And it wasn't as much as saying, "Oh the dude who made flight, yay, what a hero!" It's really about the whole team contributing to that.Īnthem's pre-release following also aided development, providing the opportunity to rapidly gaining feedback as content unveiled. And then the creature behaviors have to be able to shoot you in the sky, when you hover, being non-exploitative.I think for me that was a huge challenge and one of the most exciting things as it took the whole entire team to rally around the idea that yes, this is amazing, and support it. You go to points, you do things, you fly. And the mission structure has to be a way at where there's no point where flying beyond things. Because flying up, down, around, that's part of the excitement. What about the world? It's no fun flying in a flat world.In order for something like flight to be amazing, which is a core part of the game, we have to have a really vertical world. You put flight in the game and the creatures can't attack you in the sky, so what happens? Can you fly over all the mission objectives and just get to the end? Well, that's no fun. Why don't other games have flight? Because it's really hard and it breaks everything. But that core has always been the same the whole way through, which I think is great for us, for a new IP. The specifics as other games launch, other entertainment launches, things in the world happen, of course, the details have changed. So if you go out into free play and you discover a Titan, and you have this epic fight that's the story you created for yourself.So that core of the game has always been the same. And then the story, you experience the story together but not just the critical path, but also the stories you make yourselves. But then do that in a shared world experience, where you play multiplayer. Which is kind of the core of BioWare, that's been consistent in many BioWare games. We want to tell a really amazing and immersive story, in a beautiful and mysterious world, with characters that are relatable. So for us, there's been a lot.But really, the core of the game has been the same the whole time. I think in any type of entertainment medium especially. There's lots of stuff to ingest and you apply all those learnings to anything you do. I think at any point in time you have a sum of all your experiences, right? When things happen in games, out of games, you look at the world now. ![]() Irving acknowledged that Anthem has evolved amid these changes while retaining a similar core. ![]() And we've even seen significant shifts in the hardware space, kicking off a fresh wave of consoles, paired with a mid-generational pivot to 4K gaming. ![]() Electronic Arts has experienced a turbulent year, criticized for its aggressive monetization policies, primarily attributed to Star Wars Battlefront II's disappointing sales. Since the project's conception, rival publishers have shipped successful shared-world titles like Destiny (opens in new tab) and Tom Clancy's The Division (opens in new tab). However, since Anthem development kicked off in 2013, the gaming landscape has evolved significantly. So it is a great moment but we're not taking our foot off the pedal, so to speak. But in many ways, it's just the beginning, right? We have a huge live service we want to support, hopefully, you'll play hundreds and hundreds of hours of the game, for many, many years. Pretty much the start of Anthem is just the beginning.So this is a really big milestone, and it feels amazing to go gold and to be ready to ship this thing. There's the pregnancy, and then you have the childbirth, and now you have a baby to take care of for 20 years. ![]() We kind of think about it as having a child. It's funny though, I promised I wouldn't say this in interviews, but I think I'll say it.
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