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The History of Electronic Arts

Gamasutra is running an extensive article today on the long history of Electronic Arts. Starting all the way back with the days of Trip Hawkins, they move through the days of Madden, Nintendo, small studio purchases and, of course, the Sims. There's also an a whole series of images associated with the article, letting you look back and chuckle about the cover art of games from the past. The article concludes: "Art and commerce have always been uneasy bedfellows, and nowhere is that tension more evident than in the world of video games. Perhaps after looking at the history of Electronic Arts we may have some insight into that hot point of ignition where business and inspiration combine to create cutting edge games. As Trip Hawkins explained, 'Entrepreneurship is a creative art form. Like other creative people, we do it because we have to do it. We have no choice but to express ourselves in this way. But of course like all artists we are optimists, so we believe good things will come ... It is not about making money, it is about making a difference.'"

18 of 65 comments (clear)

  1. Wow by Samalie · · Score: 4, Interesting

    It is not about making money, it is about making a difference.

    So says the company that charges me $60 a year so I can keep my Madden rosters up to date...and not much else.

    yeah, EA is a very successful company. But in terms of true originality? They've sucked for years.

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    1. Re:Wow by Joe+The+Dragon · · Score: 2, Insightful

      and makes there workers work 80+ hours and only pays them for 40

    2. Re:Wow by UnknownSoldier · · Score: 4, Insightful

      > EA is a very successful company.
      Agreed. A very (financial) successful company, but there are MANY types of successes that corporate North America seems blind to, as you point out in your next point.

      Its not an accident that everyone complains about EA's "gut & dump" strategy -- how many independent studios have they totally gutted now?

      > But in terms of true originality? They've sucked for years.

      Completely agree. EA's probably the biggest player to blame for sequel-itis! Milk a franchise bone dry, while screwing as many suckers ^H^H^H customers as possible.

      I found it very interesting how in the beginning the _game designer_ was actually promoted with his name on the cover! We've come such a long ways downhill, where publishers don't realize its the game designer, and game dev studios that make great games, and only care about their own pathetic branding.

      Maybe one of these days the industry will grow up -- and put an end to these spiraling out of control dev costs.

    3. Re:Wow by Fulminata · · Score: 2, Insightful

      I'd say that after years of abuse, they should have to show more than a "few months" of good behavior before people stop bringing it up.

    4. Re:Wow by MDiehr · · Score: 3, Informative

      It has, but the employee reclassification (at Tiburon, where I work) happened near the end of last year. So while the employee treatment may have changed much earlier, the overtime pay is a more recent thing.

    5. Re:Wow by DerekLyons · · Score: 2, Insightful

      I found it very interesting how in the beginning the _game designer_ was actually promoted with his name on the cover! We've come such a long ways downhill, where publishers don't realize its the game designer, and game dev studios that make great games

      No, what's happened is that the publishers have realized that the public doesn't care who the designer is. Which is actually a good thing - because the Will Wright and Sid Meir are virtually unique. It's a rare designer who has more than one or two great games inside him - thus the company must promote (read: hype) a new designer every six months or so, while avoiding looking like losers because of the number of previously hyped designers now demoted to the 'B' list (or lower) grows.
       
      The game industry isn't like the music or (book) publishing industry. EA learned that lesson early and well. The general public (as exemplified by the OP) continues to operate under the delusion that the games industry is like music or books.
    6. Re:Wow by Ucklak · · Score: 2, Interesting

      I wasn't aware of that.

      My spouse is studying for a payroll class for CPP certification.
      Microsoft is a case study for something they did in 1996.

      IIRC, they classified foreign contract workers as full time employees to the feds and paid contractor wages. The end result was massive fines to Microsoft and they had to retroactivley offer stock options and benefits to those employees.

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    7. Re:Wow by joystickgenie · · Score: 2, Interesting

      How is that different the other industries? Most musicians only have 1 or two good albums in them as well that doesn't stop the music industry from saying who made the music. You don't buy sony/bmg Gfunk 2000, you buy Outcast -Stankonia. To a lesser extent the movie industry awards the people who make good movies behind the scenes as well. I guarantee you can name more directors then you can name game designers

      The game industry is just like the music and movie industry. They all have high washout rates; however that doesn't stop them from promoting their shining people.

      It's just not in publishers best interest to let the developers become known. Once people get their names known then they can't treat them like crap anymore. For fear of if the designer jumping ship the public will follow the name over the brand.

  2. Is this rumor true? by Anonymous Coward · · Score: 2, Interesting

    I have heard that EA initially thought the Sims was going to be a big failure and tried to kill it six times during its development. Can anyone confirm?

    Ah, hard hat mack. The memories...

    1. Re:Is this rumor true? by Skater · · Score: 2, Funny

      Hard Hat Mack, Music Construction Set, Chuck Yeager's Advanced Flight Trainer... so many hours killed with those!

  3. We see farther by stoolpigeon · · Score: 2, Interesting

    I had the "We See Farther" poster up in my room when I was a teenager. I wonder if there are still copies of that around. I would write programs on my Vic-20 and dream about being a cool developer. What a flood of memories this article brings back.

    --
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  4. Trip Hawkins's Electronic Arts != 2007 EA by MiceHead · · Score: 4, Insightful

    I always think of EA in its mid '80s form, back when their logo was also their loading screen. (I could swear I read somewhere that the circle was a softball that got lodged in the typesetting, but maybe that's my imagination.) I suppose the point of the Gamasutra article is, in part, that during that period, EA put its designers out there, front and center, whereas nowadays, they're more an amalgam of smaller studios.

    One thing that always stuck with me was how, upon seeing the cover for Pinball Construction Set, everyone would assume that the game was called "Bill Budge." Even Sid Meier didn't get that big a billing!
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    1. Re:Trip Hawkins's Electronic Arts != 2007 EA by gEvil+(beta) · · Score: 2, Informative

      Because of that damn logo I'll always think of Electronic Arts as EOA. Doing crap like that confuses the hell out of an inquisitive 9 year old. And BTW, it wasn't your imagination.

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      This guy's the limit!
  5. EOA was a good company... by dudeX · · Score: 4, Interesting

    before they became EA.

    In the 80's, Electronic Arts published or made good games like Populous, One on One, Wasteland (one of my favorites still) and other titles. Then they began to buy up companies like Origin Systems and other companies (Westwood, etc) and those companeis that got bought, began to decline. OSI for example, floundered with Ultima 8, and Ultima 9 turned out to be a big stinker. Westwood Studios turned out crap like Command and Conquer 2 under EA, and Generals was devoid of content.
    Their sports franchise while quite decent on consoles, was shitty on PCs, and their yearly refreshes didn't bring that many changes.

    Electronic Arts today is now comparable to Microsoft. They release potentially good games with a lot of bugs, and they have a stifling effect on competitors they buy.

    1. Re:EOA was a good company... by __aajqwr7439 · · Score: 2, Interesting

      good games like Populous, One on One, Wasteland...

      And Archon! Can't forget Archon...

      Tho looking back, the graphics aren't quite as awesome as I remember...

      DN

  6. Maxis not EA by Anonymous Coward · · Score: 3, Informative

    From a recent article on Wright by John Seabrook:

    "When Wright took his idea to the Maxis board of directors, Jeff Braun says, "The board looked at The Sims and said, 'What is this? He wants to do an interactive doll house? The guy is out of his mind.' " Doll houses were for girls, and girls didn't play video games. Maxis gave little support or financing for the game. Electronic Arts, which bought Maxis in 1997, was more enthusiastic. (Wright received seventeen million dollars in E.A. stock for his share of the company.)

    Wright's games are so different from E.A.'s other releases that it was hard to imagine the two being united in the same enterprise. But the success of SimCity had already established Sim as a strong brand, and E.A., which by then, fifteen years after its founding, was becoming a Procter & Gamble-style brand-management company, foresaw the possibility of building a Sim franchise. Released in 2000, The Sims was an immediate hit; it went on to become the best-selling P.C. game of all time.

    E.A. has since licensed it to many other playing platforms, and issues regular Sims "expansion packs," featuring new content, like Livin' Large, House Party, and Hot Date. (Wright worked on The Sims 2, which was a major redesign, but he has had nothing to do with the expansion packs.)"

    1. Re:Maxis not EA by TwoBit · · Score: 2, Interesting

      It is untrue that Maxis gave little support or financing for the game. It had as many developers on it as any game done at the time and was given much more time to be done than any other game by Maxis. The Sims was 90% done by the time EA bought Maxis, and EA wasn't terribly enthusiastic about it. The fact that EA moved The Sims to a back room at E3 that year ought to vouch for that. I don't blame anybody for being uncertain about The Sims; it's an unusual game.

      I know this because I was there; I wrote a decent chunk of the source code for The Sims.

  7. franchise whore by Floritard · · Score: 3, Funny

    Look for "The History of EA '08" following the success of this artical.