![]() ![]() Don’t get me wrong, there is an overlap between those two groups, but I, I also feel as though the fact that “Anthem” with its storytelling, and its character development, and its critical path, has kind of that rich experience that you would expect from a game from BioWare that you would pay $60 for. Just based primarily on the fact that “Apex Legends” being battle royale and player-vs.-player is primarily focused toward a certain type of player and “Anthem” being players-vs.-environment and a long-service-kind-of-style game it’s focused toward another group. The second thing is, I think there’s less overlap between the “Anthem” audiences and “Apex Legends” audiences than one might think. So, you know, nothing but positive vibes their way. So first of all, we’re happy for “Apex Legends.” I think it’s a great game. It was more we want a shared world, we want to be able to tell common stories across multiple people at the same time. It was less about, as I said before, “yeah, we want to decide to make something multiplayer versus single player.' It never came down to something as simple as that. What if we have a game, which is a lot more social that people can share in the storytelling together? That was kind of a core of what we wanted to do. We want to stop the situations in “Anthem” where people are afraid to talk about what they’re playing or people don’t want to spoil things because, you know, it’s their personal experiences or personal journey. It’s like, well, what if the world that you live in is shared? What if the world that you exist in, just like our real world, has social interaction and connectivity between people? It was less about building a multiplayer game and more about, well, we want to make this true to life. ![]() We challenged ourselves to be able to tell a story to multiple people in a shared-world environment, because that’s something that really intrigued us. ![]() Mike Gamble: It was more back to what I said, how what the challenge for us was, okay, so we know how to tell a story to one person who’s kind of disconnected. Obviously, we had done multiplayer for Mass Effect and Dragon Age previously, so we weren’t strangers to the space, but the original design question for “Anthem” - which was also called “Dylan” back at the time - was how do we tell a story cooperatively, how do we tell a story in a shared world where everyone is kind of experiencing the same thing, but how do you give players some agency and the ability to have their own choices kind of represented in what that world is? So taking games like the “Knights of the Old Republic” and “Mass Effect” and “Dragon Age” kind of as our genesis of it - and understanding, well, to tell a story in a multiplayer way, we have to structure the game like this, like this, like this - all those ideas kind of came together and gave us “Anthem” the way that we see today. The multiplayer component versus the single-player component was probably the larger step. ![]() It got a lot better on two, improved more on three, got even better on “Andromeda.” So we’ve been kind of building this pedigree of great third-person shooting mechanics for a while now. So if you look at Mass Effect one, it was kind of fairly rudimentary in terms of the shooting mechanics. We’ve been making arguably better and better shooters, I think, over the life of Mass Effect. Mike Gamble: Let’s look at the shooter part first. ![]()
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