"DICE had a lot of time this time," he said. "Hardline has had three years. Last year was a very unique situation. Not to abdicate responsibility whatsoever - we own it, we are responsible for it and we have worked tirelessly to remedy the situation - but when you are building a game on an unfinished platform with unfinished software, there are some things that can't get done until the very last minute because the platform wasn't ready to get done. "What was happening with Battlefield 4, even as we were pushing all of this innovation, was a lot of it we couldn't test until really late in the phase. I believe it was unique." Wilson said EA had two options with Battlefield 4: push boundaries or play it safe, the latter of which was a thinly-veiled swipe at competitor Activision, whose Call of Duty: Ghosts released last year around the same time as Battlefield 4. "You could go down the really conservative path, which some people did in the industry, and your game didn't have any of those problems, but you also got the feedback of, it just feels the same as it used to. "Or, you could push the boundaries and end up in the situation we ended up in. Neither is good. But I would like to be in the company pushing the boundaries."
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