For en række år siden bestemte EA, at alle deres studier skulle benytte DICE's Frostbite-grafikmotor til at skabe deres spil, og selvom der uden tvivl kan spares nogle penge, så har det skabt et utal af problemer for de mange studier i EA's portefolie, da grafikmotoren godt nok er kraftfuld, men også enormt besværlig.
Nu fortæller Aaryn Flynn, der tidligere har arbejdet som General Manager hos Bioware, om at arbejde med Frostbite, og han sammenlignede det med at arbejde på en Formel 1-bil (via GamesIndustry.biz)
"We switched to an engine called Frostbite. And Frostbite is an EA internal engine; very powerful, fast, beautiful, purpose built to do some really cool stuff. But it's also extremely delicate and needs a huge crew. Incredible, impressive feats of technology, really at the bleeding edge of what's possible. But they require a huge crew of folks to maintain them and get that optimum performance out of them. And that really is the metaphor for at least the earliest days of Frostbite. My experience with it was very much like this: you could do amazing things, go very fast in some elements, but very delicate and very hard to manage."
"It was getting harder and harder to make the content that people wanted. It was harder and harder to move that content through these pipelines and do things. And even though we had more people -- we had more teams, more folks -- we were slowing down the rate at which we could build and craft these experiences."
Besværlighederne med Frostbite er også en af grundene til at Bioware er kommet langsomt fra start med blandt andet udviklingen af Mass Effect: Andromeda, som naturligvis var plaget af tekniske problemer også. EA er stadig tvunget til at bruge Frostbite.