BioWare es un desarrollador de videojuegos canadiense con sede en Edmonton , Alberta . Fue fundada en 1995 por los médicos recién graduados Ray Muzyka y Greg Zeschuk , junto con Trent Oster, Brent Oster, Marcel Zeschuk y Augustine Yip. Desde 2007, la empresa es propiedad de la editorial estadounidense Electronic Arts .
Tipo | Subsidiario |
---|---|
Industria | Videojuegos |
Fundado | 1 de febrero de 1995 |
Fundadores |
|
Sede | , Canadá |
Gente clave |
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Productos | Lista de videojuegos de BioWare |
Número de empleados | 320 [1] (2019) |
Padre |
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Subsidiarias | Ver § Subsidiarias |
Sitio web | bioware.com |
BioWare se especializa en videojuegos de rol y logró el reconocimiento por desarrollar franquicias con licencia altamente elogiadas y exitosas: Baldur's Gate , Neverwinter Nights y Star Wars: Knights of the Old Republic . Procedieron a hacer varios otros juegos exitosos basados en la propiedad intelectual original: Jade Empire , la serie Mass Effect y la serie Dragon Age . En 2011, BioWare lanzó su primer juego de rol online multijugador masivo , Star Wars: The Old Republic .
Historia
Fundación
BioWare fue fundado por Ray Muzyka y Greg Zeschuk , junto con Trent Oster, su hermano Brent, el primo de Zeschuk, Marcel, y Augustine Yip. [2] Del equipo fundador, Muzyka y Greg Zeschuk se habían graduado recientemente de la facultad de medicina de la Universidad de Alberta y tenían experiencia en programación para su uso en la escuela. [3] Junto con Yip, habían creado un programa de simulación médica. [3] Los tres también jugaron videojuegos para recreación, y finalmente decidieron desarrollar los suyos propios. [3] Su éxito en el campo médico les proporcionó los fondos que necesitaban para lanzar una empresa de videojuegos. Para hacer su primer juego, juntaron sus recursos, lo que resultó en un capital de $ 100,000. [3] La empresa se constituyó el 1 de febrero de 1995, aunque se inauguró oficialmente el 22 de mayo de 1995. [4] [5]
Década de 1990: Shattered Steel y Baldur's Gate
Su primer juego, Shattered Steel , comenzó su vida como una demostración de prueba de concepto, similar a los juegos MechWarrior . Esta demostración se envió a diez editores, siete de los cuales regresaron a la empresa con una oferta. Finalmente, se firmó un contrato de publicación para Shattered Steel con Interplay Entertainment . Brent Oster y Trent Oster dejaron BioWare en ese momento para formar Pyrotek Studios, que continuó desarrollando Shattered Steel pero se separó un año después, con Trent regresando a BioWare para terminar el juego. [6] El primer juego de BioWare se lanzó al año siguiente. Destrozada Acero ' liberación s fue descrito por IGN como un 'éxito moderado' con 'ventas decentes'. Dos puntos dignos de mención fueron el terreno deformable (el daño del arma del jugador causó cráteres en el entorno) y el daño de la zona (los disparos bien dirigidos podían disparar armas montadas contra los enemigos). Se planeó una secuela de Shattered Steel para 1998, pero nunca se realizó. [3]
Los fundadores y el personal de BioWare estaban muy interesados en las variantes computarizadas y en lápiz y papel de los juegos de rol . Su próximo proyecto de desarrollo, por lo tanto, estaba decidido a ser un juego de rol. Cuando Interplay financió el "desarrollo exploratorio", BioWare presentó a los editores una demostración llamada Battleground: Infinity . Interplay sugirió que el motor de juego demostrado sería adecuado para la licencia de Dungeons & Dragons que había adquirido de Strategic Simulations . En consecuencia, Infinity se modificó de acuerdo con el conjunto de reglas de Dungeons & Dragons . [3]
El resultado fue Baldur's Gate , con un ciclo de desarrollo de tres años. Durante este tiempo, los tres médicos continuaron ejerciendo la medicina. Más tarde, las demandas del desarrollo llevaron a Muzyka y Zeschuck a dejar la medicina y pasar al desarrollo a tiempo completo. Augustine Yip decidió continuar con su práctica médica. Baldur's Gate vendió más de dos millones de copias después de su lanzamiento, casi igualando las ventas de Diablo . Tras el éxito de Baldur's Gate , se utilizó Infinity Engine para los juegos Planescape: Torment y la serie Icewind Dale . El éxito de Baldur's Gate fue seguido por un paquete de expansión para el juego: Tales of the Sword Coast . [7]
2000s: EA acquisition, Mass Effect and Dragon Age
At this point, BioWare decided to return to the action genre. The company's initial thought was to develop a sequel to Shattered Steel, but eventually a sequel to MDK from Shiny Entertainment was chosen for development.[3] MDK 2 was released on PC, Dreamcast, and eventually PlayStation 2, offering BioWare their first taste of developing games for consoles.[7] MDK 2 drew the same level of praise as its predecessor but, despite the success, BioWare returned to the Baldur's Gate series for their next project.[3]
Baldur's Gate II: Shadows of Amn was released in 2000,[7] two years after the release of Baldur's Gate.[3] Baldur's Gate II sold two million copies, matching the sales of the first game in the series. However, the success of both Baldur's Gate II and MDK 2 was not enough to stabilize Interplay financially.[3] Subsequently, BioWare began to work with Infogrames, which was later renamed to Atari.[7] Neverwinter Nights was originally to be published by Interplay, but the company lost the licence of the game to Atari and part of their Dungeons & Dragons licence to BioWare. After selling their D&D licence to Atari, BioWare developed Star Wars: Knights of the Old Republic and Jade Empire. It had publishing relationships with Interplay Entertainment, Infogrames, under its new name Atari, LucasArts, and Microsoft.
The next few years saw a number of changes in BioWare's corporate status. In November 2005, it was announced that BioWare and Pandemic Studios (itself founded by former Activision employees) would be joining forces, with private equity fund Elevation Partners investing in the partnership. On 11 October 2007, however, it was announced that this new partnership (organized as VG Holding Corp.) had been bought by Electronic Arts.[8] BioWare therefore became a unit of EA, but retained its own branding.
In 2007, BioWare released the science fiction role-playing game Mass Effect. The following year, BioWare released Sonic Chronicles: The Dark Brotherhood on the Nintendo DS, its first title for a handheld game console. Later, EA announced that BioWare would be merged with Mythic Entertainment, another division of EA, so that they could have all of their role-playing game development in one business unit.[citation needed]
The growth of the MMORPG group as part of Electronic Arts in 2008 resulted in three additional studios being added to the BioWare group outside BioWare's original home base in Edmonton. The first, located in Austin, Texas, and headed by industry veterans Gordon Walton and Richard Vogel, was created to work on the Star Wars: The Old Republic MMORPG project. Both the studio and the project were announced on 13 March 2006. On 2 March 2009, BioWare announced it had opened a new studio in Montreal, Quebec, to assist with existing projects as necessary.[9] In 2009 Mythic Entertainment, based in Fairfax, Virginia, became part of the RPG/MMO Group, later being renamed BioWare Mythic in early 2010.[citation needed]
On 24 June 2009, Electronic Arts announced a restructuring of their role-playing and massively multiplayer online games development into a new group that included both Mythic Entertainment and BioWare. Ray Muzyka, co-founder and general manager of BioWare, was appointed the Group general manager of this newly formed "BioWare Group". BioWare's other co-founder, Greg Zeschuk, became the Group Creative Officer for the new MMORPG studio group. BioWare's studios remained unchanged and continued to report to Muzyka. Near the end of 2009, BioWare released the acclaimed fantasy role-playing game Dragon Age: Origins.[citation needed]
2010s: Muzyka and Zeschuk's departure, Mass Effect on hiatus, Anthem
In January 2010, BioWare released the sequel to Mass Effect, Mass Effect 2, which would go on to receive critical acclaim and many awards. The company announced that it would be opening up a new customer service office in Galway, Ireland, in 2011.[10] BioWare completed three major games between 2011 and 2012. The massively multiplayer online role-playing game (MMORPG) Star Wars: The Old Republic is based on BioWare's previous contribution to the Star Wars franchise,[11] and was announced on 21 October 2008, although BioWare had first mentioned an unspecified new collaboration with LucasArts in October the previous year.[12] The other games were Dragon Age II, the sequel to Dragon Age: Origins, and Mass Effect 3.[13][14][15][16]
Following the release of Mass Effect 3 in March 2012, numerous players complained about its endings failing to fulfill the developer's earlier promises regarding the conclusion of the trilogy. In response to these criticisms, BioWare announced on 5 April that they would reschedule their post-release content production and release an "Extended Cut" DLC that would expand the original endings and address the most common points of critique.[17] The Extended Cut was released as a free download on 26 June 2012.[18] In the aftermath of the controversy, Forbes contributor Erik Kain wrote that it "may end up being a healthy one for the industry, opening a new chapter in gamer/developer/publisher relations", calling BioWare and EA's decision to act on the fans' complaints a "remarkable" choice that made gamers realize "that they are entitled, and that it isn't a bad thing, to quality games".[19]
On 18 September 2012, the next day after the official announcement of the third Dragon Age title,[20] both Ray Muzyka and Greg Zeschuk, two of the remaining co-founders of BioWare, simultaneously announced they would be retiring from the gaming industry.[21][22] After almost a year without a formal head, EA appointed Matthew Bromberg the group general manager of the BioWare label on 9 September 2013. Former CEO and president of Major League Gaming, Bromberg worked as the general manager of BioWare Austin since 2012; after his promotion, Jeff Hickman took over as the general manager in Austin. Aaryn Flynn remained in charge of BioWare Canada (Edmonton and Montreal) and Jon Van Caneghem, the head of Victory Games and Waystone Studio (also parts of the BioWare label).[23]
After acquiring and dismantling LucasArts, The Walt Disney Company announced in May 2013 that Electronic Arts will produce future Star Wars games, "in addition to the BioWare team, which is already developing for the Star Wars franchise."[24] In November 2013, teaser images from the next instalment of the Mass Effect series were released.[25] At E3 2014, BioWare Edmonton announced working on a new (unnamed) original intellectual property in addition to continuing their established series.[26] Another new IP, titled Shadow Realms is an episodic 4 vs. 1 story-driven online action role-playing game, and was announced on Gamescom 2014.[27] On 9 February 2015, Bioware Austin announced that development on Shadow Realms would not continue.[28][29]
Casey Hudson, the creator of the Mass Effect series, left BioWare in May 2014, while Drew Karpyshyn, writer of Star Wars: Knights of the Old Republic and the first two Mass Effect games, returned in 2015,[30] Dragon Age's writer David Gaider left BioWare in January 2016.[31] Chris Wynn and Chris Schlerf, both of whom had an important role in the development of Mass Effect: Andromeda, left in December 2015 and February 2016 respectively.[32] Alexis Kennedy, co-founder of Failbetter Games and the creative director of Dragon Age: The Last Court, joined BioWare as its "first ever guest writer" in September 2016.[33]
On 13 September 2016, EA announced the formation of EA Worldwide Studios, which would consist of BioWare Studios, EA Mobile, and Maxis, and led by DICE co-founder Patrick Soderlund. At the same time, Samantha Ryan, head of EA Mobile and Maxis, was appointed the new head of BioWare Studios.[34] Released in March 2017, Andromeda was at the center of controversy of equal proportions, if not higher than that around the third chapter; starting with heavy criticisms that were addressed before the video game was released[35] to the lukewarm response received by the specialized press and the fandom[36] with sales lower than the previous Mass Effect chapters.[37] Given the circumstances Electronic Arts has reportedly frozen the entire Mass Effect series, downgrading the BioWare Montréal branch from a leading development team to a support team,[38] and later merging it into Motive Studios.[39]
During EA's EA Play pre-E3 press conference on 10 June 2017, BioWare revealed Anthem, a new action role-playing game,[40] with BioWare's story writer, Drew Karpyshyn, who previously worked on Mass Effect and Mass Effect 2, contributing to the new game.[41] In July 2017, Aaryn Flynn, General Manager of BioWare, announced that he would depart from the company. Hudson returned to BioWare as its new General Manager.[42] Lead story developer for Jade Empire and Dragon Age creative director Mike Laidlaw announced his departure from BioWare in October 2017 after 14 years with the company.[43] James Ohlen, the lead designer of the Baldur's Gate series, Neverwinter Nights, Knights of the Old Republic, Jade Empire, and Dragon Age: Origins, as well as the game director of The Old Republic MMO, left the studio after 22 years in July 2018.[44]
On 24 September 2019, it was announced that BioWare had moved from their old location on Calgary Trail into 3 stories of the Epcor Tower in downtown Edmonton.[45]
2020s: Dragon Age 4, Mass Effect: Legendary Edition and Hudson/Darrah's departures
On 7 November 2020 or "N7 Day", a date first declared in 2012 by BioWare as an annual "worldwide celebration" of the Mass Effect franchise, Mass Effect: Legendary Edition was announced.[46]
On 3 December 2020, both Hudson and Mark Darrah, the executive producer on the Dragon Age series, announced their departures from the studio. Electronic Arts stated that work on the Mass Effect and Dragon Age games would still continue at the studio.[47]
On 10 December 2020, a teaser trailer for the next Mass Effect game was shown at The Game Awards.[48]
Tecnología
Entre 1998 y 2011, BioWare desarrolló varios motores de videojuegos internos para servir como base técnica para sus juegos. Algunos de estos motores fueron luego licenciados a otras compañías para que desarrollaran sus propios juegos. Otros vinieron con kits de herramientas de modificación , lo que permitió a la comunidad de fanáticos implementar aventuras originales utilizando la tecnología de los juegos de BioWare.
Bioware creó el Infinity Engine para utilizarlo como un componente básico para el desarrollo de 2D videojuegos de rol basado en D & D , la Puerta de Baldur serie (1998-2001). El motor también fue utilizado por Black Isle Studios para crear Planescape: Torment (1999) y la serie Icewind Dale (2000-2002), aclamada por la crítica . Cuando Beamdog buscó una licencia de BioWare y comenzó a diseñar versiones mejoradas de estos juegos en 2012, crearon una versión actualizada Infinity Engine, conocida como "Infinity Enhanced Engine" (alternativamente Infinity Plus Engine o Infinity Bless Engine). [49]
La Aurora Engine fue el sucesor del Infinity Engine, conentornos 3D completos ,iluminación y sombras en tiempo real y sonido envolvente . [50] BioWare usó Aurora Engine para producir sus Neverwinter Nights 2002, así como dos paquetes de expansión. El juego incluía el llamado "conjunto de herramientas Aurora", una colección de herramientas que permite a los usuarios crear sus propios módulos de aventuras digitalespara jugar en un solo jugador o en multijugador en línea. El conjunto de herramientas disfrutó de una gran popularidad entre la comunidad de modding, con más de mil módulos creados por fans producidos en él dentro de medio año después del lanzamiento. [51] Obsidian Entertainment (sucesor de Black Isle Studios) utilizó una versión actualizada de Aurora de BioWare, titulada "Electron Engine", para producir Neverwinter Nights 2 (2006) y sus tres paquetes de expansión (2007-2009). Al igual que el original, el conjunto de herramientas Electron se lanzó con el juego. [52] El estudio polaco CD Projekt Red utilizó Aurora Engine para desarrollar The Witcher , la adaptación del videojuego de 2007 de la serie de novelas de fantasía polaca , aunque el módulo de renderizado se reescribió desde cero.
BioWare utilizó una versión actualizada de Aurora, titulada Odyssey Engine, para producir Star Wars: Knights of the Old Republic en 2003 y su primer juego de rol de propiedad intelectual original, Jade Empire, en 2005. Odyssey Engine fue el primer motor de BioWare en permiten el desarrollo para consolas de videojuegos , con Knights of the Old Republic y Jade Empire originalmente lanzados para Xbox antes de ser portados a la plataforma de PC. Obsidian Entertainment usó Odyssey Engine para desarrollar Star Wars Knights of the Old Republic II: The Sith Lords (2004), una secuela del original Knights of the Old Republic . BioWare mantuvo una supervisión limitada del desarrollo de Obsidian de The Sith Lords , así como de Neverwinter Nights 2 . [53]
La Eclipse Engine sucedió al Odyssey Engine y, entre otras cosas, admitió la aceleración de hardware PhysX . [54] Se utilizó para producir Dragon Age: Origins (2009) y su paquete de expansión (2010). Al igual que Neverwinter Nights , Origins se lanzó con un conjunto de herramientas para permitir a los jugadores ejecutar sus propios módulos de aventuras en Eclipse Engine. [55] Para producir Dragon Age II (2011)se utilizó una versión mejorada de Eclipse Engine, conocida internamente como Lycium Engine. [56]
En 2013, EA confirmó que todos los juegos futuros desarrollados por BioWare se realizarán con el motor Frostbite 3 de EA DICE . Se anunció que los tres últimos juegos de BioWare ( Dragon Age: Inquisition , Mass Effect: Andromeda y Anthem ) se basarían en el motor Frostbite 3, [57] [58] como parte del movimiento general hacia una base tecnológica unificada en todos Estudios de desarrollo de Electronic Arts. [59]
Subsidiarias
- BioWare Austin in Austin, Texas; formed in March 2006 specifically to develop Star Wars: The Old Republic (with assistance from BioWare Edmonton), BioWare Austin later began working on a new IP called Shadow Realms,[60] but production was shelved in February 2015 in order to focus on the continuing production of Dragon Age: Inquisition and The Old Republic.[61]
Former
- BioWare Montreal in Montreal, Quebec; formed in March 2009 to assist the Edmonton studio where necessary.[9] Led the development of DLC for the Mass Effect series as well as Mass Effect: Andromeda.[25] BioWare Montreal was merged with EA's Motive Studios in August 2017.[62]
- BioWare San Francisco in San Francisco, California; founded as EA2D and developed Mirror's Edge 2D and Dragon Age: Legends, became part of BioWare, but was closed in February 2013.[63][64][65]
- BioWare Mythic in Fairfax, Virginia; formerly known as Mythic Entertainment, until June 2009, re-renamed to Mythic Entertainment in November 2012 and closed completely in 2014.[66][67]
- Victory Games in Los Angeles, California; founded in February 2011 as BioWare Victory to develop the 2013 Command & Conquer,[68] it had since dropped the BioWare label in November 2012[67] but remained part of the BioWare group.[23] The studio dissolved in October 2013.[69]
- Waystone Games in Los Angeles, California; the developer of Dawngate, which was cancelled in November 2014.[70]
- BioWare Sacramento in Sacramento, California; founded as KlickNation 2008, acquired and renamed BioWare Sacramento in 2011, and renamed EA Capital Games in 2014.[71]
Juegos desarrollados
premios y reconocimientos
The full list of awards can be found on their web site.[72]
- Spike TV's 2010 Video Game Awards: Studio of the Year (2010)
- Hall of Fame induction (2010)[73]
In addition to numerous game awards, in October 2008, the company was named one of Alberta's Top Employers by Mediacorp Canada Inc., which was announced by the Calgary Herald[74] and the Edmonton Journal.[75][76]
BioWare's co-founders Ray Muzyka and Greg Zeschuk were named as members of the Order of Canada in December 2018 "for [their] revolutionary contributions to the video game industry as a developer and co-founder of an internationally renowned studio."[77]
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enlaces externos
- Official website