Stark Contrasts
Activision celebrates record-breaking success, but EA's long-term plans may make more sense.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
Cutting 1500 jobs is not a news story that's ever going to be spun in a positive way, but for Electronic Arts, the timing couldn't possibly have been worse. The industry's former 800-pound gorilla, which has been looking less and less like the pack alpha for several years now, was forced to announce the wide-ranging job losses in a week when the contrast is starker than ever.
As EA's staff nervously wait to discover if they need to pack up their desks, rival Activision Blizzard is popping champagne corks over the unprecedented success of Modern Warfare 2, a game which has taken home around half of the worldwide gross of record-breaking movie Titanic - in a single day.
What is happening at EA is the latest chapter in a long-run and complex narrative, with its roots way back in the middle of the last console generation. For years, the company has had a serious problem right at the heart of its financial situation. Turnover rose slowly or not at all for several years, while costs escalated. Profits and margins were squeezed. Even while EA still dominated the boxed games market, it found it increasingly difficult to actually make decent money.
In part, this problem was attributable to EA's internal structure. Big, bloated and inefficient, the company suffered from an excess of management and unhealthy internal politics which implicitly encouraged middle managers to build and jealously protect fiefdoms within the company, rather than working collaboratively.
EA's scale became a millstone rather than a competitive advantage, with the wheel being reinvented time and time again by different teams. When top management occasionally intervened, frustrated by the lack of progress on technology and knowledge sharing across the company, their interventions tended to be poorly chosen, lumbering the company with weak technologies chosen for political rather than technical reasons.
Meanwhile, the company found itself increasingly slipping away from the dream of being the new Disney which former CEO Larry Probst had talked about so enthusiastically in interviews. Its studios were embroiled in the year-on-year race to push licensed IP out the door, and self-owned IP development ground to a halt.
A development culture which gave tacit approval to the ill-advised "throw more people at the problem" approach meant that teams working on new IP were regularly cannibalised in order to shove licensed games out the door in time, which did nothing either for the quality of the licensed titles or for EA's own storehouse of IP. Worse again, studio acquisitions - which could have shored up the company's ability to generate IP - were uniformly disastrous, with EA's management unable or unwilling to leave the creative teams alone, and slaughtering whole processions of golden egg laying geese.
This is the company and the corporate culture which faced John Riccitiello when he rejoined the firm in 2007, and each of his changes he has made since then - including this week's massive restructuring announcement - can be seen as part of a continuing narrative in which he fights to reposition a company whose industrial inertia shrugs off any attempt at subtle change.
His job is complicated by the rapid change which the industry as a whole has undergone in the past five years. EA's traditional markets - movie tie-ins for kids and downstream consumers, sports licences and driving games for a young male audience, a handful of core franchises for high-end consoles - remain perfectly valid and profitable, but the environment around the company has expanded greatly beyond those borders. Tens of millions of new consumers have embraced the Wii and the DS. The iPhone has turned mobile gaming from a struggling niche to a powerful, visible market. World of Warcraft has demonstrated the potential of MMO services. Sites like Facebook drive millions upon millions of consumers to new gaming experiences every day.
It's in this context that the second of this week's big EA announcements must be read. Not only has the company chosen to restructure 1500 jobs out of existence, thus saving some $100 million (which comes on top of a previous 1100 layoffs, meaning that Riccitiello has now slashed EA's headcount by almost a quarter since his arrival), it has also announced that it will pay $275 million for casual online games firm Playfish.
On the face of it, this looks like a straightforward corporate U-turn - EA backing out of traditional console games and throwing its weight behind downstream online games. It would be fairer, however, to describe it as a move to diversify a company which has fallen behind the curve of the rest of the industry.
After all, EA can hardly be said to be abandoning upstream gaming. When Riccitiello joined, he effectively brought with him BioWare and Pandemic, two of the most respected "core" game studios in the world, and has been as good as his word in ensuring that EA's bloated management structure did not taint the new acquisitions. A new internal structure has given studios the independence and confidence to turn out critically acclaimed, new-IP titles such as Dead Space and Mirror's Edge. It's no coincidence that the talk of EA acquiring Ubisoft - rumours which for over a year insisted that the hands of the acquisition clock read two minutes to midnight - has evaporated. Under Riccitiello, EA has discovered an ability to create upstream IP which is competitive with that of its French rival.
The money, however, has not followed. Turnover is up, but operating profit is not. Having nurtured green shoots within the company, Riccitiello is now forced to cut away the firm's less profitable parts - and to focus some of its energies on the downstream sector, where rapid development times and low costs encourage risk-taking, and occasional blockbusters provide ample reward and profitability.
In this much, history may find Riccitiello to be a wiser man than his rivals at other publishers. EA will look with green, jealous eyes at Modern Warfare 2's success this week - especially given the undoubtedly depressing atmosphere at the company in the wake of the restructuring announcements. In years to come, however, Riccitiello's focus on diversifying EA's base while building up its ability to generate self-owned franchises stands to pay dividends.
The emergence of new markets and business models will not necessarily cannibalise the existing upstream market, of course, and publishers will reap profits from core gamers for years to come - but what Riccitiello has seen, and his rivals would do well to note, is that these developments do signal a time when the growth of "core" games will slow, and publishers wishing to expand will need to break into new markets and business models in order to do so. When that time comes, they may well find that EA is already there.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (26) Latest comment 2 years ago
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It always seems like EA1 does not share with EA2 etc, which we see every face off on 'some EA titles'.... if they all shared and worked together then dev costs would be less and maybe they would make better games...as they could concentrate on polishing
Sectioning off the divisions may help innovation, but does it help tech advances ? You would think they would create a central engine division taking the best from around and have them responsible furnishing the best engine for the game type to each developer....
Then every racer would be technically same or better than burnoutP and every shooter better than BattlefieldBC....?
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I certainly respect the conpany a whole lot more now than I did only a few years ago, I had no idea this might relate to internal politics. Nice article
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Don't forget their inspiring attitude to updating Burnout paradise, they made a good example of DLC and the way they stuck with the game so long after release, unlike a lot of companies who release a game with expensive DLC on day one and never again.
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EA have some great development studios and teams under their umberella at the moment (DICE are one of my favourite teams) and a lot of future success relies on the company as a whole keeping their grubby hands off what their working on. While I agree that studios could benifit from sharing technology and information wouldn't there be the possiblity of certain studios being relied on to make advancements while others will just port it to their games at a cheaper cost. That's something that seems to have happened with Infinity Ward/Teyarch in the Call of Duty series. When a new CoD game hits the shelves I tend to expect more of an advancement from an IW game.
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What will really tell us if EA has changed is if they can show that they can learn from their mistakes (i.e. what were they thinking with some of those release windows in crowded times?)
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They made some nice games but on average they are probably bringing down the average EA metacritis scores
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Secondly, why did this internally internecine situation arise in the first place, and why didn't anyone do anything about it until Riccitiello came along? It can't just be me who can see inside about 0.04 seconds that having divisions of a giant company fighting each other and not sharing expertise and resources is a really stupid way to carry on.
@ retrend
Honestly, what's the matter? I can't really find any fault with this article, to me it's interesting and insightful. What's so bad about it?
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Don't feed the dickhead.
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Just have a look at Sony for the best examples of intracompany fighting. The music, tech and games divisions are always fighting, to the extent that the company has in effect sued itself several times over issues such as music and cd burning hardware.
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You can think of it in terms of "committed" and "less committed" gamers, I guess. Casual and Hardcore aren't terribly useful labels in themselves - most hardcore game players actually also play plenty of casual games, and there are lots of people who mostly only play casual games but are deeply committed to the hobby. Meanwhile there are quite a lot of people playing hardcore games who actually aren't very deeply involved with gaming, don't spend much and are hard to covert over to buying other products - a lot of WOW players fall into that category, as do lots of sports game players.
Rather than dividing consumers up by what kind of games they like to play, which is mostly playground stuff to be honest ("ugh, casual gamers, ruining our hobby, blah blah"
I'm not sure who coined the terms originally, to be honest, but I like them a lot better than "casual" and "hardcore", which usually seem to be used as perjoratives rather than as useful ways to describe consumer groups, and which ignore the massive variety of different tastes gamers often have.
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But at least they nowadays have the games to back it up. As long as the EA logo keeps appearing on games like Mirror's Edge, Dead Space, Brutal Legend and Mass Effect 2, they can have my goodwill.
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The average metacritic score is a smidge below 89.
The pessimistic part of me thinks that EA are a bunch of corporate whores who want to make money. Yet since they seem to have figured that making really good games is the best way to achieve that, I wish them all the best.
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I wouldn't say their games are average if you take out the sports ones.
All I know is they gave us Dead Space and Mirrors Edge (two of the most underrated and underappreciated games of 2008)
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you know whats going to happen, activision is going to realize that they're the new EA then probably focus more on quality then EA will probably feel as if they're lacking profits and become its formerself. Then the cycle happens over again....
both corporations are greedy and the CEOs have always made it their intention to bleed consumers dry until eventually consumers become so fed up that the industry goes into a recession.
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And come to that, when this is a label for consumers, not games, how can you call a game upstream or downstream? What is MW2, upstream or downstream, or both at once? What about WoW, or Mario, or MGS, or Halo? How can IP (ugh, hate that phrase) be upstream or downstream in nature? That concept implies that there is some set of ideas that is guaranteed to be a hit with committed gamers but not uncommitted gamers, or vice versa. Look at all the really successful games and it's instantly clear that they are popular with both upstream and downstream groups.
Finally, why is it ever a good idea to ignore differing tastes? I only ever play PC games, and I will not play console games, I am poor but willing to pay for quality, I don't play sports games, platformers, beat-em-ups or any kind of fantasy game, and I like realism, guns, meaningful choice and consequence systems, and narrative-led games. This, and not how committed to gaming as an industry overall I am or am not, is the pertinent information for the industry; tick those boxes and I'll like as not buy the game. However, I dare say some marketing executive would look at that information, tell me I'm downstream because I don't buy lots of games on all the fashionable platforms, and lump me in with Granny Kuwashima and her DS or something. Where has that gotten anyone?