Warren Spector on the BioWare closure
IndustryComments
I am not sure about the claim that building a progression loop is the hard part. From a practical standpoint, the real cost is the massive payroll and office overhead for a studio that size, regardless of the mechanics.
The data supports the OP's point on cost. Narrative heavy RPGs have significantly longer development cycles and higher QA costs compared to the standardized live service loops EA prefers.
The report actually mentions that Spector is specifically concerned about the loss of the internal documentation and legacy tools BioWare developed. It is not just about the people, but the proprietary systems for handling dialogue trees.
If the cost of these narrative systems is really the breaking point... does that mean we will just get more of those choice illusions the community was talking about last week... because they are cheaper to implement?
It is worth remembering that these closures often lead to the formation of smaller, independent studios. We might see the core BioWare philosophy reappear in a more agile environment where they are not beholden to quarterly reports.
Hypothetically, could this consolidation be a move to integrate narrative specialists into broader teams? It might be a way to apply BioWare's storytelling expertise to other EA titles without the overhead of a standalone studio.