Key Facts
- ✓ Former BioWare executive producer Mark Darrah has publicly disputed the common belief that the studio should never have developed Anthem.
- ✓ Darrah argues that the ill-fated looter shooter wasn't entirely Electronic Arts' fault, suggesting shared responsibility for its failure.
- ✓ The developer's comments provide a rare insider perspective on the high-profile project that ultimately underperformed commercially and critically.
- ✓ Anthem launched in February 2019 after a troubled six-year development cycle that included multiple reboots and technical challenges.
- ✓ The project represented BioWare's ambitious attempt to blend their narrative strengths with cooperative action gameplay in a shared-world environment.
- ✓ Darrah's defense centers on distinguishing between the project's conceptual merit and its ultimate execution failures.
A Developer's Defense
The gaming community has long viewed Anthem as a cautionary tale—a high-profile failure that should never have been attempted. The narrative often paints BioWare as a studio that strayed too far from its RPG roots, chasing a trendy live-service model under pressure from publisher Electronic Arts. This perspective has become so entrenched that questioning it seems almost heretical.
Now, one of the project's key architects is pushing back. Mark Darrah, former executive producer of the Anthem project, has publicly disputed the idea that BioWare shouldn't have made the game. His comments offer a rare glimpse into the internal decision-making process behind one of the most scrutinized releases in recent gaming history.
Challenging the Narrative
Darrah's defense centers on a crucial distinction: the execution versus the concept. While acknowledging the game's ultimate failure, he argues that the decision to develop Anthem was not inherently flawed. The project emerged from BioWare's desire to explore new gameplay mechanics and create a shared-world experience that differed from their traditional single-player focus.
The former executive producer specifically addressed the common refrain that Anthem was purely a corporate mandate from EA. According to Darrah, the project had genuine creative buy-in from BioWare's leadership team. The studio saw potential in combining their narrative strengths with cooperative action gameplay, even if the final product failed to realize that vision.
Key points from Darrah's perspective include:
- The concept had merit despite execution failures
- BioWare leadership actively supported the project's direction
- Shared responsibility between developer and publisher
- The value of taking creative risks in game development
The Anthem Saga
Anthem launched in February 2019 to mixed reviews and significant commercial underperformance. The game promised a dynamic world of flying exosuits and cooperative missions, but suffered from a troubled six-year development cycle. Technical issues, content shortages, and a lack of clear direction plagued the title from release.
The project's history reflects BioWare's broader challenges during the mid-2010s. The studio was simultaneously working on Mass Effect: Andromeda and Dragon Age 4, stretching resources thin. Anthem's development reportedly underwent multiple reboots, with the final vision only solidifying in the last few years before launch.
Despite these challenges, Darrah's comments suggest the initial vision wasn't doomed from the start. The concept of a shared-world shooter with BioWare's storytelling pedigree represented an ambitious attempt to blend genres. Whether that ambition was achievable with the studio's existing technology and expertise remains a subject of debate.
Industry Context
The debate around Anthem touches on broader questions about creative risk-taking in the AAA game industry. Major studios face constant pressure to innovate while managing massive budgets and development timelines. Anthem represented BioWare's attempt to enter the lucrative live-service market, a space dominated by titles like Destiny and The Division.
Darrah's defense highlights an important reality: not all failed projects represent poor decision-making. The gaming landscape is inherently risky, and even well-planned, creatively sound ideas can falter during execution. This perspective challenges the tendency to judge development decisions solely by their outcomes.
The former executive producer's comments also shed light on the complex relationship between developers and publishers. While EA provided the resources and mandate for Anthem, BioWare's creative team had agency in shaping the game's direction. This nuanced reality contradicts the simple narrative of corporate interference versus artistic purity.
Lessons Learned
Despite its failure, Anthem's development provided valuable lessons for BioWare and the industry at large. The project demonstrated the challenges of scope management in large-scale game development, particularly when combining ambitious technical requirements with narrative depth. The studio's experience with Anthem likely influenced subsequent projects and development methodologies.
Darrah's perspective suggests that the value of Anthem extends beyond its commercial performance. The project forced BioWare to confront its technical limitations and development processes, potentially strengthening their approach to future titles. This learning process, while painful, represents a legitimate outcome of ambitious creative work.
The defense of Anthem's existence ultimately raises philosophical questions about creative endeavor. Should studios only pursue projects with guaranteed success? Or is there value in attempting difficult, innovative work even if it fails? Darrah's comments position Anthem as the latter—a worthy experiment that simply didn't come together.
Looking Forward
Mark Darrah's defense of Anthem offers a more complex understanding of the game's development history. While the final product failed to meet expectations, the decision to create it was not inherently misguided. This perspective invites a more nuanced evaluation of creative risk in the gaming industry.
The Anthem saga serves as a reminder that game development is fraught with uncertainty, even for experienced studios. BioWare's attempt to branch into new territory, while ultimately unsuccessful, represented a legitimate creative ambition rather than mere trend-chasing.
As the industry continues to evolve, the lessons from Anthem's development remain relevant. The balance between innovation and execution, between creative vision and technical reality, continues to challenge even the most talented development teams. Darrah's comments provide valuable context for understanding these ongoing challenges.










