@soulcake: That stuff is always fun to read about. I don't have any actual dev experience, but I have done some stuff in unreal and using the default entities like the characters and things is a good way to at least see what you need to do custom. Plenty of platformers and stuff have the default dude with the gun hidden just because it's easier when you start out. I forget what game it was (Fallout: New Vegas perhaps?) where scripting wise it was easier to give an NPC a hat that was the geometry of a train and have that dude run along the tracks rather than make up a whole new train entity. When a game is on a tight timeframe (all of them are to some degree) cutting the right corners lets folks focus on the important bits.
As an aspiring game artist, Frostbite intrigues me. It's pretty much the only engine you can't get as a student or indie dev. Well, aside from bespoke engines, of course. I mean ones that get licensed out or used across multiple games. So far my favorite has been Unreal, but that's because I'm a lowly artist and don't have to code in C, so the blueprints and GUI scripting stuff in UE4 makes my life easier. Unity's fine, if a little DIY, and Cryengine is gorgeous, but also was a pain in the ass to use when I was messing with it. I hear it's gotten better, but that was mainly as a reaction to Unreal drinking their milkshake right as it was gaining steam. I'm curious to see what the Lumberyard stuff adds to it.
Getting more on topic though, I don't think it was a huge failure on EA's part to have one ubiquitous engine, especially one that focuses on FPS, as that is their money maker besides Sports. I think a lot of games that struggle with it didn't have the time or budget to allocate for testing and development of tools that would make it easier to work with. I seem to recall in that ME:A postmortum article that they basically used the tools developed during Dragon Age: Inquisition because the RPG tools didn't exist before that and they didn't have time to make new/better ones. No engine is made to make all kinds of games, it just so happened that the games that needed to extra time to develop tools to work with the engine had tighter windows to get things done.
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