Interview With Bing Gordon (EA)
djedery writes "I interviewed Bing Gordon (Chief Creative Officer of EA) via email. We discussed game design in academia, outsourcing, game scheduling / budgeting, games for India / China, getting along with marketing, and risks." Decent interview; could be longer but the line about reverse engineering the Genesis is an interesting one, especially considering that some of the current legislative attempts would make that illegal.
Games, as they are now, are generally horrible. It's a lot like Hollywood nowadays, not just because of movie frenchise games, but also because it costs millions of dollars to just make a game, and then nobody wants to take their chances on a game that is less likely to sell (i.e. isn't really mainstream) so they release pretty much ONLY first person shooters.
yawn@games & lol@interweb
o hai
10,000? So one link on
Overall a great interview. I like where it talks about the need for business acumen in software development. It seems that there are certainly developers who are missing this.
Information wants a fueled airplane waiting at the hangar and no one gets hurt.
If the DMCA had been arround in the early 1980's...would IBM still hold a monopoly on the PC BIOS? Think of all we would have missed out on. Apple probably would have folded up for lack of users if the Mac clones industry didn't happen...although they'd like you to forget that
Blar.
Chief Creative Officer, huh? I guess my question is exactly how much "creativity" is involved with incrementing a number with each new game release?
This guy's the limit!
The trick to finishing any creative project on schedule is to ship whatever is done by a given date. This is what advertising agencies usually do with the commercials they create. Of course, no one remembers that it was on time after it fails miserably.
And ofcourse all your customers are happy with half completed games.
We reverse-engineered the electronics in a "clean room" environment, because Sega wouldn't give us licensee terms that we could live with.
And yet they set up terms others can't live with. Haven't they learned anything?!.
I think our industry's greatest challenge is to transition from technology-based to creativity-based experiences. In other words, we should all become like Miyamoto! Easier said than done.
Uhm.. EA doesn't really have a track record for both technology-based or creativity-based experiences. I think they'll have a long road ahead of them.
Oh and ofcourse publishers should grant the creators of creativity-based experiences some slack, otherwise it won't work ofcourse. how does this go along with "it compiles, ship it" mentality from the first citation?
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EA's biggest risk was preparing to launch a lineup of games for the Sega Genesis without a license. We reverse-engineered the electronics in a "clean room" environment, because Sega wouldn't give us licensee terms that we could live with. If this had not worked, and the games hadn't sold, (Sega agreed to license terms the evening before our public introduction of games), EA would probably have gone the way of early computer game leaders like Broderbund and Sierra. It was truly a "bet the company" decision.
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Codemasters (UK based company) did that too. Sega/Nintendo settled out of court, and the "secret" deal was to pretend they'd paid or something, otherwise the people who actually did pay would get pissed.
I read Interview with Bing! 2006 and Interview with Bing! 2007 seems to be just a rehashing of the same ideas as the prior just with updated information. Ever since EA has gotten exclusivity to the Interview with Bing! license the whole series has gone down hill.
Our industry's biggest business challenge is to figure out how to convince consumers to pay "fair value" for the increased quality we are delivering. We need to monetize our "excess hours" of satisfied play. Our best games are unbelievably cheap on a per hour basis, compared to, say $1.00 per hour for paperback books, and $5-10 an hour for movies and DVD's.
Translating: Our industry's biggest business challenge is to figure out how to rise our prices, so getting exclusive use of trademarks like NBA, FIFA, NFL, NHL makes us the only one, and we can put the price we want. We will buy more and more small and good game studios to! Well, if you want a game, you will need to buy from us, this is our industry's biggest business challenge.
Our industry's biggest business challenge is to figure out how to convince consumers to pay "fair value" for the increased quality we are delivering. We need to monetize our "excess hours" of satisfied play. Our best games are unbelievably cheap on a per hour basis, compared to, say $1.00 per hour for paperback books, and $5-10 an hour for movies and DVD's.
Die in a fire you ass! Fine, as soon as gaming PCs/consoles are as cheap as the equipment needed to read a book you use that as a valid comparison. And as far as "excess hours", cut-n-paste level grinding and mindless drudgery does NOT count per-hour the same as watching a movie. Fucktard. I think we found one of the reasons EA sucks so hard.
Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
The creativity stems from figuring out which game developer they feel like purchasing, bleeding dry then discarding next like the financial vampires they are.
I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
This coming from SkunkPussy ...
If by "rocks" you mean "is a fucking tool", then yes, Bing rocks and rocks hard.
But then I'm guessing you haven't experienced his management style directly.