#running a studio
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askagamedev · 6 months ago
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Why did SWTOR get shuffled to a different developer if it was apparently Bioware's most steady source of income for the better part of the last decade?
SWTOR wasn't really treated as a true "Bioware" project for the longest time.
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First, a little history. The original Bioware studio in Edmonton was the one responsible for the "modern" Bioware titles - Neverwinter, Jade Empire, Dragon Age, and Mass Effect. SWTOR was primarily built by a separate studio in Austin with a separate org chart. The only thing that really tied SWTOR's early development to Bioware was the name on the studio and the general style of game it was. The contributions of Bioware Edmonton to SWTOR were primarily limited to the original staff sent to start the Austin studio and the on-rails space shooter mode in SWTOR. During this era, Bioware and SWTOR were basically associated in name only. There was minimal marketing or promotion for SWTOR from Bioware as a brand.
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A few years later, EA corporate started an initiative called "One Bioware" which essentially brought Edmonton, Austin, and the newly formed Montreal studios under the same studio leadership to work on "Bioware" projects. SWTOR is still a "legacy" project - it's getting long in the tooth, it isn't growing, and the technology is old. It wasn't the hot new thing to promote, and the team building it felt the neglect from above. SWTOR actually had a Rennaisance period, with Knights of the Fallen Empire bringing in a huge number of additional subscribers and player growth, but that was mostly ignored by Bioware at large. Dragon Age Inquisition got all the fanfare, then a bunch of people were pulled from SWTOR to support Andromeda and Anthem.
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A perfect example is the Bioware 25th anniversary book, 300+ pages of history about all the games and such that Bioware built over their run. Ten pages of the 300+ were dedicated to SWTOR, despite SWTOR having been live for 9 years by that point and SWTOR being the financial engine keeping the entire org afloat. It's strongly emblematic of how it made the dev team feel and how much Bioware as an organization cared about the game.
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After 2020, EA was looking to decrease costs. Broadsword had already proven themselves by taking on some of EA's other legacy MMO projects (Dark Age of Camelot, Ultima Online) and doing well with them. Broadsword made the offer to take on SWTOR, along with hiring as many of the SWTOR dev team as they could take. Many of the veteran team members, weary of the treatment at Bioware, decided to take it. It's hard to blame them - Bioware as an organization never really seemed to understand or appreciate the SWTOR contributions beyond the revenue it generated. Bioware didn't give much acknowledgement to the game or the team, internal or external.
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98chao · 6 months ago
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YURIKA!
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gawki · 1 year ago
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Delightful Liberation
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analog-autistic · 5 months ago
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perfectly normal parents to have
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iilmunchkiin · 3 months ago
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Hey chat sorry for dying im cookie running my kingdom rn
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i like him a normal amount.
[ Kofi☕]
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johnnyshrine · 6 months ago
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★ 036 // “Be Real”
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justtepig · 2 months ago
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Some comic i made
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lilandetime · 2 months ago
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Getting Along / Chu!
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waitingforsorbetsharkmeta · 2 months ago
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Girlfailure hollyberry my beloved
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glitchyko · 3 months ago
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This was funnier in my head
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cactus-teeth-art · 11 months ago
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finally finished yay (explodes)
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askagamedev · 10 months ago
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Recently, Jason Schreier revealed some bts talks with Blizzard devs who told him that they were trying for an RTS for years but were denied by execs. I understand that execs weigh risk/reward in terms of profitability but from the consumer side, these sorts of reveals makes it seem like innovation is being stifled and shifted to the indie scene like the nothing but superhero movies. What's it look like from the dev and creative side?
Creatives want to be creative, so they pitch creative stuff. Executives care about the bottom line and return on investment. Unfortunately, the real story in the AAA space is that experimental and niche games like RTS games don't have as much of a potential market anymore. The biggest RTS in the world was Starcraft 2, and [Starcraft 2: Wings of Liberty didn't earn as much as the glowy mount in World of Warcraft] at the time.
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"But why not just form smaller teams?" you might ask. The problem here is that the game development specialties don't typically lend themselves to being evenly distributed between smaller projects and larger ones - every project needs at least a tech artist, an engine programmer, a strong generalist programmer, etc. just to get off the ground. These kind of roles are rare and highly sought-after in the industry, while the others - character modelers, environment artists, level designers, gameplay programmers, AI programmers, texture artists, UI artists (and so on) aren't needed in the same numbers on small or big projects. If the studio doesn't have a good distribution of work for these devs to do, that inevitably leads to layoffs.
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We want to make these games, but the feasibility of such at a studio with a large headcount of varying discipline distribution is a numbers balancing optimization game. The incentives and needs are more than just "we want to do this" - the biggest question is "Can we make this game idea work financially within the studio constraints?". Some studios have tried to make it work - Double Fine focused their development on smaller titles, Crystal Dynamics tried some smaller Tomb Raider titles, my own studio is currently trying to get approval for a new game, and so on, but it is a much more complex problem than "we want to do it but the executives don't want to".
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98chao · 2 months ago
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i didnt have the energy to draw the full costumes 🥹
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razelv0 · 6 months ago
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Splatoon Salmon Run Illu
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Illustration I made back in april for @grizzcozine a splatoon salmon run zine, it's amazing check it out !!
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sorry-soriel · 1 year ago
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If pink, why boy?
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heygjo0n · 6 months ago
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SHADOW MILK RAAAAAAAHH 💙💙💥💥‼️
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