AF:Yeah, it was, actually. We had been wrapping up [Mass Effect 3] and just shipped Dragon Age 2, and we know that our Eclipse engine that we shipped DA2 on wasn't going to cut it for a future iteration of Dragon Age. At the same time—
JS: Right, making an open world on there.
AF: Right—
KH: What were the specific limitations that you were running into?
AF: Open world, the renderer wasn't strong enough: those were the two big ones. We thought about multiplayer as well, kind of in the backs of our minds, so we thought the next engine should at least not—we shouldn't start with the next engine as being incapable of doing it, because—since that decision was going to come later, let's at least see if something was going to allow that. Eclipse wasn't; it was single-player only.
And then the [Mass Effect] Trilogy was ending, so we thought to ourselves, "Well, we're going to need a new engine for that." So we really just talked internally about whether we were going to have—we had three options, we said: are we going to burn Eclipse down and start something new internally; are we going to go with [Unreal Engine 4]—or the next version of [Unreal Engine 3]; I can't remember if UE4 was announced or not—or were we going to go with Frostbite? And Frostbite had been developed at DICE and had shown some really promising results on the rendering side of things, and it was multiplayer. And so we said "Well, that's an interesting candidate." And when it came down to it, we talked to folks and we really liked the Frostbite option, and—again, back to this idea of being part of a community—there were more and more teams who were considering Frostbite and we were jumping in, saying "Well, why don't we take the plunge; we've got to do this—"
JS: "We'll be the guinea pigs."
AF: Yeah! "Yeah, we'll do it." It was a decision that I made after hearing all of the technical deep dives in probably late 2011, I would say; about then.
JS: So just a little bit of context just in case people aren't familiar: the Frostbite engine was developed by DICE to make battlefield games, and you guys had a lot of well-documented struggles with it because a lot of the tools weren't there yet; a lot of the technology was designed for first-person shooters, and you guys were trying to make entirely different games. So, in retrospect, after the struggles that you guys had to go through on [Dragon Age:] Inquisition, on [Mass Effect:] Andromeda, now on Anthem—who knows what's going on?—Do you feel like you made the right decision back then?
AF: Oh yeah, I think so. You get to be—going back to that community theme—Being part of a community of developers, especially because everybody is on it now, right? Everybody at EA other than the Sims and a couple of the mobile titles are on it. And that is powerful, it is good to be part of a group of like-minded folks who are eating all the same dog food, you know? That's a good place—
[Jason and Kirk laugh at the idiom]
AF: It is! It's a good place to be, and—credit to the Frostbite team, how they keep so many diverse titles on one engine, everything from FIFA to Anthem. is amazing to me, like, there's so many