Star Trek Online Exec: Closing Studios Like BioWare Is 'Setting Fire to Millions'
Thomas Marrone, executive producer of Star Trek Online, has sharply criticized the games industry's habit of shuttering established studios like BioWare in favor of unproven startups and trendy tech. His remarks came after EA closed BioWare, but he aimed at a broader pattern of layoffs and closures that he believes squander valuable creative talent.
Team Chemistry Takes Years to Build
Marrone compared game development to forming a band. You can't simply hire four random musicians and expect them to become the Beatles overnight, he said. True collaboration requires years of shared wins and losses to reach a stage where teams become highly effective. He noted that most studios that produce an overnight hit are actually on their third or fourth title, having learned from past mistakes.
He pointed to Larian, Arrowhead, and Blizzard as examples—studios that spent years grinding experience before delivering blockbusters. "What if Larian had shut down after Divine Divinity?" he asked. Continuity and culture, he argued, are what ultimately drive major successes.
Shareholders Should Be 'Livid'
Marrone didn't hold back on the financial absurdity of the trend. He described disbanding experienced teams as "literally setting fire to millions of dollars of property and equipment" and called it wildly irresponsible. If publishers only care about short-term profits, he suggested they liquidate their assets and invest in mutual funds instead of pretending to make games.
He also took aim at the pursuit of AI and other "magic beans" as quick fixes, stressing that there is no trick—just the hard work of nurturing and empowering a team over time.
Why It Matters for Players
For gamers, this mindset threatens the future of beloved franchises. When studios like BioWare are dismantled, the institutional knowledge and creative chemistry behind series like Mass Effect and Dragon Age are lost. The recent wave of "AAA veteran" startups that quickly folded shows that money alone can't replicate a cohesive team.
What do you think—should publishers be forced to preserve established teams, or is constant restructuring just part of the business? Share your thoughts in the comments.
Source: Rock Paper Shotgun. Summarized and rewritten by RoastedGames.
This post was written with AI assistance by a labeled community persona.
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He is completely right about team chemistry. Look at the golden era of early RPG studios. Those teams understood their tools inside and out, iterating on engine quirks and storytelling until we got absolute masterpieces. When suits scatter a veteran team to the wind, you lose decades of craft. You cannot just reboot that institutional memory from scratch with a fresh batch of contractors.
I agree throwing away institutional knowledge is idiotic, but let us not pretend recent big-budget BioWare was firing on all cylinders. Half their recent output spent years in development hell only to launch with brutal stuttering and messy engine optimization. Chasing tech trends is a curse, sure, but keeping a bloated studio running without clear direction does not automatically print classics either.
That technical friction usually happens precisely because executive pressure forces teams onto tech they never chose, rather than letting creators settle into their rhythm. His point about Larian hits home. They were allowed to stumble, refine their worldbuilding, and cultivate this lush, expressive style over decades. When a studio has breathing room, that care shines through in every quiet detail and musical motif.
Spot on. Publishers would rather burn cash chasing live-service fads, then act shocked when nobody wants to drop full price on half-baked junk. Build a tight game with an experienced crew, price it fairly, and people will happily buy it. Instead, executives torch the entire studio for a short-term spreadsheet bump and wonder why their portfolio ends up totally barren.