Electronic Arts - Resistance Is Futile?
Thanks to USNews.com for its feature discussing the increasing dominance of videogame publisher Electronic Arts, pointing out that, using figures from its recent financial results, that: "In 1999, EA had eight platinum, or million-plus-selling, titles. In the past year, it produced 27 of them. Back then, EA possessed 10 percent of the North American game market. Today, it has captured 22 percent of it." The article discusses EA's wish "to double the size of the company every four or five years", and also talks about revenues from online gaming, where it's hoped "some 15 to 20 percent of EA revenue should come from... during the next console cycle", despite the "costly failure" of The Sims Online - however, EA CEO Larry Probst "...guesses that future online gaming will follow the cable television model, where you will pay a subscription to access various 'channels' of gaming services"),
Budgets are getting bigger. Development times are longer. Teams are (much) bigger. Licenses are more expensive. Game complexities are bigger.
As long as those trends continue, and they likely will, EA is one of a vanishingly small number of publishers that can fund a significant number of high-end titles. Few publishers seem able to increase their hit rate, so they need to ship several titles annually in hopes of scoring big.
It'll take an order of magnitude improvement in development tools before the smaller guys can compete at this level. And unfortunately the tools developers haven't stepped up to the plate yet.
Look for more consolidation over the next 3-5 years. It's going to get much harder for the little guy before things start to shift again.
EA's only real danger is its own weight.
"size of the company doubles every four or five years" (See. Moore's Law)
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The "cable tv" model of online gaming pricing isn't any new idea. It's been discussed for at least as long as I've been in the industry. The latest incarnation of it is SOE's "basket" pricing. The biggest (and probably fatal) flaw with the idea is that people don't have the time or inclination to learn or play more than
It's funny that the financials hint at EA wanting ~12% of their revenues to be from online gaming. It's alost pretty funny to see that they only mention The Sims Online as a failed online albatross around their necks. Here's a more complete list: * EA.com - the entire service failed * Majestic - Rumored $9M+ to make. Shut down less than 2 months after launch. * Motor City Online - showed such promise too * Earth & Beyond * TSO - I just don't see how it will ever turn a profit. * UO2 - stillborn The only success EA has had in the pay-to-play online space is Ultima Online. They had Air Warrior with 40K+ paying users dev costs on the running version paid for. They killed it (supposedly) because 40K wasn't good enough. EA.com games were all going to run 100K users. Except for UO they've *never* come close to hitting that goal with a game.
EA can crank out the Madden year after year. They can crank out movie license games too. They know how to do that. They haven't shown that they have any institutional knowledge of the online space, though.
2004: 22% 2008: 44% 2013: 88% 2017: 176% 2022: 352% 2026: ??? 2031: PROFIT!
The Braying and Neighing of Barnyard Animals Follows.
EA buys out companies, assimilates them into their huge pile of crap, then has those companies produce cheap crappy sequals to the companies previously awsome franchise, thus producing a "platinum" game, but in the process running that brand name into the ground. Then EA moves on and does it to another company and another franchise
(yes I'm bitter about how westwood studios went down the pipe after EA bought them)
Let me ask Probst this:
Would Arcades have been as successful in the 80's if they charged a membership fee instead of a quarter per play??