@Testament said in General Video Game Thread:
However, I will take my own opinion with a grain of salt because I'm a die hard defender of Mass Effect 1 and I'm under no illusions what a mess in terms of controls, combat, UI, and camera control that game is.
I mean, you will get zero argument from me here. As a former game developer, I can list dozens of things that should've probably been done differently in that trilogy, especially the first game! Yet my closet is literally filled with clothing emblazoned with the N7 insignia: 4 different hoodies, 2 jackets, a t-shirt, a scarf... (I admit I may have a slight problem.)
Conversely, I think I own one piece of Dragon Age-related clothing.
I enjoy the DA games greatly, but there's little question which BioWare franchise truly owns my heart.
@Testament said in General Video Game Thread:
The reality is, to me at least, is that BioWare's quality started to go down the moment they were forcibly married to using Frostbite.
I strongly suspect that there are a number of parts of Inquisition that would have been better if the team hadn't been fighting with their own tools throughout the development process. I am absolutely certain that Andromeda's problems were greatly exacerbated by forcing the engine onto a team who were both unfamiliar with Frostbite (and sectioned off in a different office, unable to learn from the painful experiences of the DAI team) and who didn't receive the same sort of support from the Frostbite dev team at DICE.
And there is absolutely no freaking reason that anyone should've played origami with that engine to try and squeeze it into a shape suitable to build anything remotely like what Anthem is now, much less what they originally planned for it to be.
I mean, aside from the fact that by all accounts writing code to match Frostbite's design is a literal circle of hell? And the fact that Frostbite's renderer apparently does not deal efficiently with third person POV, for several reasons?
Frostbite's design also supposedly pretty much demands heavy occlusion, especially if you use complex lighting. In DA:I they could use chunks of landscape to cut the view short—hills, cliffs, etc.—and it worked fairly well. But Andromeda had these big maps where you'd drive the Nomad around atop hills and see all the terrain around you; that isn't Frostbite's friend. Meanwhile, Anthem evidently takes one of the most complex lighting systems possible with the engine, and then lets you freaking fly. There are places on the map, especially right by Tarsis Falls, where you can see for miles; I have very little doubt situations like that contributed to why day one Anthem could consume all your memory and then crash in some situations.
I will give Frostbite credit: it is great for enterprising players when it comes to doing custom screenshot artwork; it's one of the easier engines to hook into and alter the camera position/angle, change the current lighting and/or fog state, manually adust the FoV settings, turn the landscape and shadow details up stupid high, etc. Many of my favorite screenshots I've posted on my screenshot blog over the years are from DA:I, where I'd freeze the game and then lovingly tweak things until the atmosphere felt just right. You can do just absolutely amazing screenshot work in Frostbite.
But despite how much I enjoy the way Frostbite can be manipulated for artistic ends, I do rather believe the engine should be put out of its misery for non-FPS games. (Or maybe put out of the developers' misery?)
So, yeah, I am certain BioWare could have done better on all three of those games if they had not been struggling against their own tools and had instead been allowed to use what they were already familiar with (i.e., Unreal).
But while I am sure DA:I would've been more like what we were used to from BioWare in many ways, I think that Andromeda and Anthem would still have been fairly troubled games even had they been built on an engine that was not the software incarnation of a medieval torture device. Yes, they probably would've both been more solid games technically, but I think they'd still have been rushed and flawed. Because, by all accounts, neither game had a consistent vision—or even a coherent design plan—until fairly late in their respective development cycles.
So I'm not sure the engine itself really is one of the worst problems; I suspect if the only thing changed was the technology used, we still would've probably seen a decline—albeit maybe starting a couple of years after Inquisition—and I suspect that's on BioWare's current management and leadership team.
Which, sadly, we can't really blame Frostbite for.