BioWare veteran Mark Darrah defended the studio’s multiplayer shift with Anthem, as its January 2026 shutdown nears. He argues BioWare has always evolved beyond its single-player RPG identity.

Darrah, who dedicated 24 years to the acclaimed studio before departing in 2021, highlighted BioWare’s consistent history of adaptation. His comments, reported by GamesIndustry.biz, push back against the sentiment that the studio betrayed its core identity by venturing into a live-service multiplayer title.

The debate surrounding Anthem’s development and eventual discontinuation touches on a critical question for established game developers: how much should a studio evolve its core offerings? This discussion is particularly relevant given the game’s launch in February 2019, which saw mixed reviews and missed sales targets, ultimately leading to its cessation of support in February 2021.

Evolution as BioWare’s DNA

Darrah firmly rejected the notion of BioWare being confined to a single genre, pointing to its dynamic past. “By that argument, we should have never made Neverwinter Nights because we were a 2D RPG maker,” Darrah stated, drawing parallels to the studio’s significant shift from 2D isometric role-playing games to fully 3D environments.

He continued, highlighting another pivotal moment: “We should never have made Mass Effect because we were a tactical RPG maker, not an action RPG maker.” This transition from titles like Baldur’s Gate and Knights of the Old Republic, which emphasized turn-based or real-time-with-pause combat, to the real-time, cover-based action of Mass Effect, truly exemplifies BioWare’s willingness to reinvent its combat systems and narrative delivery, as explored in IGN’s history of BioWare.

John Warner, Anthem’s director, echoed this sentiment even before the game’s launch, viewing it not as a departure but as a “continued evolution of our craft and our technique.” This long-standing philosophy suggests that trying new things is ingrained in the studio’s identity, even if it leads to challenging outcomes.

While acknowledging Anthem might have been “too big of a reach,” Darrah questioned whether this could have been foreseen in the initial stages of its ambitious development. This honest assessment highlights the inherent risks in pushing creative boundaries within the highly competitive and rapidly changing landscape of video game development, where trends shift quickly and player expectations constantly escalate.

The blame game and industry realities

Beyond internal studio dynamics, the discussion surrounding Anthem’s fate often turns to the role of publishers. Electronic Arts, BioWare’s parent company, frequently bears the brunt of criticism for titles underperforming or being prematurely sunsetted. Darrah conceded, “It’s easy to blame EA and certainly they deserve a bunch of blame for Anthem, but it’s not all their fault.”

This nuanced view suggests a complex interplay of factors contributing to a game’s success or failure, extending beyond a single entity. Developing a massive online multiplayer game presents unique challenges, from establishing robust technical infrastructure and maintaining server stability to continuously balancing player expectations against long-term content strategies. The operational complexities are vast, as detailed in various industry analyses on live-service titles.

The initial post-launch period for Anthem was particularly challenging, marked by mixed critical reception and player feedback. Despite BioWare’s commitment to revising the game’s core loop a year after its release and forming an “incubation team” to work on a new version, the investment required to salvage the game proved unsustainable. This reflects a common fate for many ambitious projects that fail to find a lasting, engaged audience in the crowded live-service market.

The decision by EA in July 2025 to take Anthem offline in January 2026 signifies the immense pressure and financial stakes involved in modern game development. It highlights the often-harsh realities of the market, where even established studios like BioWare must make difficult calls when projects do not meet commercial or critical expectations.

Mark Darrah’s defense of Anthem’s development offers a valuable look into the internal struggles and philosophies of a legendary studio. It serves as a reminder that innovation, while crucial for growth, is fraught with risks. BioWare’s journey, marked by both triumphs and missteps, continues to shape the narrative of how established developers navigate industry shifts and player expectations.

The lessons from Anthem’s ambitious design and ultimate shutdown will undoubtedly influence BioWare’s future projects, including the upcoming Dragon Age and Mass Effect titles. It underscores the delicate balance between honoring a legacy and daring to explore new frontiers in game design.