The only impact of the engine is creating the character within the world space and Bioware: "only 4-legged and multi legged creatures had to be designed from the ground up", so it comes down to artwork and behavior models for bipedal creatures. Well, they got angry bears right, maybe too right.
- So much focus on Frostbite as the problem when in fact the stunning video effects and living world are its job that it does so well. So along with it came a few unpleasant surprises -Computational rendering is new to gaming and it offers so much more capability!
- Almost nothing on the next generation character controller that was never completed or tested rigorously = dialog problems, character issues, etc.
- Little on program management with the constant schedule slips and poor management of know issues, far too many to list here.
There is only one logical conclusion for fault Program management:
- Poor forecasting (scope of work per unit time) The fact that frostbite is revolutionary technology should have been a no brainer that it would come with challenges. Bioware's newest, greatest challenge, the character controller with all of its "human" simulations showed instability issues very early on, again an enabling technology with a lot of risk!
- Poor estimation of related impacts (learning curves and the like) Even the method of creating characters for DAI is different, for example writers had to wait for their characters to be created "in game" to enter dialog and behaviors. Left to the very last days - They were still taking comments for behaviors the day of launch!
- Poor understanding of sequential impacts This really echos 2, but has more to do with timely managing resources and planning alternatives.
Any wonder about the source of plot holes and missing things now?
Any wonder why the management shakeup?





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