Enlarge / If a license like Star Wars isn’t enough to justify a big single-player game budget, what is?
Yesterday’s news that EA is shutting down Visceral Games is bad news for fans of franchises like Dead Space and for the studio’s unnamed Star Wars project.

But the abrupt shutdown has also caused a bit of an existential crisis to creep into the game industry chatter regarding the future of big-budget, single-player, story-driven gaming in general.
The core of all that worry comes from a section of the blog post EA’s Patrick Söderlund wrote to announce Visceral’s shutdown (emphasis added):
Our Visceral studio has been developing an action-adventure title set in the Star Wars universe.
In its current form, it was shaping up to be a story-based, linear adventure game.

Throughout the development process, we have been testing the game concept with players, listening to the feedback about what and how they want to play, and closely tracking fundamental shifts in the marketplace.
It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design.
That’s all a bit vague, but the wording suggests that the “story-based, linear adventure game” being planned didn’t look like it was going to turn a profit given “fundamental shifts in the marketplace.” In other words, they started making Uncharted and now they want Destiny.
Read 13 remaining paragraphs

Leave a Reply