But “reasonably well” clearly wasn’t what EA was going for; the company originally expected to ship 3 million copies of Mass Effect Andromeda in its first week.
The original plan was for Mass Effect Andromeda to serve as a new launch point for a brand-new story, told over multiple games, but that seems much less likely now.
(or were, pre-patch) pretty interesting. Schreier’s article is well-written, comprehensive, and based on conversations with nearly a dozen current and former BioWare employees who worked on Mass Effect Andromeda.
Over at Kotaku, Jason Schreier steps through the design process that created Mass Effect Andromeda, and the mistakes along the way that led to the game scoring lower than any BioWare release in decades.