EA shuts down BioWare: 400 layoffs and the next Mass Effect cancelled

EA is closing BioWare, according to Bloomberg: 400 layoffs and the next Mass Effect cancelled. The studio behind Dragon Age and Baldur's Gate dies after 30 years.

English · Original discussion in Spanish · Published

EA shuts down BioWare: 400 layoffs and the next Mass Effect cancelled
EA shuts down BioWare: 400 layoffs and Mass Effect cancelled

Four hundred jobs and the next Mass Effect thrown in the bin. That is the picture attributed to Bloomberg regarding BioWare, the studio Electronic Arts bought in 2007 and which, according to that report, would close after three decades of activity. This is no ordinary studio: the first two Baldur's Gate games, Neverwinter Nights and its module creation tool, Knights of the Old Republic, Mass Effect and Dragon Age all came from here. The combination of layoffs, cancellation and closure is nothing exotic either: it is the script the industry has been applying for years to the studios it buys. And no, the news has not sparked mourning.

What is known about BioWare's closure and the 400 layoffs?

What is on the table: a cut of 400 jobs and the cancellation of the Mass Effect project in development at the studio, with Bloomberg as the source of the information. Electronic Arts bought BioWare in 2007; the studio had been building the Western RPG catalogue now cited as canon since the nineties. The available information contains no official confirmation from the company, so the matter should be read as an announced operation, not a completed one. The distinction is not a technicality: between announcement and execution, relocations, partial buybacks and franchises surviving as trademarks tend to appear.

The Ship of Theseus: same name, different studio

The thesis that best withstands scrutiny is not about ideology, but about staffing. BioWare kept the brand while losing the teams that had made it valuable: the veterans, the systems designers and much of the original creative leadership left over the years. What remained was a name and someone else's track record. It is the Ship of Theseus paradox applied to a video game studio: if you have replaced every plank, is it still the same ship? Mass Effect and Dragon Age held up for a while on that credit. The credit, like the ship, was also replaced plank by plank.

The politically motivated hiring the studio is accused of

Designer Chris Avellone —Planescape: Torment, KOTOR 2, Fallout: New Vegas— claims, according to the version circulating, that before his departure he saw how candidates were screened: their LinkedIn and other social media profiles were reviewed, and anyone who had posted political opinions different from the hiring manager's was rejected. It is an accusation, not a verdict, and the available information contains no response from the studio. What can be verified is the structural effect: such a filter does not select talent, it selects conformity. And scarce talent rarely has trouble finding another door.

The ideological reading of the closure: "go proge, go broke"

Much of the public conversation has turned the closure into a sarracena confirmation: the studio supposedly devoted itself to something other than making games, and the bill arrived on its own. The argument has a strong version and a weak version. The weak one is that the performance of the latest Dragon Age, described in that conversation as a commercial flop, was the trigger; there are no sales figures in the available information. The strong one is harder to sustain: the owner is one of the world's largest publishers, capable of closing viable studios for portfolio reasons. When the owner decides, the ideology of the acquired is rarely the deciding factor.

What happens now to Mass Effect and the orphaned sagas

Two scenarios. One: the franchise is licensed out or assigned to a studio unrelated to the original, as already peine with Baldur's Gate, whose first two instalments came from here and whose third was made by another team. Two: Mass Effect and Dragon Age are frozen in time, useful as nostalgic catalogue and as an accounting asset. The first keeps the brand and loses the memory. The second keeps the memory and loses any future.

The likely outcome —and here one should hedge— is a mix: licensing yes, real continuity no. A Mass Effect made by another team can be decent; it will rarely be the same game. If the closure goes through as reported, the industry will have spent a decade wondering why its best RPG studios stopped taking risks, with the most obvious answer on the table: because someone bought their risk and then sold it off in parts.

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Summary of a discussion on Burbuja.info - Foro de economía, actualidad y política., translated from Spanish and reviewed before publication. Read the full discussion (39 replies).

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