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EA’s leap of faith

EA’s leap of faith

Can the publishing giant foster dev independence in a brutal market? We ask games label boss Frank Gibeau

It’s fair to say that the Electronic Arts enterprise was, until recently, a business fraught with short-termism. The publisher’s fixation on little more than the latest sales targets resulted in annualised Need For Speeds, and Harry Potters, and any other franchise that could be exploited to the point of saturation.

That all changed in 2007, when EA’s newly-appointed CEO John Riccitiello provoked a soul-searching examination of the firm’s business model. While annual updates to the FIFA and NFL titles were rarely questioned, Riccitiello said his company elsewhere had been “boring people to death” with sequel-abuse and brand-peddling.

But that wasn’t just the consumer whose patience had been tested. As Activision CEO Bobby Kotick insists, the world’s best developers don’t want to update car textures every hour of their day and overtime. Electronic Arts, Riccitiello said, had to champion new IP and creative autonomy to secure its future.

This long-term strategy of such scale and risk needed a degree of luck. EA’s bold new mission received little. It began just in time for the world’s biggest financial crisis of the last eighty years, while new and daring IP – from Mirror’s Edge to Dead Space – didn’t quite provide a kick-start. EA had lost money for 12 successive quarters after Riccitiello became CEO.

Today, Riccitiello’s mission to transform the company is being tested to the limit by shareholder obligations and a market in flux. At the pivot of this dangerous balancing act is EA Games label president Frank Gibeau – the studio boss overlooking much of the firm’s triple-A output.

Gibeau tells us he wants “to create the best games organisation in the world”. Develop sits down with him to outline how, and if, such a transformation is feasible in the modern game industry.

Taking into consideration what you’ve been saying about the importance of dev autonomy and, elsewhere, the need to add multiplayer to games, what if the Visceral team told you that multiplayer isn’t something that should be added to Dead Space? It’s not something completely unforeseeable, considering its genre.
Well, it’s not only about multiplayer, it’s about being connected. I firmly believe that the way the products we have are going they, need to be connected online. Multiplayer is one form of that.

Yes but, how would you respond if Visceral told you that Dead Space isn’t the type of game that should have multiplayer? It sounds like EA insists on some game elements, and I am wondering how that affects dev autonomy.
(PR manager: It’s more about educating the developers. Not on the creative side, but on the way people play games. Social media has really changed the way consumers look at entertainment. Everything’s more interconnected and 24-7 these days.)

Gibeau: So I don’t go up to every game team and ask – what is your deathmatch mode? [laughs] I look at how to make games a broader idea with online services.

I must go back to the question – John Riccitiello described development studios as “flowers in a hot house”, in that you change the temperature by a couple of degrees and all the flowers die. Do studios care if you tell them a game needs, for example, social networking elements?
No, it’s about collaboration – looking at being both critically acclaimed and commercially successful. It’s both, and I like to give studios a lot of creative autonomy, and that’s certainly proven by the types of games we’ve brought out over the last couple of years.

I mean, EA used to be against M-rated content. Go check out Dead Space [laughs]. It’s one of my core cultural studio values to allow developers to decide more on what they want to build. And a studio’s creative call needs to be balanced against a commercial imperative, and if you look at online these days – that’s the place to be.

Game makers, the really good ones, they want to make great games but they also want to make blockbusters. One of the things they need to do is balance that out – I have the right team to help them.

I volunteer you to speak to EA’s studio heads; they’ll tell you the same thing. They’re very comfortable moving the discussion towards how we make connected gameplay – be it co-operative or multiplayer or online services – as opposed to fire-and-forget, packaged goods only, single-player, 25-hours-and you’re out. I think that model is finished.

Online is where the innovation, and the action, is at.

My point was that you want to keep these studios creatively independent, but at the same time you have to insist on certain features, such as online. It’s the friction between those two that I was enquiring about.
Well you say ‘insist’, I say inspire. What I learned early on in my career was that, if you’re going to lead a creative team, you have to inspire people. They’re the ones living in the game.

I always found it a big problem when a game’s executive producer would come up to me and ask what I should do next. I would always respond that’s not my job. You’re job is to come up with the creative vision, mine is to edit and tweak so it’s a bigger commercial opportunity. I’m very clear about that.

Let’s move on. Are you trying to send a message across the industry by allowing studios to rename themselves and move away from the ‘EA location’ moniker?
Yes, absolutely. We’re respecting our studios, we’re giving them their own ethos, allowing them to break free of this corporate identity. And that actually helps me out as well. Allowing EA LA to rename itself Danger Close gives the studio a bit of an edge. I want them to be competitive; I want them to recruit their own teams.

And, I mean, how exciting a name is EA Redwood Shores?! … How about Visceral? Again, that was a name decided by the team itself, and all of a sudden it completely changed the dynamic of the studio.

Should we expect, in the end, that no studio will be named ‘EA Location’?
I don’t think all of them will be renamed, but if you look at the studios that I manage most have their own names now. There are a couple of places that still have an ‘EA location’ name, but we haven’t figured out an identity for them, or what they’re going to do.

And is this another kind of competition you’re having with other publishers? Is dev happiness something you need to be number-one at for competitive reasons?
Absolutely. This is a relatively small industry from a talent standpoint – there just are not that many producers or creative directors that know how to make big hits. We have to create an organisation and a culture that is, frankly, engaging for them. They are talent and we need to give them reasons to come to us.

EA Partners was, actually, one way we moved into this approach, because we want to attract the best and brightest developers in the world. And we will change our entire business practices, and we will change how we bring games to market based on who you are.

Epic, Crytek, Valve – we’ve really changed how we approached these studios, and we now have Insomniac and Respawn as partners.

Looking ahead into the next three years, we’re going to change a lot of ideas in regards to content delivery mechanisms. We’re going to try out new price-points, and we’re going to try free-to-play models within my group – things like we did with Battlefield 1943, which was a $10 XBLA game that did extremely well. So we’re going to focus more on content delivery models.

Does the Partners business model mean that EA will acquire less?
I’m not dying to add capacity, I’m very happy with the studios that we have and now I’m trying to optimise that and make it powerful.

In terms of our Partners programme, yeah we want it to grow. We want to continue to find great independent talent out there.

I’m obviously not going to say no to every single acquisition opportunity, because who knows what’s around the corner. But I think we have enough.

Finally, how close were you to signing a deal with Bungie?
I wouldn’t want to comment on that. That’s all in the past.

Stop shutting the servers down

posted by Matt the second Dec 08, 2010 at 12:19 pm
1
Matt the second

In response to the interview stating online being the focus, please STOP SHUTTING DOWN THE SERVERS. If you feel the need to do so then provide a P2P solution for online ala Halo, etc.

Seriously, who thought it was a good idea to start shutting down the servers for current gen games at EA?

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Want games to focus on being connected?

posted by Ellis Dec 08, 2010 at 1:23 pm
2
Ellis

If EA's serious about the whole connectivity internet thing, then its not just what Mass Effect 2 did that needs to be copied. Its things like what they're doing on the PS3 with Demon's Souls and Pixeljunk Racing 2nd Lap.

That's a piece of networking technology that needs to be spread and become ubiquitous in the console gaming space. If you're serious about making your games move to focus on connectivity, then start where its already proven itself to be important: Demon's Souls.

Being connected shouldn't just be limited to being thrown into matchmaking for coop or multiplayer. Being on the internet means being part of the macro, the meta. So, shouldn't there be more design decisions made behind that?

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Re:

posted by Ted Todd Dec 09, 2010 at 1:51 am
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Ted Todd

When I play a single player game like Mass Effect 2, I wish I could meet other players in cities, you know, at a bar or something. Then we could exchange stuff and go on a mission. That's how online/social games should become IMO, and that's probably what Gibeau means whe he says single player games are finished. Not the fact that these types of storytelling games are finished, but the fact that you're alone experiencing them like books.

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Um..no

posted by psycros Dec 09, 2010 at 4:35 am
4
psycros

This guy represents everything that's wrong with gaming today. The studios are asking him one question: "what's the least content we can get away with?" And he answers with another question: "how can we make everything subscription-based and jam more overpriced DLC down people's throats for our bug-ridden, poorly thought out fragfests?" He makes it very clear that he's just another empty suit trying to climb on the social networking bandwagon. Every other year its some new pile of bloat that nobody asked for: first it was a memory-wasting update checker for every notepad and card game, then constant connectivity for no reason, then everything had to be a media player/browser/toaster oven, then it was ads everywhere constantly shilling you, and now they want to make everything Facebook, the most vile abomination the Internet has ever spawned? ENOUGH, for Christ's sake. If you don't have the imagination or courage to make something interesting and complete, then get off the stage and make room for some new blood. LOL, they've been losing money for years because they keep remaking the same damn game with less content and more tedious online BS. And this particular Einstein's solution is "give em' more of that!"

EA is the new Activision, and Activision is the new Interplay.

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To the EA investors

posted by Aspheroth Dec 09, 2010 at 7:57 pm
5
Aspheroth

...hence more and more clues let me suspect ea is run by investors and the managers just react:
less and less players can afford to pay for more than one or 2 online game accounts / online services on regular base - even less for countless dlc and low quality xp.
Replace eyeglint and streamline with quality and bugfixes and I'll buy again.

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keep the single-player games coming

posted by PlayingMantis Dec 09, 2010 at 11:59 pm
6
PlayingMantis

Hey EA, There are only a few games that I care to play multiplayer. I avoid games that have excessive amounts of online achievements. Co-Op campaigns are OK, don't totally abandon single-player.

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EA = Vampire$

posted by Melvin Quast Dec 10, 2010 at 1:14 pm
7
Melvin Quast

EA should have died a long time ago but they suck the energy from every studio they buy to gain another year of life. Now they're betting the farm on SWKotOR. Chances are Bioware will be a drained corpse in a year.

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Nope!

posted by Mike Bradford Dec 10, 2010 at 2:08 pm
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Mike Bradford

Nice try. EA's games have sucked since 2000, and will continue to suck. "Multiplayer" works on certain games, but let's call a spade a spade: EA uses it as a cash grab, and to a lesser extent as an anti-piracy measure. As an example of how far they've fallen, when I see the EA logo on a game, I immediately think, "oh no, rushed development" and move on. Hey, they made their bed, they have to lie in it now.

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Painful

posted by Grismar Dec 10, 2010 at 2:26 pm
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Grismar

Painful to see how the interviewee refuses to answer the question: how do you deal with developers that don't share your vision, for example on the requirement for online game elements. "blah blah, inspire, blah." Sure, but what if a developer thinks otherwise?

Should it really be the suits deciding what the public needs? The problem with marketing is this: they always look at ways at improving what they're already selling and how to sell more of it. Developers are looking at ways to make something new and exciting, without any way to be absolutely sure it will be a hit. But produce a few dozen of those and the next great thing will be among them.

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Need single player

posted by Bah Humbug Dec 10, 2010 at 2:26 pm
10
Bah Humbug

Online play doesn't interest me. Paying for online play really doesn't interest me. Give me a game with a great story and good action, and you've got a sale. Otherwise, I'll just play a Tetris clone for free. Or, if absolutely necessary, be productive in real life.

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Idiots

posted by KC Dec 15, 2010 at 11:45 pm
11
KC

I hate to hear these idiots say things like this. I live in an area where I CANNOT get DSL or cable Internet. I use a slow dial-up and I cannot play online with that. Satellite is too costly and has a lot of issues so i won't use it. Hello...game manufacturers....NOT EVERYONE HAS BROADBAND. Leave out the single play portion and I stop buying your games...

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dead space 2

posted by vinny Mar 31, 2011 at 4:52 am
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vinny

hi, i have been playing dead space 2 for the past 3 months i like the game.i have beat the other modes to when i played the hard core mode i did not know i'm going to beat it since it have 3 saves so i kept playing it until finally i beat it i got the hand cannon but i don't like the way it looks it looks like a tail gate hand why you did not use a item that looks more weoponized?

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