I was sent a link to a ‘chat with Mark Darrah' interview video that I hadn’t seen before. [here is the source] link. the interview took place in 2022, so bear that in mind when listening, but it still has interesting insights and things in there.
the rest of this post is under a cut due to length.
this post is just some brief notes and a few transcribed quotes of interest from the video.
Mark ofc was in charge of DA:O, DAII, & DA:I, then, quote, “then a bunch of malarkey happened” and he ended up in charge of Anthem in 2017 in its final ~16 months
In AAA games narrative is a certain thing that was very much defined in a lot of ways by BioWare
There’s a BioWare story in Anthem (though certainly not its best), if you just ignore everything else
The average gamer puts way too much stock into what engine is used to make a game
Mark is pretty sure that the guts of Neverwinter Nights is underneath the Witcher engine
Moving DA from Aurora to Eclipse to Frostbite (engines) opened up more possibility spaces
Frostbite stagnated because it essentially was the engine everyone had to use at EA
Before DA:I, there was a game at BioWare internally codenamed “Blackfoot”. It was going to be a multiplayer DA game and was using Frostbite before DA:O, during the time of DAII’s late development but before DA:I started development. It never shipped as it got eaten by DA:I
For the MET, Casey was originally trying to make a Star Control-type game but cinematic. Echoes of this can be seen in ME1. But ME the IP itself wants to be a space opera. Ultimately the cinematic experience side of it won out
And some specific quotes:
“Something that I noticed is that, sometimes, if your studio is hiring only your biggest fans, which I saw at BioWare sometimes, those people are in some ways, they’re almost more, they have more zealotry towards the ‘old way’ of doing things than – that’s right, that [from a fandom point of view] is all they know. And they don’t necessarily know that this was awful or that ‘there could have been a better way, we just didn’t see it until later’. All they know is, ‘this is what you did, and you made this thing I love, so we have to do that too’, and, so that’s a danger that could happen is, you get the, you know the monkeys and the bananas, like, ‘I don’t even know why we’re doing this anymore, but I know we’ve always done it.’”
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“The biggest reason to consolidate on an engine is for the ability to share more work within your studio. In theory.” “The problem that often happens is that you end up with not nearly as much sharing as you would imagine. FIFA doesn’t share anything with DA. And in BioWare’s case it’s even worse than that, there’s very little sharing between DA:I and ME:A, and between ME:A and Anthem. A lot of troubles ME:A and Anthem had is [because of] not building upon the foundations of DA:I.”
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“My great frustration of BioWare from around 2013 to basically today [2022], there wasn’t a building upon the past.” “30% of DA:I’s tech budget was spent on tooling. On ME:A they didn’t build upon the tools that were laid by DA:I, partially because they started before DA:I shipped, but also for ‘Not Build Here’ reasons. They spent 10-15% approximately of their budget on tools. Anthem didn’t build on either of these foundations and they spent about less than 10% of their budget on tools. So it was like they were going backwards, respecting the engine less and less as they went forward, resulting in more and more struggles happening.” “I have the most sarcastic PowerPoint presentation ever which compares those two games, which are treated as if they’re widely different things. They’re pretty much exactly the same game, from the perspective of any external observer. ME is more like DA than it is like anything else. So it’s ridiculous. The answer is hubris, is the answer.”
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On endings and the future:
“I think you have to do something [about the endings]. ME was always conceived as being a trilogy, but I think what you actually end up with with ME1-3, if you kind’ve just stick them together into one ridiculously big game, that’s why it, in some ways, the complaints about the original ME3 ending are so hilarious because in a way, the game ME3 is the ending for this entire huge game, which isn’t awesome, because you know, the last Hobbit movie is also stupid because it’s all ending. So, that’s not necessarily the best, but that’s essentially what you have. So because it was intended as a trilogy, it, to some kind of degree it kind of takes its ball and goes home at the end, where its like, ‘I’m gonna render the possibility of a direct sequel to this sooo nearly impossible that it’s ludicrous’. It could be that, so we know that the Mass Relays are down, that’s also true, but, like, we have potentially, everyone’s a cyborg, potentially there are no robots, potentially, potentially, potentially, it’s bananas. But interestingly, if you look at ME1, ME2 and ME3 as a single game, and then you look at DA:O, DA:O was always, was originally envisioned as a standalone game. There was never even a consideration for a sequel made for that. If you look at DA:O and then look at what it does at its ending, so the ending of the game itself is fairly tight, it’s like, well you definitely have to kill the Arch Demon, and you’ve ended the Blight, but then you go through the end credits stuff, the epilogue screens. And it’s like, maybe there’s a civil war happening in Orzammar, maybe there are werewolves spreading across this entire part of Ferelden, maybe there are no werewolves at all. Like it’s similar. Now what DA, the way that DA approached the solution to that was to canonize some of those choices, but for the most part just move away, far enough physically, so it’s like, okay, well maybe there are werewolves down south there, that’s not my problem, I got my own problems. Or it moves through time, which is one of the reasons why DA2 moves through so much time is, it gives distance from DA:O. One of the major reasons why ME:A is literally hundreds of years in the future and in another galaxy, it’s like, okay, well, something happened, [shrug], we can react if we want to but we don’t have to worry about the consequences. DA has had the same problem that ME had, just to a lesser degree. DA:O did such a great job of building up the Warden that people are really attached to that and they keep wanting to see the Warden come back. People are never gonna let go of Shepard. DA, new player characters every time because it allows things to be done, but there are costs to that, if you don’t have nearly the [same] attachment. I mean, there’s a reason why every single Zelda game starts with you as Link getting bonked on the head. They’ve essentially solved the problem, reset button, either you have amnesia or you’re like the great-great-great-great-grandson. So it’s like, maybe there’s a way that they can do something like that, but Zelda’s jumped through a lot of hoops that probably a modern game can’t be allowed to do. You’re “Link”, so maybe there’s a way that you can be Shepard but, but Shepard, you can be “Shepard”, maybe there’s a way you can do that, but yeah, it’ll be interesting, it’s definitely a problem that they have. Because certainly, Ryder from ME:A is not the same character, nor could any character from a single game compete with a character from three games. Maybe the approach is, you canonize the choices from MET and you say, ‘and the choice we’re making is, Shepard made it, and you’re Shepard. [shrug]”
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“I think there is a lot of DNA of its older games still at BioWare, but you’re right. Every game needs to be a game in its moment. It needs to be appropriate to the time and space of what’s going on. So, I get it, you kind of just want to feel the thing you felt when you played ME2 or feel the thing you felt when you played DA:O.” “If suddenly you got an ME2 again magically appearing out of the ether, I don’t think it would be received the same way. The industry isn’t in the same place. BioWare needs to set a new bar.” “The sad truth is, the older you get, the less relevant a part of the buying demographic you are. So the reality is, I mean ME:A had a shaky launch unfortunately, but it’s a lot of peoples’ favorite ME. Mostof those people who it is their favorite ME are younger people because it targets, you know, it’s got a younger PC, it’s got a stronger, more. I mean, the MET is very much, Shepard is a hero from action movies from the 80s and 90s, for millennials. He’s stoic. Whereas Ryder is definitely, he’s much more a protagonist from a CW show. The reality is is that, sorry, but they’re not trying to make it for you anymore.”
[source and full watch link where you can check it out]
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