Jesus christ people . DICE isnt involved in development of this engine anymore and hasnt for 6 years.DICE's next version of FB will probably take into consideration most of EA's other developers, to make it as flexible as possible.
Jesus christ people . DICE isnt involved in development of this engine anymore and hasnt for 6 years.DICE's next version of FB will probably take into consideration most of EA's other developers, to make it as flexible as possible.
Jesus christ people . DICE isnt involved in development of this engine anymore and hasnt for 6 years.
That's just an interesting coincidence because EA acquired them late and/or Respawn doesn't produce AAA titles.
From what I've read, most of the flaws Anthem has actually DO come down to the game engine. We can complain about story all day but if the game's story sucked but the loot was there, it wasn't a buggy mess, and the AI wasn't brain-dead it probably still would've scored an 80 on MC and had strong sales.
GG uses Decima, but ND uses their own, sucker Punch their own, mm their own, Japan their own, polyphony their own, San Diego I think uses their own for the show but not sure.
Decima has only been used by GG, Kojima and supermassive. If anything, the ICE team probably has more connection with the other studios making tools
Exactly.Bioware weren't "forced" to use Frostbite. This narrative needs to stop.
Aaryn Flynn went on record saying they voluntarily chose the engine over UE4 or developing their own internally.
What were the flaws in DA:I regarding Frostbite?
I had many issues with the game, but it ran well and looked good.
So EA Doesn't have to spend extra money on licensing or making others engines?
I'm pretty sure it's a cost saving measure?
There are lots of misinformation and biases in threads like this. Just two examples
-DA:I problem was the MMO-like structure and the combat being something in between action and strategy without being any good at any of the two tings. No particular problems with the engine.
-Amy Hennig referred at how they would have to code from scratch some systems in Frostbite... but the same would have happened using for example UE4. She was comparing it in her mind with the engine used in Uncharted (which because it was built for action/adventure games and have been used by several games, it was already built up), she wasn't comparing it with a generic middleware engine.
There are lots of misinformation and biases in threads like this. Just two examples
-DA:I problem was the MMO-like structure and the combat being something in between action and strategy without being any good at any of the two tings. No particular problems with the engine.
-Amy Hennig referred at how they would have to code from scratch some systems in Frostbite... but the same would have happened using for example UE4. She was comparing it in her mind with the engine used in Uncharted (which because it was built for action/adventure games and have been used by several games, it was already built up), she wasn't comparing it with a generic middleware engine.
Andromeda biggest flaws are around its writing and creative decisions. The engine isn't relevant to either one.
The engine had a massive impact on overall development, necessitating numerous instances of cut content, reworks, and rewrites. Everything has a domino effect.
Such as the ending to ME3 and it's writting as a whole being a bit crap because of the last minute deadline crunch.
I don't buy into the premise that Frostbite has any inherent problems when applied to other genres.
It might technically be a "younger" engine, but it's roots go way back to the 90's with Refraction Games.
From what I've played (racing, sports games, RPGs, FPS) the engine was never the problem.
Andromeda was supposed to be a No Man's Sky-inspired game where you fly around freely and land on any planet. The game we got instead was cludged together in the wake of crippling technical problems. The extent to which Frostbite was responsible is a little murky, sure.Andromeda biggest flaws are around its writing and creative decisions. The engine isn't relevant to either one.
DICE did have an assload of issues with BFV so they're not immune either. I say "did" because I don't know if they still do; I stopped playing months ago.I think at this point it's safe to say this decision by EA was easily one of the worst they've ever made.
BioWare has been severely affected by this decisions, siting it to be a major cause of the flaws found in Dragon Age Inquisition and Mass Effect Andromeda, and now seemingly Anthem.
Stories of EA's Star Wars game by Amy Hennig called Ragtag also site issues with Frostbite being part of the reason the game ended up being cancelled.
So far, the only dev team to not have issues with the engine is Dice themselves and it begs the question of why this decision was ever made in the first place.
The idea of having all teams working on a shared engine makes sense so that skills and tools between teams can be shared. What doesn't make sense is the engine chosen is a pre-existing one that was developed with only first person shooters in mind.
The benefits from this decision have yet to be seen as the issues caused by it become more and more prevalent, and I'm wondering if this will EVER end up being a good decision in the long run.
I don't buy that. This happened with ME1 too, for example. You can look at early trailers from that game to see how much it changed in development.
Andromeda's main problems come from a lack of vision at best and talent at worst, probably a little of both. Not the engine. Which is saying something, at it was a major disaster from a technical standpoint.
Andromeda was supposed to be a No Man's Sky-inspired game where you fly atound freely and land on any planet. The game we got instead was cludged together in the wake of crippling technical problems.
I rented the PS3-version for one day and it looked very rough. Mass Effect 3 on the other hand looked really nice on PS3.What were the flaws in DA:I regarding Frostbite?
I had many issues with the game, but it ran well and looked good.
DICE did have an assload of issues with BFV so they're not immune either. I say "did" because I don't know if they still do; I stopped playing months ago.
As many others opined, the problem is not with the unified engine or even really Frostbite. It would be ridiculous for a company the size of EA to pay large licensing percentages to Unreal, especially given that Frostbite has such an advanced graphics pipeline. The problem is that EA corporate wants to have their cake and eat it too, continuously chasing the hype du jour with open world and looter shooter games that the engine wasn't designed for. If after hacking in the inventory and dialogue system Bioware would just have continued to push out ME2 like games, they would've most likely been okay.
This isn't an either or situation. Your subjective opinion on the main problem (which I agree with!) doesn't mean that the engine didn't pose tremendous difficulties and negatively impact the product. Sure things 'change' in development but how quickly can you iterate when the tool base is poor?
This feels like a roundabout return of the 'lazy devs' arguement
I didn't mean Frostbyte wasn't a problem. Only that it wasn't the major one. Games can be great, or at least perceived as great, even with crippling technical issues. Look at ME1? Terrible framerate, copy and paste design all over the place, game breaking bugs and so on. Yet people love it (I know I do).
If EA truly is forcing its studios to use FB, then why does Respawn get a pass? Doesn't add up.
If we follow the narrative of EA forcing their in house studios, then Respawn weren't EA owned at the time of development of TF1 and 2. With Apex they just save money moving assets around I bet so it was a non issue for them to keep using Source.
Well, let's hope those developers don't get axed before thenDICE's next version of FB will probably take into consideration most of EA's other developers, to make it as flexible as possible.
here is a quote from an interview Amy hennig did after her star wars game got cancelled:Bioware weren't "forced" to use Frostbite. This narrative needs to stop.
Aaryn Flynn went on record saying they voluntarily chose the engine over UE4 or developing their own internally.
Also I would imagine they paid off Source. Don't know about Source 2, but IIRC Source 1 was a one time fee.
Edit: thinking again that doesn't make sense, you probably have to pay each time you release a game, it's too long ago.
how does it save money when the games turn out bad and the team has to do double the work to even create tools to use the engineSo EA Doesn't have to spend extra money on licensing or making others engines?
I'm pretty sure it's a cost saving measure?
Edit: I mean from EA's point of view, doubt it saved them anything though.
here is a quote from an interview Amy hennig did after her star wars game got cancelled:
"But what that meant is we obviously had to take the Frostbite Engine, because there was the internal initiative to make sure that everybody was on the same technology, but it was an engine that was made to do first-person shooters, not third-person traversal cinematic games."
they were very clearly pressured to use the frostbite engine.
"It was our decision. We had been wrapping up Mass Effect 3 and we just shipped Dragon Age II and we knew that our Eclipse engine, that we shipped DAII on, wasn't going to cut it for the future iterations of Dragon Age," Flynn clarified. "It couldn't do open world, the renderer wasn't strong enough, those were the two big ones. We thought about multiplayer as well, as Eclipse was single-player only.
"We talked internally about three options. We could have burned down Eclipse and started something new internally, we could have gone with Unreal Engine, or we could have picked Frostbite which had shown some really promising results on the rendering side of things and it was multiplayer enabled."
That's kind of how I feel, after the third game I kind of role my eyes a little bit at blaming the engine. I mean, sure the engine may have caveats when using it in certain manners, like Bethesda's, but these guys own these engines, at some point the studio has to take some of the blame here. Bethesda, Bioware, they have had enough time to fix any problems they should have or learn their way around them by now. This is just silly.Bioware are on their third game now, in frostbite. I get that having to build new tools can be a pain but by now they should know pretty well what's easy to do and what isn't and build their stuff around that.
It's also not like they didn't manage to build sucessful large scale games, DA Infinite did well critically and commercially.
I'm sure the engine problems had it's share of blame for Andromeda and Anthem but it's a bit easy to pin it only on that. At least with Andromeda, we know that there were loads of other issues at play too.