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Enthüllungs-Bericht: So katastrophal lief die Entwicklung von Anthem + Statement von BioWare

Großer Enthüllungs-Bericht bei Kotaku!!! Und zwar hat Jason Schreier mit zahlreichen ehemaligen BioWare-Mitarbeitern gesprochen. Daraus ist dann der megalange Artikel „How BioWare’s Anthem Went Wrong“ geworden, der sich meiner Meinung nach definitiv zu lesen lohnt. Gibt gute Einblicke, wie Anthem das geworden ist, was es heute ist….

BioWare hat übrigens auch ein Statement dazu rausgehauen. Viel Blabla ohne was dahinter, meiner Meinung nach. Dazu sagt Kotaku: „Minutes after the publication of this article, EA and BioWare put up a blog post in apparent response. We had sent over a bullet-pointed summary of what was in this piece, although they did not have a chance to read the article before publishing their post, which makes it a particularly bizarre response.“

We’d like to take a moment to address an article published this morning about BioWare, and Anthem’s development. First and foremost, we wholeheartedly stand behind every current and former member of our team that worked on the game, including leadership. It takes a massive amount of effort, energy and dedication to make any game, and making Anthem would not have been possible without every single one of their efforts. We chose not to comment or participate in this story because we felt there was an unfair focus on specific team members and leaders, who did their absolute best to bring this totally new idea to fans. We didn’t want to be part of something that was attempting to bring them down as individuals. We respect them all, and we built this game as a team.

We put a great emphasis on our workplace culture in our studios. The health and well-being of our team members is something we take very seriously. We have built a new leadership team over the last couple of years, starting with Casey Hudson as our GM in 2017, which has helped us make big steps to improve studio culture and our creative focus. We hear the criticisms that were raised by the people in the piece today, and we’re looking at that alongside feedback that we receive in our internal team surveys. We put a lot of focus on better planning to avoid “crunch time,” and it was not a major topic of feedback in our internal postmortems. Making games, especially new IP, will always be one of the hardest entertainment challenges. We do everything we can to try and make it healthy and stress-free, but we also know there is always room to improve.

As a studio and a team, we accept all criticisms that will come our way for the games we make, especially from our players. The creative process is often difficult. The struggles and challenges of making video games are very real. But the reward of putting something we created into the hands of our players is amazing. People in this industry put so much passion and energy into making something fun. We don’t see the value in tearing down one another, or one another’s work. We don’t believe articles that do that are making our industry and craft better.

Our full focus is on our players and continuing to make Anthem everything it can be for our community. Thank you to our fans for your support – we do what we do for you.

03.04.2019 um 21:19

1 Antwort

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Kotaku liegt jetzt außerdem ein Rundschreiben von BioWare General Manager Casey Hudson vor, das nach dem Kotaku-Artikel an das Team gesendet wurde:

Hey BioWare,

I wanted to get a note out to you to share my thoughts on the Kotaku article and the online discussion it has raised.

The article mentions many of the problems in the development of Anthem and some of our previous projects. And it draws a link between those issues and the quality of our workplace and the well-being of our staff. These problems are real and it’s our top priority to continue working to solve them.

What we found out-of-bounds was the naming of specific developers as targets for public criticism. It’s unfair and extremely traumatizing to single out people in this way, and we can’t accept that treatment towards any of our staff. That’s why we did not participate in the article and made a statement to that effect.

When I was offered the opportunity to return to BioWare as GM, I came into the role knowing the studio was experiencing significant challenges in team health, creative vision, and organizational focus. I was – and continue to be – excited to help drive improvements in those areas because I love this studio, and above all I want to create a place where all of you are happy and successful.

I’m not going to tell you I’ve done a good job at that, and on a day like today I certainly feel like I haven’t. But some of the steps we’ve taken towards this include a more focused studio mission and values, so that we have clarity on what we are here to do and how we define a high standard for our studio culture. We updated our studio structure around a matrix so that department directors can be fully focused on individual career support and well-being. We are defining better role clarity so that people can succeed better against clear expectations. And we are putting in place production changes that will provide for clearer project vision as well as a significant post-production period that will further relieve pressure and anxiety on teams during development.

But I know there’s much more to do, and we will talk in more detail about other actions we have been planning in response to internal feedback and postmortems at next week’s All-Hands. As always please continue to provide feedback on further steps we can take to make BioWare the best possible place to work.

I’m committed to getting us to a place where we are delivering on the highest expectations for BioWare games, through a work environment that’s among the very best in the world. With your help, we will get there.

Please let me know if you’d like to talk in person and I will be happy to set up time to hear your thoughts.

Casey

Via Kotaku

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