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Talent was never the problem

EA closed BioWare this week, after thirty years. The studio did not run out of talented people. It ran out of decisions.

On 21 October 2026, EA closed BioWare. Thirty years, and the studio that made Baldur's Gate, Knights of the Old Republic, Dragon Age and Mass Effect was shut down. The next Mass Effect, in early development since 2020, was cancelled with it. The closure came inside a wider restructuring — around 400 roles across EA, roughly 3% of the company, part of a cost-reduction programme reported at up to $700 million.

We have a small stake in this. When Mass Effect: Andromeda launched, we made sponsored content for its multiplayer. Not a development credit — we were not in the building — but BioWare paid us to make something about their game, and we did it because we loved the thing. Andromeda and Anthem are still two of the games this studio has put the most hours into. That is the position this is written from.

So here is the argument, and it is not the comfortable one.

BioWare did not fail because the people were not good enough. On the public record, the opposite is true. What the reporting describes, over and over, is a studio full of exceptional people producing less than they were capable of, because nobody above them would decide anything.

Andromeda: four years, and then eighteen months

Jason Schreier's Kotaku investigation in June 2017 laid out what happened. Andromeda was conceived as something genuinely ambitious — a game with hundreds of procedurally generated planets. Worth remembering that this was before No Man's Sky shipped. They were not chasing a trend; they were early to it.

It never resolved. The procedural direction ran into both technical problems with the Frostbite engine and a narrative one that was arguably more fundamental: how do you tell a BioWare-grade story — the companions, the choices, the consequences — across a hundred worlds a machine made up? That is a real question, and it deserves a real answer.

The answer took years to arrive. The reporting describes the procedural idea being abandoned around late 2015, with the planet count falling from hundreds, to thirty, to seven. The game shipped in March 2017. Most of what people actually played was built in roughly the last eighteen months.

The failure here is not that they scrapped the procedural game. Sometimes the honest answer is that an idea does not work, and killing it is the correct decision. The failure is how long it took to make that call. Years of a studio's most expensive time went into a direction that nobody would either commit to or stop.

Anthem: seven years, and a term for the thing

If Andromeda was the warning, Anthem was the same pattern with the volume up. Schreier's 2019 investigation, drawn from interviews with nineteen people who worked on it, describes a game in development for nearly seven years that did not enter real production until the final eighteen months of that.

The detail that stays with me is about decisions. The reporting describes a culture where creative calls went unmade — where nobody would step forward, and where the decisions that did get made took weeks or months to reach the people building the thing. That is not gatekeeping. Gatekeeping would almost have been better; at least a gate has a position. This was an absence.

And the studio had a name for what was supposed to save it. From the Kotaku piece:

Within the studio, there's a term called "BioWare magic." It's a belief that no matter how rough a game's production might be, things will always come together in the final months.

Read that again as a management strategy, because that is what it had become. It had worked before — on Mass Effect, on Dragon Age: Inquisition — which is exactly what made it dangerous. A thing that rescued you twice stops looking like luck and starts looking like a plan.

It is not a plan. It is a bet that your people will absorb, in crunch, the cost of every decision nobody made on time. The magic was never magic. It was unpaid overtime with a nicer name, and like anything you spend without replacing, it ran out.

The part that actually stings

Both games shipped rough. Both had something real inside them — Anthem's flight is, still, one of the best traversal systems anyone has shipped in a loot shooter, and Andromeda's combat was the most fluid the series ever had.

Here is what happened next, and it is the bit worth arguing about.

No Man's Sky launched to fury in 2016 and was rebuilt in public over years until it became the thing it had promised. Final Fantasy XIV launched so badly that Square Enix tore it down and shipped it again, and it became one of the most loved games in the genre. The pattern is well established: a flawed launch is survivable if someone keeps paying for the work.

Anthem got a rework. It was called Anthem Next. On 24 February 2021, BioWare cancelled it, citing among other things the pandemic's effect on the team, and moved people onto the next Dragon Age and Mass Effect.

I am not going to claim Anthem would have become a hit. Nobody can know that, and a studio that makes confident claims about alternate universes should not be trusted about this one either. What is knowable is narrower and still damning: the fix was started and then stopped. The company decided the remaining work was not worth funding, and we will never find out, which is a different and sadder thing from finding out and being wrong.

It is not only one publisher

If this were only EA, it would be a story about one company.

In June 2026, Sony cut most of the Destiny team at Bungie, along with some of the Marathon staff. The numbers reported vary — at least 292 confirmed roles in Bellevue, with reports of more than 400 in total — and the studio head stepped down shortly after. It was the third round of cuts since Sony acquired the studio in 2022. Bungie's own statement acknowledged that Destiny 2 had fallen short of expectations for several years.

Different publisher, different coast, same shape: a studio with extraordinary craft inside it, absorbed into something much larger, measured on a cycle much shorter than the one its best work was made on.

What we take from it

We are a small studio, so take this as what it is — the view from the bottom of the industry rather than the top.

Talent is not the scarce resource. It never was. The scarce resource is an organisation willing to decide something and then stand behind it long enough for the work to land. Every account of these projects describes people doing remarkable work inside a structure that could not tell them what it wanted.

"It'll come together" is a decision you are making. If a plan depends on heroics in the last six months, that is not a plan with risk in it. That is a cost you have chosen to push onto people who did not get to vote.

Shipping is not the finish line. The games that recovered are the ones someone kept paying for after the reviews were in. The willingness to keep working on a thing after it has embarrassed you is, as far as we can tell, the single clearest difference between the studios that came back and the ones that did not.

To everyone who was at BioWare: you made things we have spent years inside. Two of them are among the favourites of the people writing this, flaws and all. That was never in question.


Sources: reporting on EA's closure of BioWare, 21 October 2026; Jason Schreier's Kotaku investigations into Mass Effect: Andromeda (June 2017) and Anthem (April 2019); BioWare's cancellation of Anthem Next, 24 February 2021; reporting on Sony's June 2026 layoffs at Bungie. Opinions here are ours.

Gaming Industry BioWare Opinion