LectureMaster
Gold Member
Well there it is, folks. When EA finally reveals the game's sales figures, it's gonna be all your bigoted incels' smear that wronged the gracious game!
Questions about BioWare’s future abound, especially with the team now pivoting to focus work on Mass Effect 5 — a similarly long-awaited comeback for a beloved franchise. But in the immediate future the studio has faced a different problem, a hate campaign that’s put Veilguard at the center of a kind of culture war on social media, along with plenty of hateful comments toward developers and review bombing on sites like Metacritic.
“I think we should talk about it,” Busche says. “It’s hard. I grew up in a time when it really felt like we’re there to celebrate the games and to have these shared experiences, and that drive is still there. I think the discourse we see is the result of highly polarized times, and perhaps it’s a little naive. I know it’s hard when you have to ask the question, is this game for me? Do I belong here? And games are better for it when we can say yes, you do belong here.”
Dragon Age is far from the only game that’s come under fire recently, particularly for inclusions of diversity, or diverse storytelling. For most of this year, Assassin’s Creed Shadows has been the constant target of a hate campaign, with Ubisoft’s art director recently condemning the backlash and harassment the studio and team has faced. The creator of the indie game Tales of Kenzera: ZAU, Abubakar Salim, has also been vocal about the “fever pitch” of racism the game and its team have received. These kinds of events seem to be happening more and more, but for BioWare and Busche, the focus is on celebrating what the team has created.
“I know, and something that’s very important to me, is that games are inherently diverse when you think about the size of these teams and the specializations you have within them. When you have diverse, complex, large groups of people coming together to make something, of course, the game is going to be a reflection of those teams,” says Busche “I think we need to consider that we can make the most authentic, best experiences when we’re tying into what makes us as the developers, and you as the fans, when we can tie into those elements that make us distinctly human, and that means differences.”
In Busche’s mind, not embracing the lived experiences of the development team would result in stories and worlds that feel less relatable, less alive. Game developers also need to feel safe in what they do, which ultimately means being able to see themselves reflected in their work.
25 Years Later, Dragon Age’s Biggest Strength Is Still Bringing In The Haters
The director of Dragon Age brings her personal journey to life in her games with a rich, messy tapestry of love, life, and romance.
www.inverse.com
Questions about BioWare’s future abound, especially with the team now pivoting to focus work on Mass Effect 5 — a similarly long-awaited comeback for a beloved franchise. But in the immediate future the studio has faced a different problem, a hate campaign that’s put Veilguard at the center of a kind of culture war on social media, along with plenty of hateful comments toward developers and review bombing on sites like Metacritic.
“I think we should talk about it,” Busche says. “It’s hard. I grew up in a time when it really felt like we’re there to celebrate the games and to have these shared experiences, and that drive is still there. I think the discourse we see is the result of highly polarized times, and perhaps it’s a little naive. I know it’s hard when you have to ask the question, is this game for me? Do I belong here? And games are better for it when we can say yes, you do belong here.”
Dragon Age is far from the only game that’s come under fire recently, particularly for inclusions of diversity, or diverse storytelling. For most of this year, Assassin’s Creed Shadows has been the constant target of a hate campaign, with Ubisoft’s art director recently condemning the backlash and harassment the studio and team has faced. The creator of the indie game Tales of Kenzera: ZAU, Abubakar Salim, has also been vocal about the “fever pitch” of racism the game and its team have received. These kinds of events seem to be happening more and more, but for BioWare and Busche, the focus is on celebrating what the team has created.
“I know, and something that’s very important to me, is that games are inherently diverse when you think about the size of these teams and the specializations you have within them. When you have diverse, complex, large groups of people coming together to make something, of course, the game is going to be a reflection of those teams,” says Busche “I think we need to consider that we can make the most authentic, best experiences when we’re tying into what makes us as the developers, and you as the fans, when we can tie into those elements that make us distinctly human, and that means differences.”
In Busche’s mind, not embracing the lived experiences of the development team would result in stories and worlds that feel less relatable, less alive. Game developers also need to feel safe in what they do, which ultimately means being able to see themselves reflected in their work.