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Games

Electronic Arts Cancels 'Gaia' Game After Years in Development (bloomberg.com) 42

Video game publisher Electronic Arts has canceled a game that was in development at its Montreal office for nearly six years, Bloomberg reported Thursday, citing people familiar with the matter. From a report: The game, code named Gaia, was first hinted at in 2015, but was never officially announced or given a title. Since then, EA executives have released a drip feed of information, sharing tidbits every few years on what it described as a brand new franchise. Last summer in a video showcasing future games, EA provided a few seconds of footage from Gaia, describing it as "a highly ambitious, innovative new game that puts the power and creativity in your hands." The cancellation is part of a recent resource shift by the company as it evaluates projects and decides which ones will move forward. Earlier this month, the publisher reviewed in-progress games including Gaia and a new iteration of the poorly received online game Anthem, which was also canceled. Gaia's development was turbulent and the game went through at least one major reboot, which may have been a factor behind its demise, according to the people, who requested anonymity because they weren't authorized to talk to the press.
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Electronic Arts Cancels 'Gaia' Game After Years in Development

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  • by dgatwood ( 11270 ) on Thursday February 25, 2021 @05:09PM (#61100480) Homepage Journal

    I wish, when game studios abandon a game, that they would dump it out on the world as open source under a permissive license for people to experiment with it and try to turn it into something. It could be a great educational opportunity for young people interested in computer programming.

    It just seems sad for something that probably took hundreds of engineer-years to get discarded outright if someone could learn from it.

    • Well to do a car analogy, they can reuse the parts elsewhere. It's not an all or nothing thing.

      • by dgatwood ( 11270 )

        Well, maybe, but how often does that actually happen? Other than DNF, I mean. :-D

        • Well, maybe, but how often does that actually happen? Other than DNF, I mean. :-D

          Often when there is a new game that would be in the same "genre", style game of play, etc. And unless too much time has passed.

    • by Dutch Gun ( 899105 ) on Thursday February 25, 2021 @05:33PM (#61100548)

      Not going to happen. These games are almost always built using proprietary engines (either licensed or internal), and they may very well re-use code or assets built for the game in some other product. Besides that, its often difficult to even build these games unless you've got all the game and engine-specific tools and SDKs set up properly, so it may not even be all that practical if you've got the source.

      Besides, having worked on several titles that were either cancelled or failed somewhat spectacularly, I think you're over-estimating the value of what could be gained by releasing them as open source. There are already some great open source games (both free and commercial) which can be studied for people interested.

      When there *are* worthwhile things to share, such as new techniques or algorithms, professional game developers will often share their work in a more platform-neutral fashion, with more detailed explanations in books, blogs, or papers. I think this is far more useful anyhow.

      • That would be G3D.

        https://sourceforge.net/projec... [sourceforge.net]

      • I think the bigger reason is that there really wouldn't be much of anything resembling a game. There was an article some time ago about another EA title Anthem, that was in development for a similarly long amount of time. A developer who was interviewed basically spilled the beans that almost no real development occurred on the game until the last 18-months or so leading up to the release, which explained why is was such a mess at launch. A lot of stuff was tried, thrown out, and tried all over again that d
        • Of course such experiments are necessary in general, but they're inappropriate for a project with deadline. Like you need to settle on particular core gameplay and game scope before deadline even starts!
          • by Dutch Gun ( 899105 ) on Thursday February 25, 2021 @08:47PM (#61100906)

            Game development doesn't really work that way. You certainly try to nail down core mechanics as soon as you can, but it's not like a business application where you can reasonably define what it needs to do, and if the application does x, y, & z, it's finished. You're always chasing the elusive "fun" factor, which can't exactly be nailed down just because it's in a design document. Even if you've prototyped the game and think you're on the right track, you can often find that when you put the game in front of a focus group, they don't find it as fun as you thought it was.

            Some of the most successful games I've worked on spent a *very* long time time trying out and refining their core game mechanics. You implement your ideas, and try them out, and test it out to see if it feels fun. Gather feedback from team and focus groups, figure out why it doesn't feel fun or satisfying, rework some part of the game, repeat. This cycle can take a very long time, and while this is going on, artists are creating worlds, designing enemies, props, effects, sounds, and story. Hopefully, by the end of the allotted time budget, you've had enough feedback cycles to iron out enough rough parts in the gameplay systems, and it still fits well enough with all the assets the artists have spent years creating. It's a very iterative process, not something you just design up front and you're done.

            • Comment removed based on user account deletion
            • by pjt33 ( 739471 )

              Depends a bit on the style of game. For minigames (as in Kongregate / Newgrounds) you can prototype it very fast with placeholder graphics and only bother writing briefs for the graphics and audio teams if the core mechanic is fun. My personal record for idea to playable alpha is 2 hours; with games on that scale you don't even need a design document.

            • You can do a lot of refinement while keeping same core gameplay, while in case of Anthem they didn't have had a core gameplay at all for the most of development term. You cannot meaningfully refine something that doesn't exist. Also it's impossible to know which assets this not-existing-yet gameplay will require which means lot of wasted work of artists/level designers/3d modelers.
        • by rtb61 ( 674572 )

          We can all guess, it was probably a micro transaction shitfest and we all know that does not sell any more, they could not rebuild it into a normal game, so killed.

          I think the current trend is to redo existing games, and force in micro transactions, but that is also proving unpopular but they want gambling based micro transactions targeted at minors, they want it real bad. They are sick fucks.

          • it was probably a micro transaction shitfest and we all know that does not sell any more,

            Seems like it still sells well (think of Fortnight).

        • Comment removed based on user account deletion
      • > having worked on several titles that were either cancelled or failed somewhat spectacularly, I think you're over-estimating the value of what could be gained by releasing them as open source.

        Me too but I respectfully disagree. While getting the build environment setup would be a complete and major PITA there is still value in reading the source. It gives insight into the bigger picture of what the programmers, designers, and artists were thinking.

        But I get at what you are saying. Is it needed? No.

    • I wish, when game studios abandon a game, that they would dump it out on the world as open source under a permissive license for people to experiment with it and try to turn it into something. It could be a great educational opportunity for young people interested in computer programming.

      It just seems sad for something that probably took hundreds of engineer-years to get discarded outright if someone could learn from it.

      I am not a developer but I suspect I can come up with a couple good answers regardless.

      IP. Companies prefer to retain their IP for future possible use. While this attempt at Gaia might have failed, it's reasonable to image a future where they try again. So anything regarding lore, setting, and plot secrets would have to be stripped. Same thing goes for all art and sound assets. Same thing goes for anti-cheat tech.
      Usefulness. Modern games rely on licensed engines. Releasing source code that doesn'

      • And would releasing the source to this really add any value to the gaming/coding community?

        It sounds like another "sim" type title, of which there are plenty of already covering nearly every subject conceivable.

        I'm starting to see all this as a non issue. What would Gaia really have brought to the table nothing else had, and how truly useful would the source code have been?

    • If it turns into something. Ie, Morrowind-Oblivion port never finished now it's Morrowind-Skyrim port, and there's an Oblivion-Skyrim port and an Oblivion-Fallout4 port. My guess it that it never gets done. The amount of effort to have a full game is just too much for volunteers most of the time, and when you do get a game sized mod it's very clear that it's fan made and has problems in QA and design and story, etc.

      The hard part in a lot of big projects is knowing when to give up, such as when to toss ou

    • Because then it's a double hit. Not only did you lose the development money, but now people are potentially not buying one of your other games because they are playing what you just gave away for free.

    • It could be a great educational opportunity for young people interested in computer programming.

      I believe id has made source to real world games public for those interested in learning.

      It just seems sad for something that probably took hundreds of engineer-years to get discarded outright.

      It probably won't. The code will likely wind up in some other EA game. This happens all the time with canceled games.

    • by vadim_t ( 324782 )

      While I like this idea, realistically the chances are slim of somebody picking it up.

      We're talking about very hard work here. Just learning your way around a large project can take months. You'll have tons of not fun issues like "why doesn't this compile?", "why is it crashing here?", and "what is the obscure process to generate this particular file?". Then you'll still have to figure out how the structure works and spend days chasing bugs. Then it still won't be fun to play, most likely.

      I think a game is o

  • Seems time doesn't mean the same thing in the game universe as it does out here. That's why seven days to die can still be seven plus years in early access, and there are plenty of other games that have spend years in development.

  • by SuperKendall ( 25149 ) on Thursday February 25, 2021 @05:16PM (#61100502)

    The next Dragon Age was slated to be multi-player, but after the success of Jedi: Fallen Order it has been changed to being a single player RPG [theverge.com] - the kind of things most people want to actually play.

  • I suspect it and the ending of continued development on Anthem are both because EA can't find a way to monetize it
  • EA decided Madden or one of the other more generic titles was guaranteed to make more money than a new untested concept. I get it, we all like money, but you never discover new things unless your willing to take a risk. EA will be putting out the same tired bullshit unless the collective gamer population stops buying them.

    • by Entrope ( 68843 )

      So you would say this profit-chasing behavior is ... Madden-ing? (U Madden, bro?)

    • Well it is football. Just how many ways can that be done?

    • by ledow ( 319597 )

      Any sensible company, in any large industry, should have money-makers.

      And then they should use those money-makers to put out feelers in new and interesting directions, until they stumble on something that could work. That's literally the entire point of R&D departments.

      I don't know if EA have a specific R&D department in name, but they should - and it should be there trying out all kinds of new ideas, even if they never get seen in public. Funded by the same old boring games over and over that peo

  • by ledow ( 319597 ) on Thursday February 25, 2021 @07:05PM (#61100756) Homepage

    I just stick by a very simple principle: If I can't buy it, why should I care? And if I can buy it, let others buy it first and find out if it's actually any good.

    Like Duke Nukem Forever, and all kinds of other titles - until it's actually released and available on a decent service that I'm willing to pay for it (cough, oh well, never mind, EA, let's just wait till you put it on Steam), it's simply not worth even thinking about. Certainly never pre-ordered anything in my life.

    And then when it *is* available... I'll let some other mug pay through the nose for it, find out that it's junk, and warn me off.

    Have over a thousand games on my Steam account going back 17 years, probably spent less in total than an average console player spends on even one console and all the games that they get for it.

    Bought a new gaming laptop last year, deliberately to let me catch up on everything that I "missed" in the last 8 years or so, all those games I got but couldn't run properly, and all the games that have come down in price over the years.

    It's been almost universally disappointing, with a free game given away on Epic (Watch Dogs 2), and a cheap Christmas deal on Red Dead 2 being the best games by far.

    And, sorry, but the launcher-shite is killing PC gaming for me. I'm disgusted that Steam allowed their service to get that bad for it. No, Prison Architect does not need a fucking launcher, especially when it didn't have one for the entire existence of the game, until last year.

    If this is what modern gaming is, I'm glad they're cancelling shite, because surely that will only increase the quality of whatever does come out?

    I was buying this with a view to getting into VR and I can say that I've abandoned those plans due to cost alone (even if I like the look of HL:Alyx, there's just not enough to justify it).

    And the next generation of consoles and games look just like more of the same, so I can't see anything changing any time soon.

    Ah well, despite being keen to keep up with all the latest games, all it's done is made me happier with my choice of older games - and made them look better and run even faster.

    • Comment removed based on user account deletion
    • Because there is a substantial cohort of people who love novelty. They love it above all else, and they feel sad if they can't play something new. They spend money, too, making them an attractive market.
  • the game probably just sucked no matter what they tried to do with it.
  • So uh, what exactly was the game supposed to do?
    A new version of Adventure Construction Set ? [wikipedia.org]

  • Ironically, I read the OP and clicked through to the linked article because in the workplace and social-circle gaming communities I know, Electronic Arts are known as “Extremely Annoying”. They have been notorious for including copy-protection technology that breaks their own games, for having technical support so lousy that the company-employed forum moderators have to ask the game-playing public for help and for some pretty curious decisions [like choosing to release Mass Effect:Andromeda when
  • Cancel coulter has really gone too far now!!!

  • So no hint to what it was suppose to be..
  • Wasn't this originally SimEarth? Or did they cancel it because simulating climate change revealed too many, shall we say, inconsistencies?

  • This game will just end up in bits and pieces to use in other future games.

    Players won't get Gaia, but instead they will get other games using Gaia's code and resources.

    It would be very foolish to discard all of this work wholesale.

"The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts." -- Bertrand Russell

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