When I spoke to Electronic Arts' executive vice president Patrick Soderlund last week, Kotaku's report about why Mass Effect: Andromeda turned out so poorly hadn't been published yet. Nonetheless, when I asked him about the flawed game's development cycle, he was incredibly candid -- just as he had been in 2013 when I'd interviewed him about his company's move from myriad game design toolkits to just two. Here are his thoughts on several key topics.
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