Good interview, thanks.Any chance you can put in a link to the original interview, please? https://www.usgamer.net/articles/amy-hennig-interview-uncharted-4-leaving-ea-ragtag-star-wars
I do not think Amy is saying what everyone is reading here. An engine, or Repository is only a collection of code that is as good as the tools it comes with or the programmers to deliver what you need. Frostbite is designed to deliver a specific set of requirements, mechanics etc and 3rd person, high level animation systems, rigging, collision points, horizontal and vertical traversal etc etc is not it. This means months maybe a year or so of work has to happen before you have a Vslice that you can show to any execs or public. A full 12 months of cost and essentially R&D means that when a milestone is up and you, in essence, have a Small arena, animation rig, combat and maybe some cinematics this makes them nervous to invest a further 3 years and 3x the cost. Bigger team size, ramp up into full productions stage, contractors, marketing etc etc) then the plug gets pulled as the RoI does not fit into their financial requirements/predictions.
The point she is making (I think) is that this prolonged prototyping phase put the workstream at risk as return was slower than If they had an engine that already had some of this functionally within it. EA are one of the worst examples of VC's in games, hence the cutthroat style.
All engines will have issues, quirks, strengths and weaknesses and I am sure Frostbite is no different.
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