can we put on hated EA and how much can we spare Zeschuk and Muzyka?

Of course, unless someone writes a tell-all book we’ll probably never know. In fact, not even then. We don’t know, and we can’t know. All we can do is guess and argue and speculate, which is what we’ve been doing since EA bought BioWare in 2007.

 


 

Mass Effect 3 EP15: Sniper Sandwich

By Shamus Posted Wednesday Sep 19, 2012

Filed under: Spoiler Warning 199 comments


Link (YouTube)

So the question posed in the episode: If Mass Effect 3 was a stand alone game – or, if it’s easier to imagine, if it was your first encounter with Mass Effect – would you think of it any differently. Would people call it, “A really smart shooter”? Would people praise it for bringing dialog and characterization to a genre where it’s mostly mute dudes having orders shouted at them?

I find it hard to squint in such a way that I can see that particular hypothetical, but my guess is that I’d be giving this game a lot more praise.

This is not to say that we should excuse the lack of payoff or thematic cohesion. It’s just an interesting thing to note.

 


 

Mass Effect 3 EP14: Hacket Unit

By Shamus Posted Tuesday Sep 18, 2012

Filed under: Spoiler Warning 217 comments


Link (YouTube)

Let us pause for a moment of silence for poor Rutskarn. He died as he lived: Screaming puns. In the show I joked that we murdered him. Obviously that’s not true. If we’re being honest, it was more like euthanasia.

As mentioned in the show, Electronic Arts no longer develops any games as single-player experiences. So that’s a story that’s going on. And on a completely unrelated note that has nothing to do with that last story, I just wanted to point out that back in April EA closed a bunch of multiplayer servers. Again, these two news items are entirely divorced from one another. I don’t even know why I put them in the same paragraph, really.

Going back to the discussion about gaming in the 90’s:

Continue reading ⟩⟩ “Mass Effect 3 EP14: Hacket Unit”

 


 

Mass Effect EP2: Screw the Rules, I Have Plot!

By Shamus Posted Monday Sep 17, 2012

Filed under: Spoiler Warning 120 comments

The second episode of our very first season, wherein our hero dithers about the Citadel for a half hour, yelling hyperbole and non-sequiturs at everyone he sees. Also features our very first complete failure-state bug, requiring a full reload.


Link (YouTube)

It’s so odd, going back to this game and seeing all the things that were abandoned. Shepard was the one that interfaced with the Prothean beacon. That’s what made him special. That was the hook for his character, to justify keeping him at the center of the conflict. That’s a pretty useful trick on the part of the writer. The game even established at the end that only Shepard could understand Prothean VI. Boom! Magical pass to make sure that if anything is going on with the Reapers, artifacts, ancient ruins, or Prothean devices, anywhere in the galaxy, Shepard can plausibly be the one people send for.

It’s barely mentioned in the second game. (And they only do so to glue the collectors onto the end of his nightmare vision as part of a clumsy retcon.) It’s not even mentioned in the third game.

There are a a lot of elements like this, where old ideas are abandoned and new ones are shoehorned in.

On a related note Drew Karpyshyn, former BioWare writer and one of the creators of the Mass Effect universe, was interviewed by Eurogamer. Maybe you like his work, maybe not. But either ways it’s an interesting look at what he contributed.

 


 

Guild Wars 2: Your First 10 Levels

By Shamus Posted Monday Sep 17, 2012

Filed under: Game Reviews 232 comments

splash_guildwars2.jpg

So you’ve got Guild Wars 2 and you’re ready to get started. You’ve heard this game is a little different from other online games, and you’re wondering what you need to know. Or maybe you don’t have the game because you’re a big meanie who hates innovation, but you want to know what sorts of vibrant new ideas you’re boycotting. Whatever, I’m not here to judge. Here’s how it starts…

gw2_intro8.jpg

Continue reading ⟩⟩ “Guild Wars 2: Your First 10 Levels”

 


 

Mass Effect EP1: The Tonight Show With Commander Shepard

By Shamus Posted Friday Sep 14, 2012

Filed under: Spoiler Warning 109 comments


Link (YouTube)

I apologize in advance. Actually, it’s too late for that. If I was going to do that, the apology should come BEFORE the video embed. So I apologize for the late advance apology, for the awkwardness of this apology, and for the video you may have just watched without the comfort of a preemptive apology. I may apologize for more things later. This isn’t very organized. I’m sorry.

So this was the first ever episode of Spoiler Warning, which appeared in January 2010. This was done while Conan was being booted from the Tonight Show, which is a pop-culture reference that is now well past its sell-by date.

This episode is one hour and eleven minutes long. By Crom that is ridiculous. As Josh said in the YouTube notes:

The very first episode of Spoiler Warning ever published, now finally available on Youtube in the aftermath of Viddler’s self-inflicted and ever-so-deserved financial suicide. Featuring 480p, awkward commentary, more awkward jokes, terrible audio, lawful-good gameplay, and the ever-elusive not-the-baseball-player-Randy Johnson. This episode is extremely… odd – and bad, by our current standards. But it was the first step we took on the long road of establishing the Spoiler Warning formula.

I still get a pang of nostalgia when I hear that music at the opening. I’d love to play the trilogy suggested by this first game.

 


 

Greenlight

By Shamus Posted Thursday Sep 13, 2012

Filed under: Video Games 250 comments

One of the most common conversations I had at PAX East 2012 was with indies who were trying to get their title onto Steam. They were all in different stages of the process, from “waiting for their material to be reviewed” to “trying to get Valve to respond to their emails”. There were so many young people with interesting projects, and they were sinking a lot of time and effort into trying to get through the Valve gatekeepers instead of building, polishing, or marketing their game.

The problem is that Steam is the best place for an indie to be, there are a lot of indies, and Valve can’t handle the volume of applicants. So when Steam announced Project Greenlight just a few months later, I was very excited. However, Chris makes some really interesting points about Greenlight here:


Link (YouTube)

Continue reading ⟩⟩ “Greenlight”

 


 
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