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  1. Games
  2. Action RPGs
  3. Anthem

Former BioWare producer says a lot of Anthem's problems "come from a misunderstanding about multiplayer games," which the Mass Effect leadership team weren't equipped to deal with

News
By Issy van der Velde published 10 September 2025

Sounds like there were plenty of issues

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anthem
(Image credit: EA / BioWare)
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Anthem had the might of EA and the talent of Mass Effect's team at BioWare behind it, so why didn't it work out? Well, former EA executive producer Mark Darrah says a lot of the things that are wrong with the game "come from a misunderstanding about multiplayer games."

In a new video posted to his YouTube channel, Darrah reveals a lot about his time working on the game. "This was the team that made Mass Effect. Mass Effect 1, 2, and 3. They've been together a really long time," he explains.

"They have a particular way of working together. And for most of that time, they worked for and with Casey Hudson. This is a team that knew how to make single-player action RPG storytelling games."

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It certainly seemed odd when the developer, known for Mass Effect and Dragon Age, both single-player RPGs, announced it would be making a live-service multiplayer title. Naughty Dog actually scrapped its Last of Us multiplayer game specifically because it didn't want to transition to a live-service company.

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"When you look at some of the things that are wrong with Anthem, they come from a misunderstanding about multiplayer games and live-service games versus single-player storytelling games. The way that storytelling is structured in Anthem doesn't understand that there are other people along with you that can mess up the storytelling."

This is a big issue I've often had with a lot of MMOs and multiplayer titles. How can I be the chosen one who's going to save the world when there are a dozen people queuing up in front of the same NPC as my character?

As well as the storytelling, "The economy doesn't take into account that it needs to be able to last for a very long time. That balance matters in a live-service game a lot more than it matters in a single-player game."

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Darrah notes that these issues were eventually discovered, but "because, in classic BioWare style, the game was only coming together in the last few months, they weren't obvious in the code until it was often much too late to fix it."

Darrah also claims that developers in Austin were "screaming" about these issues for a long time, trying to draw attention to the end game, too, but "because the leadership had become dysfunctional because these communication channels have been damaged between Edmonton and Austin, that wasn't really being heard."

That's not the only thing he blames leadership for. He also says that while the core leaders were clearly skilled, since they'd made Mass Effect 2, BioWare's highest-rated game, "there was a conflation of expertise in game making, which they had, and understanding games they had played, which they had, into a belief in an expertise in game-making for a kind of game they had never made but had played."

All of this, combined with the scale of the project and the fact a lot of things simply weren't written down meant that by the time Darrah joined, he had to make a lot of assumptions about how it all worked.

But hey, at least we can all agree the flying was great.

In the meantime, check out the best online games that are still alive and kicking.

TOPICS
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Issy van der Velde
Issy van der Velde
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I'm Issy, a freelancer who you'll now occasionally see over here covering news on GamesRadar. I've always had a passion for playing games, but I learned how to write about them while doing my Film and TV degrees at the University of Warwick and contributing to the student paper, The Boar. After university I worked at TheGamer before heading up the news section at Dot Esports. Now you'll find me freelancing for Rolling Stone, NME, Inverse, and many more places. I love all things horror, narrative-driven, and indie, and I mainly play on my PS5. I'm currently clearing my backlog and loving Dishonored 2.

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