Original article and interview: https://www.usgamer.net/articles/amy-hennig-interview-uncharted-4-leaving-ea-ragtag-star-wars
https://www.kotaku.com.au/2019/02/amy-hennig-talks-more-about-struggling-with-eas-frostbite-engine/
A former dev also stated, RE: Frostbite
This isn't the first criticism directed at Frostbite we've heard from devs who've worked on either cancelled or undercooked titles.
Kotaku also reported on Mass Effect: Andromeda's failings, and the team's frustration with Frostbite: https://www.kotaku.com.au/2017/12/t...ct-andromedas-troubled-five-year-development/
It's also been noted that BioWare had issues with Dragon Age: Inquisition on Frostbite, namely something as basic as an inventory system and the difficulty implementing this feature into the engine.
It should also be noted, though without source, there's been gossip from some journos (and I've heard myself) that Frostbite is an exceptionally painful engine to work with. It's powerful, gorgeous, generally quite optimised; but the issue is it's primarily built for...Battlefield, basically. While EA brute force developers to utilise the engine and uniform engine use across their studios, the barrier numerous developers have faced is programming absolute bare bones, basic features required for their game into the engine.
While all games require some level of programming of features, the advantage of using middleware is often the engine's flexibility and accommodation for a wide spectrum of game genres and features, alongside thorough, detailed supporting documentation, that allows developers to quickly build, implement, and test essential features of their game design. The implication here is that Frostbite is at times so archaic that it's literally devoid of basic features simply because previous games didn't require them.
So I guess the topic of conversation is in Frostbite; what challenges are developers facing with the engine pipeline, and what production hurdles are damaging titles? What kind of output would we be seeing from some developers, like BioWare, if they were able to continue using engines they were familiar with from the previous generation versus a large volume of development time taken up just trying to implement basic game systems?
https://www.kotaku.com.au/2019/02/amy-hennig-talks-more-about-struggling-with-eas-frostbite-engine/
"So I think Visceral was sort of beset with a lot of challenges. Even so, we were making a game; people have said it was an Uncharted Star Wars. That's sort of reductive, but it's useful because people can kind of visualize something in their head. 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. So building all of that third-person platforming and climbing and cover taking and all that stuff into an engine that wasn't made to do that. We did a lot of foundational work that I think the teams are still benefiting from because it's a shared engine, but it's tough when you spend a lot of time doing foundational stuff but then don't get to go ta-da! [laughs] You know, here's the game.
I wish people could have seen more of it because it was a lot farther along than people ever got a glimpse of. And it was good, you know? But it just didn't make sense in EA's business plan, ultimately. Things changed over the course of that time I was there. So you know, what can you do.
A former dev also stated, RE: Frostbite
"It was missing a lot of tools, a lot of stuff that was in Uncharted 1 ... It was going to be a year, or a year and a half's work just to get the engine to do things that are assumed and taken for granted."
This isn't the first criticism directed at Frostbite we've heard from devs who've worked on either cancelled or undercooked titles.
Kotaku also reported on Mass Effect: Andromeda's failings, and the team's frustration with Frostbite: https://www.kotaku.com.au/2017/12/t...ct-andromedas-troubled-five-year-development/
"Frostbite is wonderful for rendering and lots of things," said a person who worked on the game. "But one of the key things that makes it really difficult to use is anything related to animation. Because out of the box, it doesn't have an animation system." (Frostbite was later attached to an animation system called ANT, that source said, but it was full of "duct-taped issues.")
"Whenever you're trying to do something that fits the engine — vehicles, for example — Frostbite handles that extremely well," the developer said. "But when you're building something that the engine is not made for, this is where it becomes difficult." Designing the large maps of Andromeda's planets became a struggle on Frostbite, where the maximum size of a map was initially 100 by 100 kilometers. The Andromeda team needed their maps to be way bigger than that. Other struggles included the streaming system, the save system, and various action-RPG mechanics that Andromeda needed in order to work.
"It's been painful," said a developer. "The pain started with Dragon Age: Inquisition and continued on with Andromeda as well."
It's also been noted that BioWare had issues with Dragon Age: Inquisition on Frostbite, namely something as basic as an inventory system and the difficulty implementing this feature into the engine.
It should also be noted, though without source, there's been gossip from some journos (and I've heard myself) that Frostbite is an exceptionally painful engine to work with. It's powerful, gorgeous, generally quite optimised; but the issue is it's primarily built for...Battlefield, basically. While EA brute force developers to utilise the engine and uniform engine use across their studios, the barrier numerous developers have faced is programming absolute bare bones, basic features required for their game into the engine.
While all games require some level of programming of features, the advantage of using middleware is often the engine's flexibility and accommodation for a wide spectrum of game genres and features, alongside thorough, detailed supporting documentation, that allows developers to quickly build, implement, and test essential features of their game design. The implication here is that Frostbite is at times so archaic that it's literally devoid of basic features simply because previous games didn't require them.
So I guess the topic of conversation is in Frostbite; what challenges are developers facing with the engine pipeline, and what production hurdles are damaging titles? What kind of output would we be seeing from some developers, like BioWare, if they were able to continue using engines they were familiar with from the previous generation versus a large volume of development time taken up just trying to implement basic game systems?
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