@encephalon said:
Viewed in a certain light, Bioware's history is one of over-corrections to various ways people dunked on the previous game: ME1 was dragged for its poor inventory UI and vehicle controls; ME2 has no inventory and the Mako's gone. DA2 was dragged for its copy-pasted environments and small-scale story; DAI is insanely huge and your character is chosen by God. ME3's ending sparked one of the biggest fan revolts in gaming history; in response, Bioware straight-up patched in a new ending, then set the next game in a completely different galaxy.
While I see why you, as an outside observer, would see those 3 instances as a pattern of BioWare's behaviour, I suspect a BioWare insider would have a very different view of each of those scenarios. At the very least, I think there were probably very different factors that led to each of those sequels being different from its predecessors, and I don't think those three paint a picture of BioWare being this company that backpedals on game ideas when they are received negatively. The Mass Effect 3 ending does give that impression of backpedaling, but I don't see the other examples as being the same.
ME1 was a very new type of game for them. Their two prior games, KotOR and Jade Empire, were much closer to traditional RPGs, with some concessions to make them playable on consoles. ME1 was the big experiment for them, between the focus on realtime third person shooting, having environments big enough to explore with a vehicle, having a branching storyline/character development that was going to stretch into future games in a way that was more complicated than KotOR. They tried a lot of stuff in a weird new RPG shooter genre that was still being defined, so it was inevitable that some stuff was going to work, and some stuff wasn't going to work and wasn't going to make it into the sequel. Various devs on Giant Bomb streams and podcasts have said something along the lines of "any feature that gets criticized by the press/fans as not totally working or being half-baked, trust me, the dev team is probably well aware that it wasn't super great when they shipped the game but they had good intentions for the feature in preproduction and that was the best they could do with it by the time it shipped." So the part where upon the release of ME2 they had stripped down the inventory bloat and Mako from ME1, I don't see it as a reactionary move on BioWare's part; they probably knew that those features were clunky and not great without having to hear it from the press, but they were too far along in production to strip them out entirely without the game seeming odd. In making ME2, one would assume they decided to just focus on what did work from ME1 and double down on it.
DA2 seems like a case where I suspect a bunch of EA management got shuffled around between DA2 and DA:I, leading to those projects getting greenlit under very different circumstances. Dragon Age: Origins was in development semi-hell forever, but it had a long time to gestate and came out the other end as a pretty big game. DA2 had a much shorter dev cycle, and everything about the recycling of wilderness environments and conveniently setting most of the story in this one city that you just see over and over at different periods of time (remind you of Majora's Mask much?) smacks of "this project had not enough time and not enough money", and the devs had to cut corners significantly when it came to generating environment art for the game. DA2 seemed like a product of EA trying to push BioWare to produce a DA game with a short turnaround time and somewhat smaller scope/scale, and it was just a bad idea from the beginning. I can't imagine that the fantasy nerds who work at BioWare (which I mean very affectionately), who were inspired by The Lord of the Rings and A Song of Ice and Fire, wanted the numbered sequel to DA:O to be this very constrained, unepic tale of politics within this one fantasy city. Everything about DA2 seems like business got in the way of BioWare creating a good Dragon Age game. So I don't see that one as being an overcorrection, so much as it is the publisher realizing that DA2's style of DA game was a bad idea, and giving BioWare a longer leash to make DA:I more in the vein of DA:O but with slightly more of an open world bent, as that has continued to be very popular in a post-Fallout 3, post-Skyrim game industry.
I will agree that ME3's patched ending is an unprecedented bowing to fan pressure. I think it damaged BioWare's image considerable, because it makes it look like they didn't really believe in the creative vision of what they originally shipped. It's one thing to significantly patch bugs or rebalance gameplay, but patching a story so shortly after release is still an incredibly rare move. That one definitely goes along with your thesis that BioWare is quick to respond to fan reactions, but I don't think the other examples you gave are really the same thing.
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