Forum Discussion
Based on the sales :
- Mass Effect franchise :
- Mass Effect (2007): Sold over 2 million copies worldwide.
- Mass Effect 2 (2010): Sold roughly 5 million copies worldwide.
- Mass Effect 3 (2012): Sold around 6 to 7 million copies worldwide.
- Mass Effect: Andromeda (2017): Sold roughly 3 to 5 million copies.
- Mass Effect Legendary Edition (2021): Sold around 5 million copies on Steam.
- Other EA games
- Star Wars Jedi : Fallen Order (2019) : Sold over 10 million copies
- The Sims 4 (2014) : Sold over 35 million copies before being Free-to-play
- Other companies :
- Kingdom Come: Deliverance II (2025) : Sold over 6 million copies worldwide
- Clair Obscur: Expedition 33 (2025) : Sold around 9 million copies worldwide.
- Baldur's Gate 3 (2023) : Sold around 23 million copies worldwide.
- Fallout 4 (2015) : Sold over 35 million copies worldwide.
- Cyberpunk 2077 (2020) : Sold over 40 million copies worldwide.
- The Witcher 3 (2015) : Sold over 65 million copies worldwide.
- Grand Thief Auto V / GTA 5 (2015) : Sold over 230 million copies worldwide.
Mass Effect franchise isn't really a big source of revenue to pay the $20 billion debt.
- Brain_O_Crazy17 days agoNew Rookie
1. The Reality of EA's $20 Billion Debt
You imply that the Mass Effect franchise wasn't profitable enough to pay off EA's debt load. That is a fundamental misunderstanding of what just happened to this company. EA was a highly profitable, financially healthy corporation until very recently.
On August 4, 2026, Saudi Arabia's PIF and Silver Lake completed a $55 billion leveraged buyout (LBO) to take EA private. As part of the classic private equity playbook, they loaded $20 billion of debt directly onto EA's balance sheet to fund their own acquisition. EA now faces $1.8 billion a year in interest payments just to exist.
2. Prestige Projects vs. Line Items
The closure of BioWare and the cancellation of Mass Effect on October 21, 2026, is part of EA's desperate corporate mandate to strip $700 million in annual operating costs to service that LBO debt.
Mass Effect wasn't canceled because 5+ million sales is 'bad'—it was canceled because a prestige, story-driven single-player RPG that was years away from launch is an easy line item for private equity metrics to slash when they need to clear immediate cash flow.
3. False Equivalence
Comparing an iconic space opera trilogy to GTA V—the biggest statistical anomaly in entertainment history—or games like The Witcher 3 is a broken metric. Single-player RPGs are funded as prestige intellectual properties that anchor entire brand ecosystems. For a sci-fi RPG, pulling 5 million sales on a single entry or remaster is highly profitable relative to its production scale. EA is slashing long-term creative assets for immediate debt relief, plain and simple."
- NoahLGP17 days agoSeasoned Ace
You didn't mention the case of BioWare previous "failures" (below EA expectations) : Star Wars The Old Republic, Mass Effect Andromeda, Anthem and Dragon Age The Veilguard.
For a decade BioWare didn't really impress EA.
EA can still ask later to Respawn to develop the next Mass Effect, it won't be the first time that EA would transfer a franchise to another studio.
What made Mass Effect isn't the "BioWare" logo, it was the people (BioWare Montreal devs who moved to EA Motive after Andromeda failure for example).
- Brain_O_Crazy17 days agoNew Rookie
"You're missing the point about why those games struggled.
The Veilguard underperformed because EA management spent years forcing BioWare to pivot it back and forth between a multiplayer live-service game and a single-player RPG. EA's corporate strategy crippled its development cycle, just like it did with Anthem. On the other hand, Star Wars: The Old Republic was a massive success that generated over $1 billion in lifetime revenue for EA before being handed off to free up staff.
Your history on the talent is also completely backwards. The original Mass Effect Trilogy was made by BioWare Edmonton. BioWare Montreal was the secondary studio handed Andromeda—the exact game you just called a failure. Moving those Montreal devs to Motive doesn't magically give Motive the ability to build a choices-matter narrative RPG.
Finally, thinking EA can just 'hand the IP to Respawn' shows a total misunderstanding of game design. Respawn makes phenomenal action games and shooters, but they have zero institutional experience or tools to write and build a branching, 100-hour narrative RPG where choices and saves carry over. The specific talent pool matters, and EA just threw it away."