Things have been happening at Electronic Arts in recent years, including the unflattering announcement that single-player games are dead. However, as BioWare’s failure of Anthem and Respawn’s success of Star Wars Jedi: Fallen Order show, there is interest in single-player story-driven games. Soon EA realized this and since then the company has changed a lot.
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One of the biggest changes happened at the end of last year. EA decided that individual studio executives will report directly to CEO Andrew Wilson. and they will communicate with him about their projects. The goal was to give creative units more autonomy and a stronger word in decision making about what they want to work on. Previously, studio managers had to communicate with other people first, and then they would translate ideas and so on. Alternatively, the instructions came directly from above, ie. developers were told what to work on.
Samantha Ryan, Head of Research at EA Biovar, Full circle, Maxis, motives as well as new team in seattle, explains in an interview with Gamesindustry.biz that the lead developers are veterans who have often been in the industry for decades. Consequently they do not need strict control. These people are reliable and they can find the right balance between their passions and the realities of the market.
In addition, this way they can present their opinion directly to the CEO and trust him with what they would like to work on. This is what Ryan builds when he leads his group. She is convinced that developers tend to perform better when they are dedicated to projects they care about.. Ryan remembers visiting the Star Wars: Squadrons development team. During the visit, the creative director showed her drawings of the cockpit of a space fighter he drew as a child.
According to the new approach, it should be created To skate in the Full Circle team and Dead space remake at Motive Studios. None of the series reaches the popularity of the biggest Electronic Arts brands, but the authors love them and have a large fan base who have been asking for new parts for a long time.
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Another goal of the group led by Ryan was cooperate with players. Community feedback is important, it helps us make games better and detect problems early on that are hard to fix later. This allowed us to see a video from a very early version of Skate where most of the textures are missing. Moreover, select players can play this version to confirm to the authors that they are on the right track.
In the case of Dead Space Motive held streams to show the version in development, and for Mass Effect Legendary Edition in BioWare they created a community of fansto make sure the authors are moving in the right direction. They say that showing a pre-alpha version is no longer as scary as it used to be.
Samantha Ryan has many years of experience. After trying her hand at marketing, she led Monolith, where they created Shadow of Mordor, and then Warner Bros. she directed, among others, Rocksteady (Batman: Arkham) and NetherRealm (Mortal Kombat). Straight from Warner Bros. leverages Ryan’s expertise by giving her team more time to prototype. They help to check what works.
According to available information, the creators praise this new approach. But the authors of Battlefield and the EA Sports division would certainly deserve the same approach.
Source :Indian TV