- Feb 5, 2010
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http://www.escapistmagazine.com/articles/view/features/9453-Goodbye-BioWare-Hello-Indie
An excerpt.
An excerpt.
EA's restrictive policies prevented him from finding a creative outlet on his own. They claim ownership over any competing product - this includes indie games - done by employees, even on their own time. Making games under the table wasn't an option for Fedor: "The legal implications for one, the stress implications for another. You don't want to end up being a huge success only to find out you're bankrupt from lawyer fees."
Stress became a problem for Fedor: "My jaw was 100 percent clenched all the time. I would bite my tongue in my sleep. I would constantly be gritting my teeth and I didn't notice it anymore." He didn't like the changes he saw in his personality either. "I became a much more curmudgeonly, angry and dismissive person. I would snap at [my girlfriend] just doing dishes." When he left, it felt right at once. "It was cathartic. I immediately felt better telling [my boss] that I was leaving. Now, suddenly, I'm moving forward again."
The decision to go indie was easier than the decision to leave. "In almost every situation I was happy, it was a small team and in every situation I was unhappy, it was big," explains Fedor. "Nothing is smaller than indie." Going to another studio wasn't an option for either developer. Leaving BioWare, ultimately, wasn't really about BioWare. It was about experimentation and autonomy, and in this area no studio can compete with being independent. "That's the best offer I've got. Me paying myself to do whatever the hell I want for the next eighteen months," says Fedor.