1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to tex Stuff, a production from I Heart Radio. 2 00:00:12,039 --> 00:00:14,560 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,680 --> 00:00:17,360 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:17,400 --> 00:00:20,480 Speaker 1: and I love all things tech. It is time for 5 00:00:20,560 --> 00:00:24,959 Speaker 1: a tech Stuff Classic episode. This episode is the part 6 00:00:25,000 --> 00:00:28,240 Speaker 1: two to last week's part one, The Electronic Arts Story 7 00:00:28,360 --> 00:00:32,720 Speaker 1: Part two. It originally published on May two thousand thirteen, 8 00:00:32,760 --> 00:00:35,680 Speaker 1: which is interesting because the previous one published on May, 9 00:00:36,400 --> 00:00:39,199 Speaker 1: which means these published back to back. I must have 10 00:00:39,479 --> 00:00:44,040 Speaker 1: missed a day or something. But I'm not gonna miss 11 00:00:44,080 --> 00:00:46,040 Speaker 1: a beat because we're going to pick up where we 12 00:00:46,200 --> 00:00:49,640 Speaker 1: left off and continue the Electronic Arts Story. Let's listen in. 13 00:00:50,640 --> 00:00:52,680 Speaker 1: One thing I didn't mention at the end of the 14 00:00:52,880 --> 00:00:55,800 Speaker 1: last podcast was that was the year e A purchased 15 00:00:55,880 --> 00:00:59,600 Speaker 1: Origin Systems, and that's the game company that was founded 16 00:00:59,640 --> 00:01:02,360 Speaker 1: by Rich Garriott, the guy who created the Ultimate series, 17 00:01:02,520 --> 00:01:06,080 Speaker 1: and they also had another series. They had James Combat 18 00:01:06,160 --> 00:01:11,000 Speaker 1: simulate simulators. They also had the Wing Commander series, and 19 00:01:11,400 --> 00:01:14,440 Speaker 1: so that was a big move on their part. But 20 00:01:14,560 --> 00:01:17,520 Speaker 1: then we move on into and that's when the three 21 00:01:17,600 --> 00:01:21,080 Speaker 1: D O console actually hit the market. Uh, and then 22 00:01:21,160 --> 00:01:24,200 Speaker 1: e A also released the first Need for speed for 23 00:01:24,520 --> 00:01:27,840 Speaker 1: the three D O because e A was actually a 24 00:01:27,959 --> 00:01:31,240 Speaker 1: partner in that three D O console experiment. They were 25 00:01:31,319 --> 00:01:36,080 Speaker 1: not the whole owners of that, which I guess in retrospect, 26 00:01:36,160 --> 00:01:38,440 Speaker 1: I'm sure the company thinks is a good thing. But 27 00:01:38,560 --> 00:01:42,720 Speaker 1: they were partners, so it wasn't like Hawkins had severed 28 00:01:42,800 --> 00:01:47,200 Speaker 1: all ties once he left e A. Uh. Now again, 29 00:01:47,280 --> 00:01:50,800 Speaker 1: we're not going to mention every single release that Electronics 30 00:01:50,920 --> 00:01:54,400 Speaker 1: Arts had um Electronic Arts I should say had throughout 31 00:01:54,520 --> 00:01:58,400 Speaker 1: their history. That it would be ridiculous, and you'd also 32 00:01:58,480 --> 00:02:01,640 Speaker 1: get tired of hearing A say FIFA. Uh like thirty 33 00:02:01,880 --> 00:02:03,960 Speaker 1: or forty time we say FIFA. He's just that word. 34 00:02:04,200 --> 00:02:06,360 Speaker 1: First of all, I didn't if you're in the United States, 35 00:02:06,360 --> 00:02:08,720 Speaker 1: you're probably thinking, I don't know what that means. And 36 00:02:09,360 --> 00:02:11,399 Speaker 1: even if you're not, after you've heard it that many times, 37 00:02:11,520 --> 00:02:13,280 Speaker 1: it starts to lose all meeting and become something of 38 00:02:13,360 --> 00:02:15,720 Speaker 1: a cone that we're just saying over and over to 39 00:02:15,800 --> 00:02:19,200 Speaker 1: achieve enlightenment. But so I don't have anything for for 40 00:02:19,400 --> 00:02:22,040 Speaker 1: ninety four, Lauren, do you? I don't want to skip 41 00:02:22,120 --> 00:02:24,079 Speaker 1: over you you've got anything that was? That was actually 42 00:02:24,120 --> 00:02:26,200 Speaker 1: the year that Hawkins resigned as chairman of the board 43 00:02:26,280 --> 00:02:28,880 Speaker 1: for e A. Okay, so now he had actually not 44 00:02:29,080 --> 00:02:31,600 Speaker 1: just left as the CEO, but also left the board 45 00:02:31,639 --> 00:02:36,840 Speaker 1: of directors. Uh inve e A acquired a company called 46 00:02:37,000 --> 00:02:40,320 Speaker 1: bull Frog, which was a game development studio in the 47 00:02:40,400 --> 00:02:42,600 Speaker 1: United Kingdom, and they were known for a couple of 48 00:02:42,639 --> 00:02:47,079 Speaker 1: different series, their theme park series and their series called Populus. 49 00:02:47,960 --> 00:02:51,040 Speaker 1: Did you ever see Populous, Lauren? I did not see Populous. 50 00:02:51,080 --> 00:02:54,000 Speaker 1: I did play some of the theme parks. Okay. Well, 51 00:02:54,080 --> 00:02:56,120 Speaker 1: Populus was a game where it puts you in the 52 00:02:56,280 --> 00:02:59,799 Speaker 1: role essentially as as like a god, and it was 53 00:03:00,000 --> 00:03:04,240 Speaker 1: a job to try and shape landscape so that fild 54 00:03:04,320 --> 00:03:07,120 Speaker 1: stuff and worship you. Right, yeah, this this is what 55 00:03:07,400 --> 00:03:10,679 Speaker 1: m Yeah. Indeed, I was about to say that this 56 00:03:10,800 --> 00:03:13,200 Speaker 1: is what I think black and White because that was 57 00:03:13,240 --> 00:03:15,919 Speaker 1: the same studio later on Black and White definitely was 58 00:03:16,440 --> 00:03:19,600 Speaker 1: was something that was inspired by the populist games. You 59 00:03:19,600 --> 00:03:22,640 Speaker 1: could definitely tell that Populus was was not quite as 60 00:03:22,720 --> 00:03:26,120 Speaker 1: sophisticated as that, and there were there were different ways 61 00:03:26,120 --> 00:03:30,639 Speaker 1: of winning Populace. You had opponents that would also have 62 00:03:30,800 --> 00:03:34,400 Speaker 1: their own worshippers, and you were trying to dominate the world. 63 00:03:34,440 --> 00:03:37,160 Speaker 1: So if you wanted to go over to the your 64 00:03:37,160 --> 00:03:40,160 Speaker 1: opponent's side when your opponent wasn't looking, and start digging 65 00:03:40,240 --> 00:03:42,920 Speaker 1: down until all of the villages were submerged in water 66 00:03:43,000 --> 00:03:46,160 Speaker 1: and all the little villagers drowned. And it was both 67 00:03:46,280 --> 00:03:49,920 Speaker 1: entertaining and horrifying at the same time. All of these series, 68 00:03:49,960 --> 00:03:52,360 Speaker 1: by the way, we're serious that he had published and 69 00:03:52,480 --> 00:03:55,080 Speaker 1: so um so the acquisition of bull Frog was kind 70 00:03:55,120 --> 00:03:57,480 Speaker 1: of a good following steps since they had done pretty well. 71 00:03:57,720 --> 00:04:00,200 Speaker 1: Right yeah, now now he has decided that they want 72 00:04:00,360 --> 00:04:02,800 Speaker 1: this as an actual part of their development team, not 73 00:04:03,040 --> 00:04:07,520 Speaker 1: just a title that they published. Once Bullfrog joined the A, 74 00:04:07,640 --> 00:04:11,440 Speaker 1: they the division began to develop the Dungeon Keepers series, 75 00:04:11,480 --> 00:04:14,920 Speaker 1: which reached some acclaim I thought, I always thought it 76 00:04:14,960 --> 00:04:18,360 Speaker 1: was a very entertaining series. And that same year, in 77 00:04:18,480 --> 00:04:22,840 Speaker 1: ninety the Sega Saturn platform launches, and so does a 78 00:04:22,960 --> 00:04:26,920 Speaker 1: platform that would become one of the most disruptive platforms 79 00:04:27,360 --> 00:04:30,880 Speaker 1: in video game console history, because at this point Nintendo 80 00:04:31,120 --> 00:04:35,080 Speaker 1: is pretty much the heavy hitter. I mean, Nintendo is 81 00:04:35,279 --> 00:04:39,359 Speaker 1: owning video game consoles. Sega keeps coming out with consoles 82 00:04:39,400 --> 00:04:43,360 Speaker 1: that from a specs perspective, might beat out whatever the 83 00:04:43,480 --> 00:04:45,840 Speaker 1: Nintendo console is at that time. But but just but 84 00:04:45,960 --> 00:04:47,960 Speaker 1: just that the games. The programming that was going on 85 00:04:48,040 --> 00:04:51,000 Speaker 1: for Nintendo was incredible, right, Yeah, the Nintendo had all 86 00:04:51,080 --> 00:04:53,840 Speaker 1: the momentum, so Sega, while it had its fans, just 87 00:04:53,960 --> 00:04:57,400 Speaker 1: didn't have nearly as many as Nintendo did. Well. Was 88 00:04:57,400 --> 00:04:59,720 Speaker 1: also when we saw Sony get into the game with 89 00:04:59,839 --> 00:05:04,120 Speaker 1: the PlayStation console, and that really shook things up. You know, 90 00:05:04,160 --> 00:05:08,880 Speaker 1: a CD based console that had far more graphic ability 91 00:05:09,000 --> 00:05:13,200 Speaker 1: than the Nintendo consoles did. Uh. And that that gave 92 00:05:13,320 --> 00:05:15,719 Speaker 1: e A a lot of opportunities as well to develop 93 00:05:15,760 --> 00:05:18,240 Speaker 1: for yet another platform, because remember e A wants there 94 00:05:18,279 --> 00:05:20,599 Speaker 1: to be as many platforms as possible because it means 95 00:05:20,640 --> 00:05:23,960 Speaker 1: that no single platform has enough power to tell e 96 00:05:24,120 --> 00:05:27,640 Speaker 1: A what to do. Um. And then e A also 97 00:05:27,720 --> 00:05:31,920 Speaker 1: starts to port several three d O titles to the Saga, Saturn, 98 00:05:31,960 --> 00:05:34,400 Speaker 1: and Sony PlayStation platforms in order to take advantage of 99 00:05:34,520 --> 00:05:37,640 Speaker 1: the thirty two bit processing power. So in this sense, 100 00:05:37,680 --> 00:05:39,960 Speaker 1: they didn't have to develop new titles. They just had 101 00:05:40,040 --> 00:05:43,240 Speaker 1: to retool these titles for the three D OH so 102 00:05:43,320 --> 00:05:45,560 Speaker 1: that they would work on these other systems. Now, I say, 103 00:05:45,720 --> 00:05:48,640 Speaker 1: just that's still a pretty big thing to have to do, 104 00:05:48,839 --> 00:05:51,000 Speaker 1: but it does. It's different from having to build a 105 00:05:51,080 --> 00:05:53,400 Speaker 1: game from the ground batch. Yeah, you don't have to 106 00:05:53,440 --> 00:05:57,200 Speaker 1: go through the whole conceptual phase at all. Uh. I 107 00:05:57,240 --> 00:05:59,400 Speaker 1: don't have anything for ninety six, so we're gonna go 108 00:05:59,520 --> 00:06:02,040 Speaker 1: right into nine seven. Sounds good. So e A in 109 00:06:02,160 --> 00:06:05,440 Speaker 1: ninety seven acquires Maxis, And this is this is a 110 00:06:05,480 --> 00:06:07,240 Speaker 1: big one, folks, because this is the company that was 111 00:06:07,279 --> 00:06:10,480 Speaker 1: responsible for sim City. The first sim City game came 112 00:06:10,480 --> 00:06:14,240 Speaker 1: out in ninete, so almost a decade earlier, right and 113 00:06:14,400 --> 00:06:16,760 Speaker 1: h And since then, will write who is who's the 114 00:06:16,839 --> 00:06:19,280 Speaker 1: designer for Maxis had had been making all kinds of 115 00:06:19,360 --> 00:06:22,479 Speaker 1: all kinds of related titles as sim Earth, Sam Aunt. Yeah. 116 00:06:22,600 --> 00:06:25,040 Speaker 1: I was a big fantasy man. Yeah. Yeah. On the 117 00:06:25,120 --> 00:06:26,600 Speaker 1: on the s n E S it was. It was 118 00:06:26,720 --> 00:06:31,200 Speaker 1: great Aunt simulation. Man, I got it. Sounds so goofy 119 00:06:31,279 --> 00:06:33,240 Speaker 1: and I had so much fun playing it. I'm not 120 00:06:33,279 --> 00:06:35,040 Speaker 1: going to argue with the goofy part, but hey, I 121 00:06:35,200 --> 00:06:37,600 Speaker 1: like lots of goofy stuff, so I am not one 122 00:06:37,680 --> 00:06:41,640 Speaker 1: to talk. And once e A acquires Maxis, that's when 123 00:06:41,680 --> 00:06:43,880 Speaker 1: will Wright starts to work on a game that would 124 00:06:43,920 --> 00:06:47,320 Speaker 1: become an important part of e A's arsenal. In fact, 125 00:06:47,440 --> 00:06:50,200 Speaker 1: you could argue it's the most important game that e 126 00:06:50,360 --> 00:06:53,560 Speaker 1: A ever came out with, and that is the SIMS. 127 00:06:54,320 --> 00:06:57,240 Speaker 1: So will Wright starts to work on the SIMS back 128 00:06:57,279 --> 00:06:59,080 Speaker 1: in ninety seven. It would be a few years before 129 00:06:59,120 --> 00:07:01,720 Speaker 1: that game would come out. Uh. E A also gets 130 00:07:01,800 --> 00:07:07,080 Speaker 1: into the online gaming market. They launch Ultima Online, which 131 00:07:07,160 --> 00:07:09,480 Speaker 1: was one of the earliest, at least one of the 132 00:07:09,560 --> 00:07:14,080 Speaker 1: earliest successful massively multiplayer online role playing games in the 133 00:07:14,240 --> 00:07:19,720 Speaker 1: Western Hemisphere. So Ultima Online goes live and starts to 134 00:07:20,480 --> 00:07:23,800 Speaker 1: prove the model that online gaming could be a thing. 135 00:07:24,280 --> 00:07:27,480 Speaker 1: Keeping in mind this is before broadband penetration had really 136 00:07:27,560 --> 00:07:30,200 Speaker 1: spread out throughout the United States. Uh, there were people 137 00:07:30,240 --> 00:07:34,000 Speaker 1: who are playing this on dial ups. Oh my goodness. Uh. 138 00:07:34,160 --> 00:07:37,400 Speaker 1: And so it was you know, this was the earliest 139 00:07:37,480 --> 00:07:40,480 Speaker 1: days of that, and it was before really in those days, 140 00:07:40,480 --> 00:07:43,640 Speaker 1: it came down to Ultima Online or ever Quest. Those 141 00:07:43,680 --> 00:07:45,760 Speaker 1: were the two big names. And it wouldn't be until 142 00:07:46,320 --> 00:07:51,320 Speaker 1: the world of Warcraft that that dynamic gets really shaken up. Um, 143 00:07:51,600 --> 00:07:54,160 Speaker 1: and you had people who were hardcore fans of one 144 00:07:54,560 --> 00:07:58,520 Speaker 1: and hated the other anyway. That that same year, nine seven, 145 00:07:59,400 --> 00:08:04,360 Speaker 1: bull Frog chief Peter Mullineux leaves e A to start 146 00:08:04,400 --> 00:08:07,520 Speaker 1: a new studio and supposedly one of the reasons he 147 00:08:07,640 --> 00:08:09,840 Speaker 1: left was that he felt that e A was getting 148 00:08:10,360 --> 00:08:13,840 Speaker 1: two hands on in game development, that they were interfering 149 00:08:13,920 --> 00:08:17,000 Speaker 1: too much in the actual development of games, and that 150 00:08:17,360 --> 00:08:21,160 Speaker 1: he felt that the pressure was to establish a game 151 00:08:21,680 --> 00:08:24,120 Speaker 1: and then just churn out sequels right right, And this 152 00:08:24,280 --> 00:08:27,240 Speaker 1: is in U is in direct opposition to eas original 153 00:08:27,920 --> 00:08:30,160 Speaker 1: mode of operation, wherein they were they were treating game 154 00:08:30,200 --> 00:08:32,800 Speaker 1: developers with extreme respect and kind of letting them do 155 00:08:32,880 --> 00:08:35,680 Speaker 1: whatever they wanted on the principle that whatever they wanted 156 00:08:35,720 --> 00:08:38,400 Speaker 1: would be awesome. Yeah, and yeah, and but but since 157 00:08:38,480 --> 00:08:41,320 Speaker 1: then had, as we discussed in our previous episode, decided 158 00:08:41,400 --> 00:08:43,319 Speaker 1: that that, yeah, that that the real way to go 159 00:08:43,520 --> 00:08:47,559 Speaker 1: is to create brands and and really um push the brandin, 160 00:08:47,720 --> 00:08:49,800 Speaker 1: find a brand that resonates with an audience, and then 161 00:08:49,840 --> 00:08:52,160 Speaker 1: all you have to do is keep on creating uh 162 00:08:52,520 --> 00:08:54,880 Speaker 1: sequels to that and that, and people will buy it 163 00:08:54,920 --> 00:08:57,319 Speaker 1: because you've established an audience for it. This is not 164 00:08:57,400 --> 00:09:00,560 Speaker 1: an unusual idea. We see it all across video games. 165 00:09:00,600 --> 00:09:02,800 Speaker 1: I mean you could think another media too, of course. Yeah, 166 00:09:02,840 --> 00:09:06,360 Speaker 1: you can think of dozens of franchises that exist. Only 167 00:09:07,520 --> 00:09:10,120 Speaker 1: you can look at entries to various franchises where you 168 00:09:10,200 --> 00:09:13,360 Speaker 1: think this really didn't live up to what the original 169 00:09:13,640 --> 00:09:17,280 Speaker 1: was or what later entries were. This was clearly something 170 00:09:17,400 --> 00:09:19,679 Speaker 1: where a company was trying to cash in on a 171 00:09:19,880 --> 00:09:24,200 Speaker 1: previously existing title. Um and and in some cases it's 172 00:09:24,679 --> 00:09:27,400 Speaker 1: it can be the death of a franchise or or 173 00:09:27,480 --> 00:09:32,439 Speaker 1: even an entire company. Well. Then moving on, in n 174 00:09:34,240 --> 00:09:38,560 Speaker 1: Electronic Arts moves its headquarters from San Mateo to Redwood City, 175 00:09:39,320 --> 00:09:44,000 Speaker 1: and e A also acquires yet another company, Westwood Studios, 176 00:09:44,120 --> 00:09:47,600 Speaker 1: which was the company that developed the Command and Conquer series, 177 00:09:47,640 --> 00:09:52,240 Speaker 1: which are real time strategy games. Um. I'm terrible at 178 00:09:52,280 --> 00:09:55,160 Speaker 1: real time strategy games. I'm just I can't. I don't. 179 00:09:55,160 --> 00:09:56,760 Speaker 1: I don't have a brain from either. I can't. I 180 00:09:56,800 --> 00:10:00,920 Speaker 1: can't manage. Yeah, I cannot manage the many assets. I 181 00:10:02,120 --> 00:10:06,040 Speaker 1: can't keep track of everything. Obviously, if I were going 182 00:10:06,160 --> 00:10:08,280 Speaker 1: up against Kirk and Spock, they would be able to 183 00:10:08,360 --> 00:10:12,960 Speaker 1: defeat me because I can't think three dimensionally. Um Also, 184 00:10:14,840 --> 00:10:18,720 Speaker 1: Electronic Arts formed a partnership with Square, being the Japanese 185 00:10:18,760 --> 00:10:21,480 Speaker 1: game company that's that's most famous for for RPGs like 186 00:10:21,640 --> 00:10:24,080 Speaker 1: say Final Fantasy. You might have heard of it. Um 187 00:10:24,400 --> 00:10:27,680 Speaker 1: and Uh, Square and and e A worked out this deal. 188 00:10:27,960 --> 00:10:30,560 Speaker 1: They formed a Square E A here in the States 189 00:10:30,600 --> 00:10:33,200 Speaker 1: and E A square over in Japan. Uh. The idea 190 00:10:33,240 --> 00:10:36,480 Speaker 1: of being to transfer titles that were happening in each 191 00:10:36,600 --> 00:10:38,800 Speaker 1: place to the other and and see see how they did, 192 00:10:38,880 --> 00:10:40,440 Speaker 1: you know, try to try to bring stuff that wasn't 193 00:10:40,520 --> 00:10:43,760 Speaker 1: being seen in each country over to the other, because 194 00:10:43,800 --> 00:10:47,160 Speaker 1: there were I think, especially in the Final Fantasy series, 195 00:10:47,200 --> 00:10:50,240 Speaker 1: if I'm not mistaken, there were a couple of entries 196 00:10:50,440 --> 00:10:53,040 Speaker 1: in the Final Fantasy Series that happened in Japan that 197 00:10:53,640 --> 00:10:56,560 Speaker 1: at that point had never been seen in the United States. Correct, 198 00:10:56,720 --> 00:10:59,320 Speaker 1: and uh, and and people were you know, RPGs had 199 00:10:59,320 --> 00:11:01,360 Speaker 1: a little bit of a following over here, but but 200 00:11:01,679 --> 00:11:04,199 Speaker 1: none of the really big cool titles were coming over 201 00:11:04,320 --> 00:11:06,040 Speaker 1: and so and so. So I meant that you had 202 00:11:06,080 --> 00:11:09,480 Speaker 1: to have like a Japanese game console, and then you 203 00:11:09,559 --> 00:11:12,599 Speaker 1: had to import the titles because of course, the the 204 00:11:12,960 --> 00:11:16,719 Speaker 1: media for the Japanese consoles would not work on the 205 00:11:16,920 --> 00:11:19,360 Speaker 1: United States. It literally would not play correct. I mean, 206 00:11:19,480 --> 00:11:20,880 Speaker 1: you know, aside from the fact that you would have 207 00:11:20,960 --> 00:11:23,640 Speaker 1: to learn Japanese in order to play them very effectively, 208 00:11:23,880 --> 00:11:25,959 Speaker 1: which is a whole other issue. But um, but yeah, so, 209 00:11:26,240 --> 00:11:28,920 Speaker 1: so each square E A and A square each had 210 00:11:28,960 --> 00:11:32,439 Speaker 1: a stake in the other um which which which is 211 00:11:32,520 --> 00:11:35,280 Speaker 1: an interesting fun business model. And uh in that same year, 212 00:11:35,320 --> 00:11:39,240 Speaker 1: they brought um Bashida Blade to Parasite Eve and Zeno 213 00:11:39,320 --> 00:11:43,120 Speaker 1: Gears all to the American market for the PlayStation. Huh wow, 214 00:11:43,800 --> 00:11:47,360 Speaker 1: so another big move on e A's part. Also kind 215 00:11:47,400 --> 00:11:50,920 Speaker 1: of interesting to see a an alliance in the video 216 00:11:51,080 --> 00:11:55,400 Speaker 1: game world. Uh. Some people would call that, uh frightening 217 00:11:55,800 --> 00:11:57,559 Speaker 1: because you know, when you're talking about being such a 218 00:11:57,600 --> 00:12:00,079 Speaker 1: big power player and you already have a reputation for 219 00:12:00,880 --> 00:12:04,600 Speaker 1: scooping up smaller companies and then to make an alliance 220 00:12:04,679 --> 00:12:07,480 Speaker 1: with another big company, just that starts to make other 221 00:12:07,559 --> 00:12:12,320 Speaker 1: people feel really nervous, kind of nervous. Yeah. Seven years 222 00:12:12,480 --> 00:12:16,719 Speaker 1: after e A had acquired Origin Systems, Richard Garriott, who 223 00:12:16,760 --> 00:12:19,480 Speaker 1: was the founder of Origin, leaves e A. He had 224 00:12:19,720 --> 00:12:23,320 Speaker 1: finished work on Ultimate nine, which was the final uh 225 00:12:23,920 --> 00:12:28,319 Speaker 1: entry into the Ultimate series besides the online stuff. And uh. 226 00:12:29,320 --> 00:12:32,199 Speaker 1: He also seems to feel very similar to the way 227 00:12:32,280 --> 00:12:34,679 Speaker 1: other people who departed e A felt that that it 228 00:12:34,800 --> 00:12:39,000 Speaker 1: was just it was not the most ideal creative environment, right. 229 00:12:39,080 --> 00:12:42,480 Speaker 1: Apparently a bunch of his former team members, of former 230 00:12:42,559 --> 00:12:44,760 Speaker 1: Ultimate team members felt very much the same way because 231 00:12:44,800 --> 00:12:48,679 Speaker 1: after e A canceled Ultimate Online to UM at the time, 232 00:12:48,720 --> 00:12:50,240 Speaker 1: a bunch of a bunch of them jumped ship to 233 00:12:50,440 --> 00:12:53,480 Speaker 1: go join Garriott at the new company that he had formed, 234 00:12:53,559 --> 00:12:58,400 Speaker 1: Destination Games. UH. Garriott would not see very much success 235 00:12:58,440 --> 00:13:01,520 Speaker 1: here in the United States over the next several years, 236 00:13:01,920 --> 00:13:04,520 Speaker 1: but recently interesting thing is that he had a kick 237 00:13:04,600 --> 00:13:08,480 Speaker 1: started campaign for a new game that is inspired by 238 00:13:08,559 --> 00:13:12,679 Speaker 1: his old Ultimate series, and the kickstarter funded in like 239 00:13:12,880 --> 00:13:15,719 Speaker 1: two days, it was, and then went on to meet 240 00:13:15,840 --> 00:13:18,599 Speaker 1: lots and lots of stretch goals. Anyway, back to e 241 00:13:18,760 --> 00:13:22,599 Speaker 1: a h. Still in they published their first Medal of 242 00:13:22,760 --> 00:13:24,800 Speaker 1: Honor game, which is again another one of those big 243 00:13:24,920 --> 00:13:28,679 Speaker 1: franchises that UH that they're very well known for, and 244 00:13:28,800 --> 00:13:32,760 Speaker 1: that debuted on the PlayStation platform. UH. And that same year, 245 00:13:33,120 --> 00:13:38,640 Speaker 1: Sega debuts a new video game console called the Dreamcastcast. 246 00:13:38,800 --> 00:13:42,120 Speaker 1: I own a Dreamcast. I like it a lot. I 247 00:13:42,200 --> 00:13:45,360 Speaker 1: actually got my Dreamcast after the Dreamcast had already run 248 00:13:45,440 --> 00:13:48,760 Speaker 1: its course and was no longer in production. UH. And 249 00:13:49,000 --> 00:13:51,160 Speaker 1: I inherited a lot of games from a friend of 250 00:13:51,240 --> 00:13:54,520 Speaker 1: mine who was not really playing them anymore. And you know, 251 00:13:54,640 --> 00:13:56,640 Speaker 1: I think Dreamcast it's another one of those things where 252 00:13:56,720 --> 00:13:59,319 Speaker 1: we've done an episode of about Sega. We did a 253 00:14:00,040 --> 00:14:03,679 Speaker 1: full thing about Sega's um Uh successes and it's it's 254 00:14:03,760 --> 00:14:07,520 Speaker 1: notable failures and it's interesting. Again. The Dreamcast was one 255 00:14:07,559 --> 00:14:12,120 Speaker 1: of those consoles that was phenomenal. It performed really well 256 00:14:12,679 --> 00:14:15,520 Speaker 1: potatoly if you stacked it up against its competitors, but 257 00:14:15,640 --> 00:14:18,240 Speaker 1: it just, you know, it just never never really caught on. 258 00:14:18,480 --> 00:14:20,400 Speaker 1: It never cut onto the to the extent that it 259 00:14:20,560 --> 00:14:23,440 Speaker 1: needed to in order for a viable platform. I think 260 00:14:23,440 --> 00:14:25,280 Speaker 1: it was a little bit niche for for the for 261 00:14:25,360 --> 00:14:29,320 Speaker 1: the mainstream American market real time especially um Also that 262 00:14:29,480 --> 00:14:31,560 Speaker 1: year was when Square e A put out the Final 263 00:14:31,600 --> 00:14:34,280 Speaker 1: Fantasy Anthology, which brought some of those games that had 264 00:14:34,320 --> 00:14:38,280 Speaker 1: not been published yet in America over here. So in 265 00:14:38,640 --> 00:14:42,400 Speaker 1: two thousand, that's when the SIMS debuts, and it is 266 00:14:42,480 --> 00:14:47,720 Speaker 1: a huge success, and it really gave e A a 267 00:14:48,120 --> 00:14:51,600 Speaker 1: access to a brand new audience, which we usually refer 268 00:14:51,680 --> 00:14:54,600 Speaker 1: to as women. It turned out, it turned out that 269 00:14:54,680 --> 00:14:56,600 Speaker 1: they didn't know at the time when they were producing 270 00:14:56,680 --> 00:14:58,920 Speaker 1: the SIMS. They had no idea that was going to 271 00:14:59,040 --> 00:15:02,160 Speaker 1: resonate with a female audience. And in fact, when they 272 00:15:02,200 --> 00:15:04,200 Speaker 1: were first building the SIMS, it was just going to 273 00:15:04,320 --> 00:15:09,360 Speaker 1: be a a way of building homes, and then they 274 00:15:09,560 --> 00:15:13,120 Speaker 1: created these little virtual characters to inhabit the homes and 275 00:15:13,280 --> 00:15:15,480 Speaker 1: realized that it was way more interesting to see what 276 00:15:15,560 --> 00:15:18,000 Speaker 1: the virtual characters were up to than to build out 277 00:15:18,080 --> 00:15:21,400 Speaker 1: the houses. So that's when the SIMS focus shifted to 278 00:15:21,520 --> 00:15:24,960 Speaker 1: these virtual people, and your job was to give them 279 00:15:25,240 --> 00:15:27,440 Speaker 1: as much of a life as you possibly could, which 280 00:15:28,120 --> 00:15:31,840 Speaker 1: became increasingly difficult than the game, where you're thinking, I 281 00:15:31,920 --> 00:15:34,000 Speaker 1: don't have enough time. That's just like real life. I 282 00:15:34,040 --> 00:15:36,520 Speaker 1: don't have enough hours to give this person a good 283 00:15:36,680 --> 00:15:40,560 Speaker 1: job and a and a satisfying social life. Still have 284 00:15:40,680 --> 00:15:43,600 Speaker 1: them go to the bathroom without having a terrible accident 285 00:15:43,640 --> 00:15:46,840 Speaker 1: in the middle of the living room. But uh, Anyway, 286 00:15:46,960 --> 00:15:49,960 Speaker 1: it was a huge performer, and they immediately started to 287 00:15:50,360 --> 00:15:53,840 Speaker 1: to develop expansion packs for the SIMS and also go 288 00:15:54,000 --> 00:15:57,520 Speaker 1: into development for the sequels to the SIMS because it 289 00:15:57,680 --> 00:16:00,160 Speaker 1: was clear they had touched the nerve and that It's 290 00:16:00,200 --> 00:16:03,280 Speaker 1: also the year and two thousand, that's when Sony launched 291 00:16:03,440 --> 00:16:08,440 Speaker 1: the PlayStation two. Yeah. Um. Meanwhile, back on the PlayStation one, 292 00:16:08,560 --> 00:16:11,040 Speaker 1: Square e A put out Crymno Cross that year, which 293 00:16:11,120 --> 00:16:14,160 Speaker 1: is my the only RPG that I've ever played all 294 00:16:14,200 --> 00:16:16,720 Speaker 1: the way through. I'm not really an RPG person. I 295 00:16:16,840 --> 00:16:19,440 Speaker 1: love that game with a burning and fiery passion. It 296 00:16:19,600 --> 00:16:22,160 Speaker 1: is it is the best. Um. But but I think 297 00:16:22,240 --> 00:16:24,480 Speaker 1: that it's interesting that, uh. I mean, although it had 298 00:16:24,480 --> 00:16:27,800 Speaker 1: been out already in Japan, I think it. You know, 299 00:16:28,040 --> 00:16:31,120 Speaker 1: they were like, no, that's PlayStation two. Whatever, this one's 300 00:16:31,160 --> 00:16:34,280 Speaker 1: fine on the PS It'll still sell really well. And 301 00:16:34,480 --> 00:16:38,600 Speaker 1: Sony was very good about supporting their old consoles even 302 00:16:38,680 --> 00:16:42,160 Speaker 1: when they're introducing a new one. PlayStation two games were 303 00:16:42,200 --> 00:16:46,040 Speaker 1: developed for the PlayStation two well after PlayStation three debuts. 304 00:16:46,160 --> 00:16:50,600 Speaker 1: So um, they have a very different strategy compared to 305 00:16:50,800 --> 00:16:54,560 Speaker 1: say Microsoft. And speaking of Microsoft, in two thousand one, 306 00:16:54,800 --> 00:16:57,480 Speaker 1: that's when Microsoft launched the Xbox. So now we have 307 00:16:57,600 --> 00:17:00,880 Speaker 1: even more competition in the video game console world. At 308 00:17:00,920 --> 00:17:05,280 Speaker 1: this point, e as just having kittens. Nintendo launched the GameCube, 309 00:17:05,680 --> 00:17:08,600 Speaker 1: and e starts developed games for all the three major 310 00:17:08,800 --> 00:17:13,480 Speaker 1: console platforms, which of course does not include Sad Trombone. 311 00:17:13,960 --> 00:17:18,679 Speaker 1: So Xbox, PlayStation two, and GameCube are all great platforms 312 00:17:18,760 --> 00:17:20,680 Speaker 1: for e A to develop for. They just they see 313 00:17:20,720 --> 00:17:26,920 Speaker 1: that as endless opportunity. So uh. They then that same 314 00:17:27,000 --> 00:17:31,119 Speaker 1: year closed the Bullfrog division of e A. Now this 315 00:17:31,359 --> 00:17:34,000 Speaker 1: this kind of brings us to another thing that people 316 00:17:34,040 --> 00:17:36,280 Speaker 1: have criticized EA for, not just the fact that they 317 00:17:36,359 --> 00:17:38,480 Speaker 1: bought up companies, but that they would later go on 318 00:17:38,680 --> 00:17:41,840 Speaker 1: to close them when they realized that they weren't performing 319 00:17:41,920 --> 00:17:44,080 Speaker 1: quite as well as they wanted. Yeah, they just the 320 00:17:44,359 --> 00:17:46,760 Speaker 1: things weren't working out. And a lot of the people 321 00:17:46,800 --> 00:17:48,800 Speaker 1: who worked for these divisions came out and said, well, 322 00:17:48,840 --> 00:17:50,640 Speaker 1: the reason things didn't work out is because they were 323 00:17:50,720 --> 00:17:55,439 Speaker 1: so adamant on us producing a brand and just concentrating 324 00:17:55,520 --> 00:17:57,720 Speaker 1: on that brand as opposed to letting us develop do 325 00:17:57,800 --> 00:18:01,000 Speaker 1: what we do, which is developed games. And so you 326 00:18:01,160 --> 00:18:03,840 Speaker 1: have this series of stories of all these different divisions 327 00:18:03,920 --> 00:18:06,760 Speaker 1: being or different companies rather being bought up and turned 328 00:18:06,760 --> 00:18:10,800 Speaker 1: into divisions for e A later getting closed. Um that 329 00:18:11,240 --> 00:18:13,639 Speaker 1: you know, some would say that all e A was 330 00:18:13,680 --> 00:18:16,120 Speaker 1: really doing was buying up competition and shutting it down. 331 00:18:16,840 --> 00:18:20,040 Speaker 1: You know that that ultimately that's what turned out to 332 00:18:20,240 --> 00:18:22,520 Speaker 1: be the case. Uh oh yeah. Whether or not it 333 00:18:22,560 --> 00:18:25,960 Speaker 1: was intentional is absolutely you know, that's that's that's completely 334 00:18:26,000 --> 00:18:27,679 Speaker 1: beside the point. It didn't matter if it was intentional 335 00:18:27,800 --> 00:18:30,879 Speaker 1: or not. That was the effect, right, So, uh, it 336 00:18:31,000 --> 00:18:33,600 Speaker 1: was it was kind of rough and around that same time, 337 00:18:33,720 --> 00:18:37,119 Speaker 1: e starts to make licensing agreements to make games based 338 00:18:37,160 --> 00:18:40,560 Speaker 1: on films and other properties. Uh. These included big name 339 00:18:40,640 --> 00:18:43,760 Speaker 1: properties like Lord of the Rings, Harry Potter, The Godfather, 340 00:18:43,880 --> 00:18:47,600 Speaker 1: and James Bond. I think that that fits in really 341 00:18:47,640 --> 00:18:49,960 Speaker 1: well with their strategy of of latching onto brands and 342 00:18:50,040 --> 00:18:52,639 Speaker 1: not necessarily producing the best games, because a lot of 343 00:18:52,680 --> 00:18:55,960 Speaker 1: those titles, especially in those early days, were not not playable. 344 00:18:56,000 --> 00:18:57,960 Speaker 1: I mean, and and that's that that goes back all 345 00:18:58,040 --> 00:19:00,760 Speaker 1: the way, you know, and any film title games kind 346 00:19:00,800 --> 00:19:02,960 Speaker 1: of spotty. There are a lot of times where I 347 00:19:03,040 --> 00:19:07,080 Speaker 1: feel like like companies rely very heavily on the name 348 00:19:07,359 --> 00:19:12,240 Speaker 1: of the franchise to sell copies, and so therefore the 349 00:19:12,520 --> 00:19:14,560 Speaker 1: amount of time and effort you need to go in 350 00:19:14,680 --> 00:19:20,080 Speaker 1: and build a very compelling game sometimes slips through the cracks. 351 00:19:20,640 --> 00:19:23,280 Speaker 1: So um, you know, in that case, you end up 352 00:19:23,280 --> 00:19:26,040 Speaker 1: getting these games that are based on these beloved franchises, 353 00:19:26,119 --> 00:19:29,240 Speaker 1: but they failed to really live up to gamer expectations. 354 00:19:29,680 --> 00:19:32,959 Speaker 1: This happens. I mean, you can spend hours naming all 355 00:19:32,960 --> 00:19:36,000 Speaker 1: the superhero games that just didn't live up to expectations. 356 00:19:36,080 --> 00:19:39,159 Speaker 1: Not you know, there are a few that have been phenomenal, 357 00:19:39,320 --> 00:19:43,359 Speaker 1: but they are way more that weren't so not a 358 00:19:43,440 --> 00:19:48,680 Speaker 1: problem that only e A possesses. Certainly, certainly not. Also 359 00:19:48,720 --> 00:19:50,000 Speaker 1: in two thousand and one, I should put in that 360 00:19:50,160 --> 00:19:53,399 Speaker 1: UM Square A put out Final Fantasy ten, So that 361 00:19:53,560 --> 00:19:55,760 Speaker 1: was that was one of those I remember seeing the 362 00:19:55,880 --> 00:19:58,439 Speaker 1: previews for Final Fantasy ten when that was coming out 363 00:19:58,520 --> 00:20:01,840 Speaker 1: and thinking that that looked like a put particularly beautiful 364 00:20:01,920 --> 00:20:06,919 Speaker 1: game at that time. But things have changed. It doesn't 365 00:20:07,840 --> 00:20:10,560 Speaker 1: Things that were once the most gorgeous thing you could 366 00:20:10,600 --> 00:20:14,320 Speaker 1: imagine have not necessarily aged. Well, do you have anything 367 00:20:14,359 --> 00:20:16,760 Speaker 1: for two thousand two, I do not excellent. Two thousand three, 368 00:20:17,240 --> 00:20:20,359 Speaker 1: e A shuts down Westwood Studios and moves all the 369 00:20:20,440 --> 00:20:24,520 Speaker 1: remaining stuff to EA's Los Angeles studio. The Westwood was 370 00:20:24,560 --> 00:20:27,040 Speaker 1: in Las Vegas, and so they shut that one down. 371 00:20:27,080 --> 00:20:29,960 Speaker 1: So there's another example. They did not keep everybody. They 372 00:20:30,080 --> 00:20:32,680 Speaker 1: laid off quite a few people, but the people who 373 00:20:32,760 --> 00:20:36,200 Speaker 1: did remain were then moved to Los Angeles. UH And 374 00:20:36,359 --> 00:20:43,600 Speaker 1: then two thousand four, wait, Lauren, I didn't see your 375 00:20:43,760 --> 00:20:47,240 Speaker 1: high sign. My bad. We have we have an intricate 376 00:20:47,280 --> 00:20:49,399 Speaker 1: system of hand signals going on in the background here. 377 00:20:49,600 --> 00:20:53,639 Speaker 1: I know. Two thousand three, UH Square decided UM their 378 00:20:53,800 --> 00:20:56,760 Speaker 1: their relationship with e A had been slightly degraded, and 379 00:20:56,800 --> 00:20:58,800 Speaker 1: also they had been UM flirting a little bit with 380 00:20:59,119 --> 00:21:01,600 Speaker 1: with Enix stud Deos over in Japan and UH and 381 00:21:01,680 --> 00:21:04,800 Speaker 1: so Square dissolved their relationship with e A, UM bought 382 00:21:04,840 --> 00:21:07,640 Speaker 1: back all of their shares and formed Square Enix, which 383 00:21:07,720 --> 00:21:10,639 Speaker 1: would continue to produce the rest of the series that 384 00:21:11,400 --> 00:21:15,240 Speaker 1: people that they were known for excellent, well, excellent for them, 385 00:21:15,359 --> 00:21:18,240 Speaker 1: not so great for e A necessarily. In two thousand four, 386 00:21:18,359 --> 00:21:21,520 Speaker 1: e A went ahead and dissolved the Origin Systems division, 387 00:21:22,160 --> 00:21:25,200 Speaker 1: so that was the ultimately the division that produced the 388 00:21:25,280 --> 00:21:29,200 Speaker 1: Ultimate Games. That one was formally no more as of 389 00:21:29,240 --> 00:21:33,000 Speaker 1: two thousand four. E A also acquired Criterion, which was 390 00:21:33,560 --> 00:21:36,800 Speaker 1: that was the company that had developed the Burnout games. 391 00:21:37,720 --> 00:21:40,400 Speaker 1: Anyone who's familiar with those the driving games that get 392 00:21:40,560 --> 00:21:44,680 Speaker 1: really super crazy, Yeah, I really love those games. I'm 393 00:21:44,680 --> 00:21:47,680 Speaker 1: not a big driving game kind of guy, but those 394 00:21:47,720 --> 00:21:51,000 Speaker 1: particularly are very arcady. Yeah, yeah, they're They're a little 395 00:21:51,040 --> 00:21:53,520 Speaker 1: bit less focused on the physicalities of driving, and so 396 00:21:53,760 --> 00:21:56,080 Speaker 1: if you're not a huge car buff, the Burnout series 397 00:21:56,160 --> 00:21:59,000 Speaker 1: is pretty fun because all the crashing parts some other 398 00:21:59,040 --> 00:22:01,240 Speaker 1: games don't let you do. The crashing parts are pretty 399 00:22:01,400 --> 00:22:04,040 Speaker 1: pretty spectacular and play a large part in most of 400 00:22:04,080 --> 00:22:07,080 Speaker 1: those games. Uh. And then there that was the same 401 00:22:07,160 --> 00:22:10,240 Speaker 1: year that someone on live journal who had the handle 402 00:22:10,400 --> 00:22:17,639 Speaker 1: e A Spouse posted a rather uh critical post about 403 00:22:17,760 --> 00:22:22,439 Speaker 1: e A saying that they had some draconian practices as 404 00:22:22,480 --> 00:22:25,440 Speaker 1: far as employment goes, that people were being forced to 405 00:22:25,560 --> 00:22:29,680 Speaker 1: work super long hours six days out of the week, 406 00:22:29,840 --> 00:22:33,800 Speaker 1: they weren't getting compensated for overtime. Um. There were a 407 00:22:33,840 --> 00:22:41,399 Speaker 1: lot of pretty ugly accusations, and eventually some uh, some 408 00:22:41,680 --> 00:22:44,800 Speaker 1: spouses and some employees of e A got together and 409 00:22:44,840 --> 00:22:47,160 Speaker 1: they filed a class action lawsuit, in fact, a few 410 00:22:47,240 --> 00:22:51,600 Speaker 1: class action lawsuits against e A, and that ended up 411 00:22:51,840 --> 00:22:54,600 Speaker 1: leading to massive changes in the A and in the 412 00:22:54,680 --> 00:22:57,160 Speaker 1: industry in general, because other companies saw what was happening 413 00:22:57,200 --> 00:22:59,720 Speaker 1: and they thought, we better fixed this before it happens 414 00:22:59,720 --> 00:23:04,199 Speaker 1: to so uh. In two thousand six, e A settled 415 00:23:04,320 --> 00:23:06,840 Speaker 1: a lawsuit that was brought against it by a bunch 416 00:23:06,840 --> 00:23:11,280 Speaker 1: of graphic artists and awarded the graphic artists fifteen point 417 00:23:11,400 --> 00:23:15,800 Speaker 1: six million dollars in unpaid overtime. And in two thousand seven, 418 00:23:16,800 --> 00:23:21,080 Speaker 1: the court awarded plaintiffs of a class action lawsuit fourteen 419 00:23:21,200 --> 00:23:24,480 Speaker 1: point nine million dollars and unpaid overtime. So this this 420 00:23:24,600 --> 00:23:26,760 Speaker 1: is a different group. It's not the same one twice. 421 00:23:27,320 --> 00:23:30,760 Speaker 1: So yeah, that was a big deal. And obviously e 422 00:23:30,920 --> 00:23:35,200 Speaker 1: A did not want to court any more problems down 423 00:23:35,240 --> 00:23:37,560 Speaker 1: the line, and so they started to really take a look. 424 00:23:39,520 --> 00:23:43,680 Speaker 1: Uh and in two thousand five, e A purchased jam 425 00:23:43,880 --> 00:23:46,920 Speaker 1: Debt Mobile. So two thousand five, this is before the 426 00:23:47,000 --> 00:23:49,960 Speaker 1: iPhone comes out. EA makes its first move into the 427 00:23:50,080 --> 00:23:55,320 Speaker 1: mobile gaming world for for phones, not not mobile devices 428 00:23:55,440 --> 00:23:57,439 Speaker 1: like game Boy or whatever. You know. It had been 429 00:23:57,480 --> 00:24:00,320 Speaker 1: developing games for platforms like that for a while, but 430 00:24:00,400 --> 00:24:02,160 Speaker 1: this was the first time it started to really look 431 00:24:02,200 --> 00:24:06,280 Speaker 1: into using um cell phones, not even smartphones yet as 432 00:24:06,359 --> 00:24:09,840 Speaker 1: a potential gaming platform. And uh, and that was a 433 00:24:09,960 --> 00:24:13,119 Speaker 1: smart move. I mean, we're seeing more and more that 434 00:24:13,760 --> 00:24:17,240 Speaker 1: mobile devices are making a huge impact on the gaming industry, 435 00:24:17,720 --> 00:24:21,280 Speaker 1: So that was a Whoever was the person who said 436 00:24:21,359 --> 00:24:24,800 Speaker 1: we should do this was really they were really looking ahead. 437 00:24:25,200 --> 00:24:26,960 Speaker 1: And that's also the year two thousand five would be 438 00:24:27,000 --> 00:24:31,320 Speaker 1: the year when Microsoft launched the Xbox three sixty. We'll 439 00:24:31,359 --> 00:24:34,280 Speaker 1: be right back with more on the electronic arts story, 440 00:24:34,320 --> 00:24:44,040 Speaker 1: but first let's take a quick break. Al right. So 441 00:24:44,200 --> 00:24:46,400 Speaker 1: let's see, I think, according to my notes, we left 442 00:24:46,440 --> 00:24:48,920 Speaker 1: off in two thousand five, So two thousand six, e 443 00:24:49,119 --> 00:24:54,919 Speaker 1: A acquires Mythic Entertainment. Mythic Entertainment was responsible for the RPG, 444 00:24:55,160 --> 00:24:58,879 Speaker 1: the m m O RPG Dark Age of Camelot that 445 00:24:58,960 --> 00:25:02,080 Speaker 1: they viewed back into thousand one, So now e A 446 00:25:02,240 --> 00:25:05,720 Speaker 1: has decided to acquire another m m O RPG. They 447 00:25:05,800 --> 00:25:10,240 Speaker 1: saw that as a way of of maintaining a steady 448 00:25:10,359 --> 00:25:13,040 Speaker 1: stream of revenue. You've got all these people who are subscribing, 449 00:25:13,600 --> 00:25:16,399 Speaker 1: so that was the strategy there, And that was the 450 00:25:16,480 --> 00:25:20,120 Speaker 1: year the e A also acquired Digital Illusions CE better 451 00:25:20,200 --> 00:25:23,600 Speaker 1: known as Dice and Dice is the company that made 452 00:25:23,960 --> 00:25:27,840 Speaker 1: Battlefield nineteen two. So two thousand six is also the 453 00:25:27,960 --> 00:25:31,480 Speaker 1: year that Sony launched the PlayStation three and and Nintendo 454 00:25:31,640 --> 00:25:34,480 Speaker 1: launched the week exactly, both of them one year behind 455 00:25:34,560 --> 00:25:36,760 Speaker 1: the Xbox three six, which had had a head start, 456 00:25:37,600 --> 00:25:40,880 Speaker 1: uh and uh, well not a full year, but several 457 00:25:40,960 --> 00:25:45,760 Speaker 1: months behind anyway. But also what I thought was interesting 458 00:25:45,840 --> 00:25:50,320 Speaker 1: was I found a statistic here from Bloomberg Business Week 459 00:25:50,480 --> 00:25:52,840 Speaker 1: that said it was an article that was published in 460 00:25:52,880 --> 00:25:54,959 Speaker 1: two thousand six. So that's why I put it here, 461 00:25:55,000 --> 00:25:57,199 Speaker 1: because we're talking about two thousand and six here. They 462 00:25:57,280 --> 00:26:00,800 Speaker 1: said that from nine until present day, which at that 463 00:26:00,920 --> 00:26:04,000 Speaker 1: time was two thousand six, e A averaged about one 464 00:26:04,119 --> 00:26:07,760 Speaker 1: point two acquisitions per year. It was buying up more 465 00:26:07,880 --> 00:26:10,080 Speaker 1: than a company per year if you average it out 466 00:26:10,119 --> 00:26:13,040 Speaker 1: over those years, and that one third of the companies 467 00:26:13,080 --> 00:26:18,920 Speaker 1: that had purchased in it eventually shut down. So that's 468 00:26:18,960 --> 00:26:21,360 Speaker 1: again showing that that kind of trend that I talked 469 00:26:21,359 --> 00:26:25,000 Speaker 1: about earlier, the criticism that people have laid against it, saying, 470 00:26:25,119 --> 00:26:28,639 Speaker 1: you're buying up these companies and when you are, uh, 471 00:26:30,400 --> 00:26:33,960 Speaker 1: and you stripped the industry of the talent these people have, 472 00:26:34,680 --> 00:26:37,000 Speaker 1: and then you end up closing it down when it 473 00:26:37,080 --> 00:26:40,480 Speaker 1: doesn't meet whatever your performance measurements are. Certainly not to 474 00:26:40,520 --> 00:26:42,280 Speaker 1: say that those people didn't go on to do other things, 475 00:26:42,520 --> 00:26:46,720 Speaker 1: but but yeah, yeah, but and it's not necessarily it's 476 00:26:46,720 --> 00:26:50,239 Speaker 1: not necessarily the good business model for anyone in the industry, right, 477 00:26:50,600 --> 00:26:52,880 Speaker 1: anyone else. And the big criticism would be those those 478 00:26:52,920 --> 00:26:55,800 Speaker 1: guys and those men and women could have been developing 479 00:26:56,119 --> 00:26:59,800 Speaker 1: games during that time that would have potentially changed the industry, 480 00:26:59,880 --> 00:27:03,080 Speaker 1: but they couldn't because they were under contract or part 481 00:27:03,200 --> 00:27:06,280 Speaker 1: part of this larger organization where they had nowhere else 482 00:27:06,320 --> 00:27:08,680 Speaker 1: to go At that point. Um, yeah, I mean it's 483 00:27:09,920 --> 00:27:12,480 Speaker 1: from from e A's perspective. It's doing all the smart 484 00:27:12,560 --> 00:27:15,840 Speaker 1: business moves. So they're from a gamer's perspective or an 485 00:27:15,880 --> 00:27:18,320 Speaker 1: industry analysts perspective. They might say this is not good 486 00:27:18,359 --> 00:27:20,120 Speaker 1: for the industry, or the gamer might say this isn't 487 00:27:20,160 --> 00:27:22,080 Speaker 1: good for me because I'm not getting great games out 488 00:27:22,119 --> 00:27:24,440 Speaker 1: of it. E A's point of view is that this 489 00:27:24,680 --> 00:27:28,000 Speaker 1: is I'm making money. Yeah, it's solidifying my position. Money. 490 00:27:28,200 --> 00:27:31,399 Speaker 1: Yeah yeah. Money is the a when you're a business 491 00:27:31,600 --> 00:27:36,679 Speaker 1: turns out. Yeah yeah. And I know this isn't financial stuff. 492 00:27:37,320 --> 00:27:39,320 Speaker 1: So I didn't mean to blow your mind's there about 493 00:27:39,359 --> 00:27:42,399 Speaker 1: how money is. Okay. So two thousand seven, e A 494 00:27:42,560 --> 00:27:47,359 Speaker 1: acquires BioWare. BioWare made some of my favorite games of 495 00:27:47,440 --> 00:27:51,200 Speaker 1: all times. Still does uh ballers Gate. I love the 496 00:27:51,240 --> 00:27:55,280 Speaker 1: Baller's Gate games, but the Kicking Phone just this, Um, 497 00:27:55,760 --> 00:27:59,440 Speaker 1: there's a fantastic character who has a little hamster and 498 00:28:00,160 --> 00:28:02,480 Speaker 1: he shouts out random things when you go into battle 499 00:28:02,560 --> 00:28:07,159 Speaker 1: with him, and it's endlessly entertaining. They also made Planescape Torment. 500 00:28:07,320 --> 00:28:09,879 Speaker 1: They made the Star Wars Nights the Old Republic Games 501 00:28:09,960 --> 00:28:12,840 Speaker 1: Co Tour, which, again I was a huge fan of 502 00:28:12,880 --> 00:28:16,200 Speaker 1: the Cotour Games. They made Mass Effect, which I've played 503 00:28:16,200 --> 00:28:17,840 Speaker 1: a little bit of. I never played it all the 504 00:28:17,880 --> 00:28:21,240 Speaker 1: way through, and Matt Frederick would probably hit me if 505 00:28:21,280 --> 00:28:23,399 Speaker 1: he were in the room, because it's actually his copy 506 00:28:23,520 --> 00:28:25,320 Speaker 1: of the game that I have and I haven't returned 507 00:28:25,359 --> 00:28:30,320 Speaker 1: it yet. Um. That year they also acquired Pandemic Studios, 508 00:28:30,440 --> 00:28:33,800 Speaker 1: which was the company that brought us Star Wars battle 509 00:28:33,880 --> 00:28:37,280 Speaker 1: Front and also the game Destroy All Humans, as well 510 00:28:37,280 --> 00:28:40,200 Speaker 1: as some other titles. And that was the year that 511 00:28:40,560 --> 00:28:45,080 Speaker 1: that Probst steps down as CEO. He had been CEO 512 00:28:45,240 --> 00:28:48,720 Speaker 1: since Hawkins had left the company. It was supposed to 513 00:28:48,760 --> 00:28:51,880 Speaker 1: be more temporary than that, wasn't it. I think I 514 00:28:51,960 --> 00:28:55,560 Speaker 1: believe so. But he had led the company throughout those years, 515 00:28:55,840 --> 00:29:00,480 Speaker 1: uh so from two thousand and seven and he's still 516 00:29:00,560 --> 00:29:03,760 Speaker 1: on the board, but he ends up stepping down and 517 00:29:04,120 --> 00:29:07,680 Speaker 1: John Richard Tello a Tillo I guess it should say 518 00:29:07,760 --> 00:29:11,840 Speaker 1: Richie Tello becomes the new CEO, and he says the 519 00:29:11,880 --> 00:29:14,920 Speaker 1: company is going to undergo a reorganization to address the 520 00:29:15,000 --> 00:29:18,040 Speaker 1: problems they've had where they've been acquiring and trying to 521 00:29:18,160 --> 00:29:21,560 Speaker 1: assimilate and then shutting down all these different companies that 522 00:29:21,640 --> 00:29:25,479 Speaker 1: they've been going after over the years. So, I mean 523 00:29:25,520 --> 00:29:28,320 Speaker 1: this is this is an issue that all big companies have. 524 00:29:28,480 --> 00:29:32,040 Speaker 1: If you acquire a company, there's always a culture shock 525 00:29:32,720 --> 00:29:36,120 Speaker 1: era that allows it because unless the two companies are 526 00:29:36,640 --> 00:29:40,240 Speaker 1: practically ideally well aligned, yeah, there's gonna be culture shock. 527 00:29:40,680 --> 00:29:43,440 Speaker 1: So sometimes a company does this so quickly that they 528 00:29:44,400 --> 00:29:47,760 Speaker 1: there's never that period that you need to adjust and 529 00:29:47,880 --> 00:29:50,120 Speaker 1: have things work out. So he was saying, let's take 530 00:29:50,240 --> 00:29:53,200 Speaker 1: the time to really look at how our company is 531 00:29:53,240 --> 00:29:56,000 Speaker 1: structured and make sure that it makes sense. That was 532 00:29:56,120 --> 00:29:59,680 Speaker 1: his That was his statement from the the get go 533 00:30:00,040 --> 00:30:03,800 Speaker 1: when he started right. Also unrelated to that, but in 534 00:30:04,040 --> 00:30:06,080 Speaker 1: addition to the other games that they published that year, 535 00:30:06,200 --> 00:30:09,800 Speaker 1: that was the year that they published harm Nix's Rock 536 00:30:09,880 --> 00:30:14,200 Speaker 1: Band along with MTV Huge huge title. I mean, you know, 537 00:30:14,400 --> 00:30:17,880 Speaker 1: Guitar Hero had been in the years before already kind 538 00:30:17,920 --> 00:30:22,840 Speaker 1: of uh had revolutionized the idea of rhythm games on consoles, 539 00:30:22,920 --> 00:30:25,800 Speaker 1: and Rock Band ended up taking that and dialing it 540 00:30:25,920 --> 00:30:28,320 Speaker 1: up to eleven. As spinel Tap would love to say, 541 00:30:28,920 --> 00:30:33,200 Speaker 1: and uh, I mean, I've had a blast playing Rock Band. 542 00:30:33,240 --> 00:30:35,600 Speaker 1: Even though I adore, I adore the series. It's terrific. 543 00:30:35,920 --> 00:30:40,120 Speaker 1: My musical talent is is pretty negligible, but I still, 544 00:30:40,200 --> 00:30:42,320 Speaker 1: you know, any game that makes you feel like a 545 00:30:42,440 --> 00:30:44,480 Speaker 1: rock star is pretty pretty cool. It is, it is, 546 00:30:44,560 --> 00:30:46,760 Speaker 1: And also karaoke in your own home is pretty cool. 547 00:30:47,040 --> 00:30:50,080 Speaker 1: And also a little cheat boxes that allow you to 548 00:30:50,480 --> 00:30:53,960 Speaker 1: hook up real electronic drum sets to the game and 549 00:30:54,480 --> 00:30:58,080 Speaker 1: actually rock out. It's pretty neat, pretty neat. Yeah. So 550 00:30:58,720 --> 00:31:02,440 Speaker 1: we then move on into two thousand eight, where e 551 00:31:02,640 --> 00:31:07,640 Speaker 1: A has a an attempt to acquire another big name, 552 00:31:07,920 --> 00:31:12,920 Speaker 1: Take two Interactive, which you know gamers will recognize that 553 00:31:13,160 --> 00:31:18,000 Speaker 1: it's it's pretty famous studio. So e A made a 554 00:31:18,080 --> 00:31:21,400 Speaker 1: move to acquire take to Take two turned down the 555 00:31:21,720 --> 00:31:26,440 Speaker 1: initial offer that e A made, and then, uh, the 556 00:31:26,680 --> 00:31:29,640 Speaker 1: negotiations kind of got a little quiet. But everyone kept 557 00:31:29,720 --> 00:31:32,040 Speaker 1: an eye on this because they were really wondering if 558 00:31:32,120 --> 00:31:35,280 Speaker 1: e A was in fact going to acquire yet another company, 559 00:31:35,320 --> 00:31:37,400 Speaker 1: and some people were really worried about what the fate 560 00:31:37,440 --> 00:31:39,800 Speaker 1: of Take two would be. Yeah. I think that part 561 00:31:39,840 --> 00:31:41,320 Speaker 1: of the reason that it fell through was also that 562 00:31:41,640 --> 00:31:45,360 Speaker 1: the the economic crisis that year, yeah hit them really hard. Yeah, 563 00:31:45,440 --> 00:31:50,960 Speaker 1: So e A's attempt to acquire Take two fails, and 564 00:31:51,960 --> 00:31:56,560 Speaker 1: that year the entire world entered into an economic crisis, 565 00:31:56,680 --> 00:32:00,160 Speaker 1: and it affected lots of industries, you know, Realist eight 566 00:32:00,240 --> 00:32:03,160 Speaker 1: being the big famous one in the United States banking 567 00:32:03,240 --> 00:32:06,640 Speaker 1: as well, but it also hit companies like e A 568 00:32:07,400 --> 00:32:10,480 Speaker 1: and uh e A end up announcing that was going 569 00:32:10,560 --> 00:32:13,600 Speaker 1: to cut more than a thousand positions across all of 570 00:32:13,640 --> 00:32:16,280 Speaker 1: its divisions, which ended up being around ten to eleven 571 00:32:16,840 --> 00:32:20,120 Speaker 1: of its workforce, and that the company lost over six 572 00:32:20,360 --> 00:32:23,760 Speaker 1: hundred million dollars in the last quarter of two thousand 573 00:32:23,840 --> 00:32:27,440 Speaker 1: eight due to accommodation of the economic crisis and just 574 00:32:27,600 --> 00:32:30,400 Speaker 1: the fact that it's game releases had not performed very 575 00:32:30,440 --> 00:32:34,520 Speaker 1: well in the market at all um and there their 576 00:32:34,600 --> 00:32:38,720 Speaker 1: stock took a big tumble. So in August fifte of 577 00:32:39,280 --> 00:32:42,440 Speaker 1: of two thousand eight, their stock was valued at forty 578 00:32:42,480 --> 00:32:45,880 Speaker 1: eight dollars and twenty four cents per share. By December 579 00:32:45,920 --> 00:32:48,720 Speaker 1: twenty six of two thousand eight, it had fallen to 580 00:32:49,000 --> 00:32:52,719 Speaker 1: twenty five dollars and thirty two cents per share, So, uh, 581 00:32:52,880 --> 00:32:58,240 Speaker 1: not not quite losing half its value, just under at drop, 582 00:32:58,360 --> 00:33:02,040 Speaker 1: but it's but a whole bunch, that's that's terrible, and 583 00:33:02,120 --> 00:33:05,800 Speaker 1: it really what it signaled was that investors had lost 584 00:33:05,880 --> 00:33:08,160 Speaker 1: a lot of confidence in the company. Now, keep in 585 00:33:08,240 --> 00:33:11,120 Speaker 1: mind the value of your company is based upon how 586 00:33:11,240 --> 00:33:14,280 Speaker 1: many stocks are out there. If you're a publicly traded company, 587 00:33:14,360 --> 00:33:16,200 Speaker 1: the value of your company, in part at least, is 588 00:33:16,240 --> 00:33:18,960 Speaker 1: determined by how many stocks you have, and how how 589 00:33:19,040 --> 00:33:21,200 Speaker 1: many stocks are out there in the market, and what 590 00:33:21,440 --> 00:33:25,160 Speaker 1: they're the actual value of each stock is. So you 591 00:33:25,280 --> 00:33:27,440 Speaker 1: kind of multiply those two numbers together and you get 592 00:33:27,440 --> 00:33:30,200 Speaker 1: a rough estimate of what the value of the company is. Well, 593 00:33:30,280 --> 00:33:32,440 Speaker 1: when you lose fifty percent of your stock price, that 594 00:33:32,480 --> 00:33:35,200 Speaker 1: means that your company is losing fifty of its value. 595 00:33:35,360 --> 00:33:38,400 Speaker 1: More or less oversimplifying, but that more or less is 596 00:33:38,480 --> 00:33:42,960 Speaker 1: what it means. Well, two thousand and eight wasn't all bad. 597 00:33:43,440 --> 00:33:45,200 Speaker 1: They did come out with a game that ended up 598 00:33:45,240 --> 00:33:47,920 Speaker 1: getting a lot of critical acclaim and a lot of fans, 599 00:33:48,200 --> 00:33:51,920 Speaker 1: which was Dead Space. I was never a big Dead 600 00:33:52,000 --> 00:33:54,920 Speaker 1: Space player, but I know some people who can recite 601 00:33:55,240 --> 00:33:58,200 Speaker 1: everything about that game, including all the little hidden stuff 602 00:33:58,240 --> 00:34:00,600 Speaker 1: that you had to find to get the backstory right right. 603 00:34:01,000 --> 00:34:03,680 Speaker 1: Also in the negative column that was two eight was 604 00:34:03,720 --> 00:34:05,160 Speaker 1: a year that they were hit with a class action 605 00:34:05,280 --> 00:34:10,320 Speaker 1: lawsuit over the undisclosed edition of Secure Rom DRM software, 606 00:34:10,600 --> 00:34:13,840 Speaker 1: along with games like Spore for the PC and and 607 00:34:14,880 --> 00:34:17,400 Speaker 1: the lawsuit was about the fact that they had included 608 00:34:17,440 --> 00:34:21,640 Speaker 1: this this this uh digital rights management software without telling 609 00:34:21,680 --> 00:34:24,280 Speaker 1: anyone about it, that it was separate from the game software, 610 00:34:24,360 --> 00:34:27,600 Speaker 1: and that it was basically impossible to uninstall, even after 611 00:34:27,600 --> 00:34:29,800 Speaker 1: you would uninstalled the video game. Yeah, so e A 612 00:34:30,040 --> 00:34:33,560 Speaker 1: was falling under the same trap that Sony did, where 613 00:34:33,920 --> 00:34:38,080 Speaker 1: in an effort to try and keep its intellectual property safe, 614 00:34:38,160 --> 00:34:42,279 Speaker 1: it had kind of over well, not kind of it overstepped. Yeah, yeah, 615 00:34:42,360 --> 00:34:44,759 Speaker 1: you know. The point was to prevent people from from 616 00:34:44,800 --> 00:34:46,960 Speaker 1: installing it more than I think it was eight times, 617 00:34:47,719 --> 00:34:51,000 Speaker 1: three times, six times a number of times, right, right, Well, 618 00:34:51,000 --> 00:34:52,600 Speaker 1: it's one of those things where, you know, someone who 619 00:34:52,680 --> 00:34:55,359 Speaker 1: buys the game, their argument is I should be able 620 00:34:55,400 --> 00:34:57,720 Speaker 1: to install this as many times as I want, because 621 00:34:58,239 --> 00:35:00,160 Speaker 1: you know, if I buy a new compute, it or 622 00:35:00,200 --> 00:35:02,640 Speaker 1: I want to be able to transfer the stuff I 623 00:35:02,760 --> 00:35:05,880 Speaker 1: own onto that computer. It's not that I'm you know, 624 00:35:06,000 --> 00:35:08,799 Speaker 1: installing it on all my friends machines. I just want 625 00:35:08,840 --> 00:35:11,040 Speaker 1: to be able to play my game. And the other 626 00:35:11,160 --> 00:35:13,040 Speaker 1: argument against that is that we don't want you to 627 00:35:13,480 --> 00:35:16,600 Speaker 1: install this on or your friends machines. Right uh. In 628 00:35:16,760 --> 00:35:18,759 Speaker 1: In other DRM news, that year, that was the year 629 00:35:18,840 --> 00:35:22,319 Speaker 1: that UM the e A announced plans to require PC 630 00:35:22,480 --> 00:35:25,440 Speaker 1: owners of things like Mass Effect and Sport to authenticate 631 00:35:25,480 --> 00:35:28,719 Speaker 1: their copies every ten days, even if they were playing 632 00:35:28,800 --> 00:35:32,800 Speaker 1: the game offline. Yeah. Um, and this this is this 633 00:35:32,960 --> 00:35:36,279 Speaker 1: becomes a common thread in e A as well, this 634 00:35:36,440 --> 00:35:39,839 Speaker 1: idea of having either a persistent Internet connection or at 635 00:35:39,960 --> 00:35:43,239 Speaker 1: least using the Internet every now and then to again 636 00:35:43,400 --> 00:35:46,600 Speaker 1: verify that you have a legitimate copy of the game. 637 00:35:46,680 --> 00:35:49,040 Speaker 1: So not only would you have to retain whatever the 638 00:35:49,120 --> 00:35:51,320 Speaker 1: disc was, you would have to have that in your machine. 639 00:35:51,360 --> 00:35:53,240 Speaker 1: You would have to then make a connection to the Internet, 640 00:35:53,320 --> 00:35:55,520 Speaker 1: and then the Internet would make sure that that, in 641 00:35:55,600 --> 00:35:58,799 Speaker 1: fact was your registered copy so that you could play 642 00:35:58,880 --> 00:36:01,360 Speaker 1: the game you wanted. Even if you were able to 643 00:36:01,560 --> 00:36:04,840 Speaker 1: just move everything on the game into your computer and 644 00:36:05,560 --> 00:36:08,000 Speaker 1: it's a single player game, you still had to do that. 645 00:36:08,280 --> 00:36:11,040 Speaker 1: And a lot of players objected. Yeah, yeah, especially you 646 00:36:11,120 --> 00:36:13,560 Speaker 1: know two thousand eight. You know, most people had had 647 00:36:13,600 --> 00:36:17,000 Speaker 1: pretty good Internet connections at that point. It was getting better, 648 00:36:17,080 --> 00:36:19,400 Speaker 1: but not everyone wanted to be connected to the Internet 649 00:36:19,440 --> 00:36:22,839 Speaker 1: all the time. And you know, the people who bought 650 00:36:22,880 --> 00:36:25,720 Speaker 1: the game pointed out that this was really a hassle 651 00:36:26,000 --> 00:36:28,800 Speaker 1: for the legitimate game player and people who were pirate 652 00:36:28,840 --> 00:36:32,040 Speaker 1: into the game, were breaking this encryption, They were using 653 00:36:32,239 --> 00:36:36,719 Speaker 1: keys that would allow them to right so that they 654 00:36:36,719 --> 00:36:40,000 Speaker 1: wouldn't they didn't have to authentic kate. They were playing 655 00:36:40,840 --> 00:36:43,880 Speaker 1: pirated copies that they got for free that didn't have 656 00:36:44,000 --> 00:36:47,160 Speaker 1: this DRM in it. And so the players, the legitimate 657 00:36:47,160 --> 00:36:49,919 Speaker 1: players who had bought the game say it, said, look, 658 00:36:50,280 --> 00:36:53,400 Speaker 1: you're only punshed us. You're not you're not stopping piracy, 659 00:36:53,480 --> 00:36:55,759 Speaker 1: and you're making the game a miserable experience for the 660 00:36:55,800 --> 00:36:58,600 Speaker 1: people who actually paid to play it. Yeah. This this 661 00:36:58,719 --> 00:37:02,800 Speaker 1: never did go into effect, this particular bit of of 662 00:37:02,880 --> 00:37:05,160 Speaker 1: d r M. On the A side, they relented pretty 663 00:37:05,239 --> 00:37:08,680 Speaker 1: quickly after community feedback, which was highly highly negative as 664 00:37:08,719 --> 00:37:11,280 Speaker 1: you can imagine. They however, did not learn their lesson 665 00:37:11,360 --> 00:37:13,560 Speaker 1: from it, because they would not they would incorporate it 666 00:37:13,560 --> 00:37:18,400 Speaker 1: again in the future. Two thousand nine, e A acquires 667 00:37:18,480 --> 00:37:21,400 Speaker 1: a play Fish, which was a developer of casual games. 668 00:37:21,440 --> 00:37:24,200 Speaker 1: They had seen how Louis was doing and they thought 669 00:37:24,360 --> 00:37:27,080 Speaker 1: let's get in on that as well. Um they also 670 00:37:27,120 --> 00:37:30,000 Speaker 1: went ahead and cut another fiftred employees, which was about 671 00:37:30,080 --> 00:37:34,520 Speaker 1: sevent of its workforce, and they shut down Pandemic Studios 672 00:37:34,600 --> 00:37:37,480 Speaker 1: that year. So get another example of them acquiring and 673 00:37:37,520 --> 00:37:41,399 Speaker 1: then shutting down a company. Uh, and next I don't 674 00:37:41,400 --> 00:37:45,560 Speaker 1: have anything for me neither. But inn in the summer 675 00:37:45,560 --> 00:37:50,680 Speaker 1: they acquired pop Cap Wow. Yeah, another casual games developer. 676 00:37:51,160 --> 00:37:53,840 Speaker 1: So lots of lots of mobile content all that. Yeah, 677 00:37:54,280 --> 00:37:56,520 Speaker 1: they're ones who owned like The Jeweled and stuff like that. Right. 678 00:37:57,120 --> 00:38:00,399 Speaker 1: They also released Star Wars the Old Republic Blake, which 679 00:38:00,440 --> 00:38:03,520 Speaker 1: was a Star Wars based m m O RPG. Uh. Now, 680 00:38:03,600 --> 00:38:05,640 Speaker 1: we had one person asked us if we could talk 681 00:38:05,760 --> 00:38:09,040 Speaker 1: more about Star Wars the Old Republic and why did 682 00:38:09,120 --> 00:38:12,160 Speaker 1: it move from a subscription based service too free to 683 00:38:12,280 --> 00:38:16,480 Speaker 1: play with micro transactions and and how you know, what's 684 00:38:16,520 --> 00:38:19,520 Speaker 1: the story of its failure if you want to look 685 00:38:19,560 --> 00:38:22,080 Speaker 1: at it in that way? All right, As so I 686 00:38:22,320 --> 00:38:25,440 Speaker 1: actually played Star Wars the Old Republic. I I subscribed. 687 00:38:25,440 --> 00:38:27,400 Speaker 1: I was one of the subscribers. I was one of 688 00:38:27,440 --> 00:38:29,759 Speaker 1: the people who got who rolled his eyes when I 689 00:38:30,000 --> 00:38:32,120 Speaker 1: heard that was going to free to play because I 690 00:38:32,200 --> 00:38:34,800 Speaker 1: had actually bought a I think I was like a 691 00:38:34,840 --> 00:38:40,640 Speaker 1: twelve month subscription in advance. But so Star Wars the 692 00:38:40,680 --> 00:38:44,120 Speaker 1: Old Republic takes place thousands of years before the events 693 00:38:44,280 --> 00:38:48,320 Speaker 1: of the Star Wars movie series, but it puts you 694 00:38:48,600 --> 00:38:53,640 Speaker 1: in either a a Sith role or a Republic role, 695 00:38:54,200 --> 00:38:57,000 Speaker 1: and you have different storylines that we play out based 696 00:38:57,040 --> 00:38:59,799 Speaker 1: upon the type of character you were playing. I think 697 00:39:00,040 --> 00:39:01,920 Speaker 1: part of the problem was that it, even though it 698 00:39:02,000 --> 00:39:05,480 Speaker 1: was an M M O RPG, more frequently than not 699 00:39:05,760 --> 00:39:08,200 Speaker 1: it felt to me like a single player game. It 700 00:39:08,280 --> 00:39:11,480 Speaker 1: felt like another sequel to Cotur, which isn't a bad thing. 701 00:39:11,680 --> 00:39:14,000 Speaker 1: The Coach War games were great. I very much enjoyed them, 702 00:39:14,520 --> 00:39:18,000 Speaker 1: even though the second co Tour game obviously had an 703 00:39:18,120 --> 00:39:21,399 Speaker 1: entire section that was left unfinished because you could see 704 00:39:21,440 --> 00:39:22,960 Speaker 1: it on your map, but you couldn't get to it 705 00:39:23,600 --> 00:39:27,280 Speaker 1: in uh in the actual game. Anyway, the Old Republic 706 00:39:27,360 --> 00:39:30,080 Speaker 1: felt like another sequel to that. It didn't feel as 707 00:39:30,200 --> 00:39:32,640 Speaker 1: much like an M M O RPG. You didn't have 708 00:39:32,880 --> 00:39:35,440 Speaker 1: as many people partying up together and the kind of 709 00:39:35,480 --> 00:39:38,040 Speaker 1: interactions that you would normally expect from and not after 710 00:39:38,200 --> 00:39:41,960 Speaker 1: the initial launched like there was a lot of interest 711 00:39:42,000 --> 00:39:44,440 Speaker 1: in it very early on, but that kind of dropped 712 00:39:44,440 --> 00:39:45,919 Speaker 1: off quickly, and part of the problem was that people 713 00:39:45,960 --> 00:39:49,600 Speaker 1: were completing the storylines for the characters very very quickly, 714 00:39:50,320 --> 00:39:52,799 Speaker 1: and once you did that, you didn't really have any 715 00:39:52,880 --> 00:39:55,640 Speaker 1: incentive to keep playing so it was just like if 716 00:39:55,680 --> 00:39:57,279 Speaker 1: you had played a single player game all the way 717 00:39:57,280 --> 00:39:58,839 Speaker 1: through and then you're thinking, all right, well that was fun, 718 00:39:58,920 --> 00:40:01,359 Speaker 1: but now I want to sell this game and get 719 00:40:01,920 --> 00:40:03,520 Speaker 1: some money back, and then I'm going to buy another 720 00:40:03,600 --> 00:40:06,919 Speaker 1: new game. That's kind of what people were thinking. Well, 721 00:40:07,680 --> 00:40:10,239 Speaker 1: subscribers started to drop off from this game, and e 722 00:40:10,440 --> 00:40:13,239 Speaker 1: A's response was that, well, you know, we could either 723 00:40:13,320 --> 00:40:16,439 Speaker 1: pull the plug on it entirely, or we could try 724 00:40:16,719 --> 00:40:19,880 Speaker 1: and switch our strategy and get more people interested in 725 00:40:20,000 --> 00:40:23,640 Speaker 1: this game. But obviously the subscription models not really working. 726 00:40:23,719 --> 00:40:25,640 Speaker 1: So what if we dropped the subscription and go to 727 00:40:25,719 --> 00:40:29,600 Speaker 1: free to play, and instead of making money through people subscribing, 728 00:40:29,960 --> 00:40:32,759 Speaker 1: we make money by selling items in the game for 729 00:40:32,880 --> 00:40:38,839 Speaker 1: real money, small amounts of money micro transactions. But um, 730 00:40:39,239 --> 00:40:43,120 Speaker 1: and you could still play it for free without buying anything, 731 00:40:43,520 --> 00:40:45,680 Speaker 1: but you wouldn't have access to the entire game. There'll 732 00:40:45,719 --> 00:40:47,360 Speaker 1: be sections of the game you could not get to 733 00:40:47,520 --> 00:40:49,480 Speaker 1: because you would have to purchase them in order to 734 00:40:49,680 --> 00:40:53,120 Speaker 1: have access. And all of the micro transaction items were 735 00:40:53,239 --> 00:40:56,600 Speaker 1: the super powerful cool things with rainbows and unicorns or 736 00:40:56,640 --> 00:40:59,160 Speaker 1: whatever the you know, Star Wars equivalent of rainbows in 737 00:40:59,200 --> 00:41:03,160 Speaker 1: the cub lights. So I realize you're not familiar with 738 00:41:03,320 --> 00:41:06,480 Speaker 1: the venerable franchise known as Star Wars. Yeah no, never 739 00:41:06,600 --> 00:41:11,319 Speaker 1: never seen any of those scruffy looking at um. So, yeah, 740 00:41:11,520 --> 00:41:14,880 Speaker 1: the that was the whole response there was to switch 741 00:41:15,000 --> 00:41:18,200 Speaker 1: order free to play and do micro transactions. Now, this 742 00:41:18,400 --> 00:41:20,960 Speaker 1: is another thing that e A has received a lot 743 00:41:21,000 --> 00:41:24,520 Speaker 1: of criticism for as the whole micro transaction approach. I 744 00:41:24,600 --> 00:41:28,360 Speaker 1: can't say the word criticism either, obviously, but the micro 745 00:41:28,440 --> 00:41:33,080 Speaker 1: transactions are that's another way to try and generate revenue, 746 00:41:33,120 --> 00:41:35,400 Speaker 1: and if you make your game free to play, it 747 00:41:35,520 --> 00:41:38,919 Speaker 1: may be the only way unless you incorporate lots of advertising, 748 00:41:39,040 --> 00:41:41,440 Speaker 1: and either way most players kind of react in a 749 00:41:41,520 --> 00:41:44,000 Speaker 1: negative way. Yeah, that has also been something that e 750 00:41:44,080 --> 00:41:45,840 Speaker 1: A has gotten a lot of flak for, is the 751 00:41:46,040 --> 00:41:49,719 Speaker 1: the inclusion of kind of kind of annoying out there 752 00:41:49,880 --> 00:41:52,440 Speaker 1: advertising in the middle of their games. Right. Well, the 753 00:41:52,719 --> 00:41:56,960 Speaker 1: disappointing performance of Star Wars may have also contributed to 754 00:41:57,040 --> 00:42:01,040 Speaker 1: another dip in e AS stock prices in twelve of although, 755 00:42:01,560 --> 00:42:03,920 Speaker 1: but before we move on, just thank you Chaz our 756 00:42:03,960 --> 00:42:06,239 Speaker 1: listener from Twitter for for writing in about that. Yes, 757 00:42:06,360 --> 00:42:09,000 Speaker 1: thank you very much, yea, And we have a few 758 00:42:09,040 --> 00:42:10,640 Speaker 1: more questions. We will address at the end of this 759 00:42:10,680 --> 00:42:13,879 Speaker 1: episode as well. Also in twenty eleven, something else big 760 00:42:14,080 --> 00:42:18,239 Speaker 1: happened to e A. E A had the honor is 761 00:42:18,320 --> 00:42:22,440 Speaker 1: the wrong word for it had had the unfortunate um 762 00:42:23,080 --> 00:42:28,200 Speaker 1: role as Lull's SEC final target. Lulls SEC being Laugh 763 00:42:28,280 --> 00:42:33,080 Speaker 1: Out Loud Security was kind of a an offshoot of Anonymous. 764 00:42:34,040 --> 00:42:38,880 Speaker 1: It was not necessarily related directly to Anonymous, but it 765 00:42:39,040 --> 00:42:42,359 Speaker 1: was a group of of hackers who decided that they 766 00:42:42,400 --> 00:42:45,880 Speaker 1: were going to cause as much trouble as possible really 767 00:42:46,040 --> 00:42:48,000 Speaker 1: for the main reason they wanted to do it was 768 00:42:48,080 --> 00:42:50,520 Speaker 1: to show that they could. And uh, boy, I bet 769 00:42:50,560 --> 00:42:52,800 Speaker 1: they're regretting that decision right now because as of the 770 00:42:52,880 --> 00:42:55,960 Speaker 1: recording of this podcast, Uh, four of them have been 771 00:42:56,040 --> 00:42:59,920 Speaker 1: sentenced to between a year and two years in very 772 00:43:00,160 --> 00:43:05,759 Speaker 1: US uh jails or juvenile facilities. Well, so, yikes, I 773 00:43:05,800 --> 00:43:09,480 Speaker 1: guess they weren't quite as Anonymous as they thought. Uh. Anyway, 774 00:43:09,840 --> 00:43:14,239 Speaker 1: they hit EA as their final target before disbanding, and 775 00:43:14,600 --> 00:43:18,080 Speaker 1: uh they ended up releasing the log in information of 776 00:43:18,280 --> 00:43:22,640 Speaker 1: thousands of people who were playing Battlefield Heroes. So uh 777 00:43:22,880 --> 00:43:25,080 Speaker 1: that was a big black eye. A had to reset 778 00:43:25,120 --> 00:43:27,200 Speaker 1: all that and send emails out to everybody saying you know, 779 00:43:27,880 --> 00:43:30,719 Speaker 1: it was compromised and you need to change passwords and 780 00:43:30,719 --> 00:43:34,800 Speaker 1: all that kind of stuff. Uh. In twelve he wins 781 00:43:34,840 --> 00:43:40,839 Speaker 1: another awful uh distinguishing feature. Here they were called they 782 00:43:41,000 --> 00:43:43,680 Speaker 1: they were named the worst company in America by the 783 00:43:43,760 --> 00:43:46,080 Speaker 1: Consumerist And this is a this is a thing that 784 00:43:46,440 --> 00:43:48,520 Speaker 1: that the consumers does every year. They've been doing it 785 00:43:48,600 --> 00:43:51,239 Speaker 1: for a while. They gave a Golden poo award. Yes 786 00:43:51,320 --> 00:43:55,879 Speaker 1: they do. It's a very distinguished Uh. Yeah. The way 787 00:43:55,920 --> 00:43:57,600 Speaker 1: it works is that they set it up like a 788 00:43:58,640 --> 00:44:02,200 Speaker 1: tournament bracket and they let people vote on which company 789 00:44:02,239 --> 00:44:05,399 Speaker 1: they think should progress in the bracket. And that year 790 00:44:05,520 --> 00:44:09,440 Speaker 1: e A took home the Golden Pooh. It's final opponent 791 00:44:09,640 --> 00:44:12,080 Speaker 1: was the Bank of America. Now keep in mind this 792 00:44:12,239 --> 00:44:15,279 Speaker 1: is all from reader votes, it's not I mean, I 793 00:44:15,400 --> 00:44:17,640 Speaker 1: think I think the consumers is the one that ultimately 794 00:44:17,719 --> 00:44:20,360 Speaker 1: decides which ones are in the brackets, but the readers 795 00:44:20,400 --> 00:44:23,040 Speaker 1: are the ones who determine which companies progress. Right, And 796 00:44:23,080 --> 00:44:25,080 Speaker 1: this is the Internet, and there are some gamers on 797 00:44:25,120 --> 00:44:27,479 Speaker 1: the Internet, so so I'm sure that that is part 798 00:44:27,600 --> 00:44:30,120 Speaker 1: of why e A made it that far. But but also, 799 00:44:30,160 --> 00:44:33,839 Speaker 1: I mean, was when occupy was happening, So so think 800 00:44:34,000 --> 00:44:36,560 Speaker 1: I mean there were thousands of people on the streets 801 00:44:37,120 --> 00:44:41,520 Speaker 1: protesting the actions of corporations like Bank of America, and 802 00:44:41,680 --> 00:44:45,560 Speaker 1: e A still still beat them out. Yeah, by I 803 00:44:45,600 --> 00:44:49,520 Speaker 1: think it was like close to to you know, twenty 804 00:44:49,600 --> 00:44:52,160 Speaker 1: six or something like that. It's really like that. So 805 00:44:52,400 --> 00:44:55,640 Speaker 1: it was it wasn't even close. It's a runaway. But again, 806 00:44:56,040 --> 00:44:58,920 Speaker 1: you know the platforms the internet. Gamers like the Internet, 807 00:44:59,000 --> 00:45:01,080 Speaker 1: so you know, keep that all in mind. It's kind 808 00:45:01,120 --> 00:45:03,120 Speaker 1: of it was kind of skewed to e A, is 809 00:45:03,160 --> 00:45:05,799 Speaker 1: what we're saying. We've got a bit more to say 810 00:45:05,880 --> 00:45:08,279 Speaker 1: about e A, and then I'll have a lot more 811 00:45:08,320 --> 00:45:10,640 Speaker 1: to say about e A in a follow up episode 812 00:45:11,040 --> 00:45:22,399 Speaker 1: right after this break. So why did it win Worst Company? Well, 813 00:45:22,560 --> 00:45:26,000 Speaker 1: some of the the suggestions were because it had stripped 814 00:45:26,040 --> 00:45:28,960 Speaker 1: the video game industry of talent through all those acquisitions 815 00:45:29,000 --> 00:45:33,520 Speaker 1: and then shutting down competitions. Are shutting down competing studios, 816 00:45:33,520 --> 00:45:36,240 Speaker 1: I should say. So they not only bought up competing 817 00:45:36,239 --> 00:45:38,160 Speaker 1: studios but then shut them down, which then meant that 818 00:45:38,880 --> 00:45:42,920 Speaker 1: that talent and those games would often become inaccessible. There'd 819 00:45:42,960 --> 00:45:46,000 Speaker 1: never be another one because e A would own the 820 00:45:46,239 --> 00:45:49,239 Speaker 1: intellectual property but not have anyone to actually develop the 821 00:45:49,280 --> 00:45:52,400 Speaker 1: games anymore, at least the people who had developed it 822 00:45:52,440 --> 00:45:55,440 Speaker 1: were gone, so it would be a completely different experience. Uh. 823 00:45:55,520 --> 00:45:58,359 Speaker 1: Then there was also sighting of the use of micro transactions, 824 00:45:58,440 --> 00:46:01,680 Speaker 1: just like I said, Uh, especially for any games where 825 00:46:01,680 --> 00:46:04,680 Speaker 1: you already had to buy a game and then on 826 00:46:04,800 --> 00:46:07,120 Speaker 1: top of it, have micro transactions within the things that 827 00:46:07,160 --> 00:46:09,279 Speaker 1: we're not free to begin with. Yeah, So the idea 828 00:46:09,280 --> 00:46:11,399 Speaker 1: of buying like a sixty dollar game and then having 829 00:46:11,440 --> 00:46:13,600 Speaker 1: to spend more money within the game in order for 830 00:46:13,680 --> 00:46:16,239 Speaker 1: it to be a satisfying experience that did not sit 831 00:46:16,320 --> 00:46:19,360 Speaker 1: well with a lot of people who voted in this. Also, 832 00:46:19,640 --> 00:46:22,120 Speaker 1: the one of the things they cited were the exclusivity 833 00:46:22,200 --> 00:46:25,480 Speaker 1: deals that e A had made with organizations like the NFL. 834 00:46:26,000 --> 00:46:28,520 Speaker 1: Now that's a big deal now for e A, and 835 00:46:28,600 --> 00:46:31,040 Speaker 1: made perfect sense. That meant that they had tied up 836 00:46:31,120 --> 00:46:34,320 Speaker 1: the NFL license that they were the only company that 837 00:46:34,400 --> 00:46:38,400 Speaker 1: could put out an official NFL affiliated football game, and 838 00:46:38,480 --> 00:46:40,719 Speaker 1: the same thing is true for other sports as well. 839 00:46:40,800 --> 00:46:44,760 Speaker 1: They made exclusivity agreements with other sports agencies, but NFL 840 00:46:44,880 --> 00:46:49,440 Speaker 1: is an easy example. So e A then shuts down 841 00:46:49,520 --> 00:46:54,360 Speaker 1: competition because no other game company can make an official 842 00:46:54,719 --> 00:46:58,400 Speaker 1: NFL licensed game. They can't use the actual team player 843 00:46:58,520 --> 00:47:02,080 Speaker 1: names or anything. And I'll you know, another football strategy 844 00:47:02,120 --> 00:47:04,320 Speaker 1: game could certainly be enjoyable. When you don't have that 845 00:47:04,480 --> 00:47:07,480 Speaker 1: brand recognition behind it, it becomes a lot harder to market, right. 846 00:47:07,520 --> 00:47:09,520 Speaker 1: I mean why if if you're a fan of football 847 00:47:09,719 --> 00:47:12,959 Speaker 1: and you want to play as your favorite football team 848 00:47:13,160 --> 00:47:15,480 Speaker 1: with you, with the actual players who are on that 849 00:47:15,640 --> 00:47:18,719 Speaker 1: team as your as your players, then you had to 850 00:47:18,760 --> 00:47:20,920 Speaker 1: go with the A because no one else had the 851 00:47:21,000 --> 00:47:23,719 Speaker 1: licensing agreement that would allow them to do that. And 852 00:47:23,840 --> 00:47:26,600 Speaker 1: so that, you know, people said, like, you're essentially saying 853 00:47:27,239 --> 00:47:29,520 Speaker 1: we're the only game in town. Yeah, you're you're further 854 00:47:29,760 --> 00:47:32,880 Speaker 1: further shutting down the opportunities of other studios. Right, So 855 00:47:33,000 --> 00:47:36,000 Speaker 1: that was another reason why they got a lot of votes. 856 00:47:36,600 --> 00:47:42,560 Speaker 1: Uh So the tournaments came out pretty badly for e A. Uh, 857 00:47:42,680 --> 00:47:44,960 Speaker 1: It's showed that that he had a real problem with 858 00:47:45,120 --> 00:47:48,120 Speaker 1: public perception of the company. UM and e A tried 859 00:47:48,239 --> 00:47:52,440 Speaker 1: to kind of uh respond to that, and and a 860 00:47:52,480 --> 00:47:54,800 Speaker 1: lot of people thought that their response was lackluster. This 861 00:47:54,800 --> 00:47:57,600 Speaker 1: would happen again, but we'll get to it. Yeah, I 862 00:47:57,600 --> 00:48:01,120 Speaker 1: don't want to spoil it, but yeah, year also was 863 00:48:01,160 --> 00:48:04,040 Speaker 1: when e A released Mass Effect three, which may also 864 00:48:04,120 --> 00:48:06,880 Speaker 1: have affected its standings as Worst Company in America because, 865 00:48:06,920 --> 00:48:09,160 Speaker 1: as I recall, there were a lot of people who 866 00:48:09,200 --> 00:48:11,560 Speaker 1: were not happy with the way that game ended. Yeah, 867 00:48:11,960 --> 00:48:13,520 Speaker 1: didn't they didn't they wasn't that the one that they 868 00:48:13,560 --> 00:48:17,280 Speaker 1: released a different ending to that you could you could download. 869 00:48:17,360 --> 00:48:20,279 Speaker 1: There were, as I recall, there were there may have been, 870 00:48:20,360 --> 00:48:21,839 Speaker 1: I think there might have been, but I know there 871 00:48:21,880 --> 00:48:24,440 Speaker 1: were at least three different endings that were already in 872 00:48:24,560 --> 00:48:27,280 Speaker 1: the game. But some people argued that the three different 873 00:48:27,360 --> 00:48:30,080 Speaker 1: endings were not distinct enough that you know, you would 874 00:48:30,120 --> 00:48:32,920 Speaker 1: have small details that were different, but that in the 875 00:48:33,000 --> 00:48:35,320 Speaker 1: grand scheme it felt like what you had done in 876 00:48:35,400 --> 00:48:38,759 Speaker 1: the series of games did Yeah, it defeats the entire 877 00:48:38,800 --> 00:48:41,919 Speaker 1: purpose of the Mass Effect series exactly. It felt like like, well, 878 00:48:42,040 --> 00:48:44,600 Speaker 1: while the whole game makes it feel like you're going 879 00:48:44,640 --> 00:48:49,040 Speaker 1: to have this huge impact, ultimately, if the differences aren't 880 00:48:49,160 --> 00:48:51,400 Speaker 1: that great, then it means that you know, what you 881 00:48:51,480 --> 00:48:53,440 Speaker 1: did didn't really matter in the grand scheme of things, 882 00:48:53,520 --> 00:48:55,840 Speaker 1: which from an existential point of view is kind of interesting. 883 00:48:56,200 --> 00:48:59,560 Speaker 1: But from a gamer player, uh, you know, experience, maybe 884 00:48:59,640 --> 00:49:01,600 Speaker 1: not so much far right right, it's not called nic 885 00:49:01,920 --> 00:49:04,960 Speaker 1: The game so therefore, so so people said that they 886 00:49:05,040 --> 00:49:07,880 Speaker 1: felt that the game had the end game in particular, 887 00:49:07,960 --> 00:49:09,960 Speaker 1: had been rushed, and that it just wasn't a fitting 888 00:49:10,280 --> 00:49:15,239 Speaker 1: capper to it. Uh and Penny Arcades been Kuchera, and 889 00:49:15,440 --> 00:49:19,200 Speaker 1: I apologize if I'm miss uh mispronouncing his name. He 890 00:49:19,360 --> 00:49:22,560 Speaker 1: criticized the company for concentrating on free to play games 891 00:49:22,600 --> 00:49:25,240 Speaker 1: and micro transactions, and he also said that the company 892 00:49:25,320 --> 00:49:28,279 Speaker 1: was failing to create compelling retail games. So you're saying 893 00:49:28,320 --> 00:49:31,280 Speaker 1: that the games that you are selling for sixty dollars 894 00:49:31,680 --> 00:49:34,480 Speaker 1: aren't really good good and the ones that are free 895 00:49:34,520 --> 00:49:38,720 Speaker 1: to play with micro transactions are irritating. Right. So penny Arcade, 896 00:49:38,880 --> 00:49:41,840 Speaker 1: by the way, has nine hundred and twenty two comics 897 00:49:41,960 --> 00:49:44,680 Speaker 1: that are tagged e A in their system, which as 898 00:49:44,719 --> 00:49:47,520 Speaker 1: of the recording of this podcast, yes as well, Yeah, 899 00:49:47,560 --> 00:49:50,520 Speaker 1: as of as of Tuesday, I think actually Tuesday or 900 00:49:50,520 --> 00:49:53,080 Speaker 1: Wednesday of this week, so they're there. There might have 901 00:49:53,160 --> 00:49:57,319 Speaker 1: been more uh since since then, but it just which 902 00:49:57,400 --> 00:49:59,920 Speaker 1: just goes to show that the gaming community has had 903 00:50:00,040 --> 00:50:02,480 Speaker 1: a lot to say and a lot of criticism to 904 00:50:02,600 --> 00:50:05,600 Speaker 1: lob against the company over the years. And UH and 905 00:50:05,800 --> 00:50:10,560 Speaker 1: in John Richard tell O stepped down as CEO and 906 00:50:10,800 --> 00:50:13,160 Speaker 1: as a member of the board. Uh. Here's a direct 907 00:50:13,239 --> 00:50:15,600 Speaker 1: quote from one of the blog posts that was written 908 00:50:15,920 --> 00:50:18,080 Speaker 1: that he wrote about this. He said, I am writing 909 00:50:18,160 --> 00:50:21,000 Speaker 1: with some tough news. I have resigned my position as 910 00:50:21,080 --> 00:50:23,680 Speaker 1: e AS CEO. I will be around for a couple 911 00:50:23,760 --> 00:50:25,480 Speaker 1: of weeks and I hope to have it at the 912 00:50:25,600 --> 00:50:28,280 Speaker 1: chance to say goodbye to many of you. Larry Probest 913 00:50:28,280 --> 00:50:30,960 Speaker 1: will be stepping in as executive chairman to help smooth 914 00:50:31,280 --> 00:50:35,120 Speaker 1: the transition. Uh. E A also continued to lay off 915 00:50:35,239 --> 00:50:39,000 Speaker 1: employees in part as a streamlining effort at this time. 916 00:50:39,760 --> 00:50:41,920 Speaker 1: And so Probest comes back in. You know, he had 917 00:50:41,960 --> 00:50:47,279 Speaker 1: stepped down and now he was interim CEO. Uh and 918 00:50:47,719 --> 00:50:50,759 Speaker 1: uh that's as of the recording of this podcast, that's 919 00:50:50,760 --> 00:50:53,879 Speaker 1: still the case. They hadn't found a permanent replacement yet. Yeah, 920 00:50:53,960 --> 00:50:55,839 Speaker 1: but they Yeah, that was That was another ten percent 921 00:50:55,920 --> 00:50:58,920 Speaker 1: of global staff that was laid off as of May 922 00:50:59,120 --> 00:51:02,480 Speaker 1: of this year. So tough times over at e A. 923 00:51:02,880 --> 00:51:05,760 Speaker 1: They also said that they planned to open a Dice 924 00:51:06,120 --> 00:51:10,320 Speaker 1: l A office uh where they would be developing games, 925 00:51:10,440 --> 00:51:13,560 Speaker 1: including Star Wars games, because they made a deal with Disney, 926 00:51:13,640 --> 00:51:17,480 Speaker 1: which of course acquired the rights to the Lucas Arts 927 00:51:17,680 --> 00:51:23,480 Speaker 1: stuff earlier, and they won the Worst Company in America 928 00:51:23,600 --> 00:51:26,160 Speaker 1: for the second year in a row. And most of 929 00:51:26,200 --> 00:51:28,480 Speaker 1: the reasons this is the first time that any company 930 00:51:28,560 --> 00:51:30,719 Speaker 1: has ever done this, by the way, done a tow 931 00:51:30,840 --> 00:51:33,960 Speaker 1: for and they they the reasons are pretty much the 932 00:51:34,000 --> 00:51:37,880 Speaker 1: same as But also there was another controversy that happened 933 00:51:38,560 --> 00:51:41,600 Speaker 1: between those two times that ended up costing the company 934 00:51:41,640 --> 00:51:44,479 Speaker 1: big time, which was the launch of sim City five, 935 00:51:44,600 --> 00:51:48,000 Speaker 1: one of the most anticipated games in a long time. 936 00:51:48,040 --> 00:51:50,279 Speaker 1: I mean, like there's certain titles that when you hear 937 00:51:50,320 --> 00:51:54,120 Speaker 1: about them coming out, people old school gamers get really excited. 938 00:51:54,480 --> 00:51:57,080 Speaker 1: Diablo three is a great example of a game that 939 00:51:57,160 --> 00:52:00,320 Speaker 1: got a lot of people talking months before it amount. 940 00:52:00,360 --> 00:52:03,080 Speaker 1: Sim City five is another one of those where people 941 00:52:03,120 --> 00:52:05,560 Speaker 1: who are fans of the sim City franchise were really 942 00:52:05,680 --> 00:52:10,080 Speaker 1: excited by this game. But the big issue was that 943 00:52:10,239 --> 00:52:12,400 Speaker 1: sim City five was a game that requires you to 944 00:52:12,480 --> 00:52:14,520 Speaker 1: have a persistent connection to the Internet in order to 945 00:52:14,560 --> 00:52:18,080 Speaker 1: play it. Even if you're just playing single player offline, 946 00:52:18,120 --> 00:52:20,040 Speaker 1: it's just you and your computer, but you still have 947 00:52:20,080 --> 00:52:22,920 Speaker 1: to have a persistent Internet connection, and they had some 948 00:52:23,280 --> 00:52:26,120 Speaker 1: server issues when the game launched, which meant that people 949 00:52:26,160 --> 00:52:28,279 Speaker 1: couldn't play the game they had just bought, they had 950 00:52:28,360 --> 00:52:31,040 Speaker 1: spent the money, the game was in their hands, they 951 00:52:31,120 --> 00:52:33,840 Speaker 1: wanted to play a single player game, and they couldn't 952 00:52:33,920 --> 00:52:38,040 Speaker 1: do it because the servers weren't working. Now, that tells 953 00:52:38,120 --> 00:52:40,640 Speaker 1: you that this is a huge problem. That that's another 954 00:52:40,760 --> 00:52:44,120 Speaker 1: example of why the persistent internet connection thing is an 955 00:52:44,239 --> 00:52:48,080 Speaker 1: argument that people say makes for bad gaming experience, because 956 00:52:48,120 --> 00:52:51,680 Speaker 1: when you have a technical issue on the game providers end, 957 00:52:52,440 --> 00:52:56,440 Speaker 1: then it's adding a completely unnecessary extra step that a 958 00:52:56,520 --> 00:52:58,879 Speaker 1: lot of things can go wrong with, right, And if 959 00:52:58,920 --> 00:53:02,480 Speaker 1: it's an online game, than that's just the way that works, right. 960 00:53:02,719 --> 00:53:05,239 Speaker 1: But when it's a single player game, then people have 961 00:53:05,360 --> 00:53:08,840 Speaker 1: a real hard time feeling it's infuriating and uh, you 962 00:53:08,920 --> 00:53:11,040 Speaker 1: know again, a lot of people say that the whole 963 00:53:11,120 --> 00:53:13,879 Speaker 1: reason for this was just so that e A could 964 00:53:13,960 --> 00:53:17,480 Speaker 1: have another kind of DRM there that you know, that's 965 00:53:17,520 --> 00:53:20,200 Speaker 1: not e A has denied that. They said that's not 966 00:53:20,320 --> 00:53:24,000 Speaker 1: the reason, but that's the reason everyone says, says is 967 00:53:24,160 --> 00:53:27,120 Speaker 1: a lot of people suggest that's the real reason. Let 968 00:53:27,200 --> 00:53:29,840 Speaker 1: me put it that way. Sure. They also made headlines 969 00:53:29,880 --> 00:53:32,840 Speaker 1: in February and March when UM the CFO Blake Jorgensen 970 00:53:32,880 --> 00:53:36,640 Speaker 1: announced that all future titles would involve micro transactions. Uh. 971 00:53:36,760 --> 00:53:39,880 Speaker 1: He backpedaled really hard a week later. Um let it. 972 00:53:39,960 --> 00:53:43,239 Speaker 1: That did not get a great reaction, and again that's 973 00:53:43,360 --> 00:53:45,840 Speaker 1: probably what contributed to it winning the Worst company in 974 00:53:45,880 --> 00:53:49,680 Speaker 1: America again. Yeah, despite all of this, their their stock 975 00:53:49,880 --> 00:53:54,440 Speaker 1: has been rising dramatically over the course of so far. 976 00:53:55,040 --> 00:53:58,880 Speaker 1: Um and uh really really interestingly, as of as of 977 00:53:59,080 --> 00:54:02,319 Speaker 1: this week, the a couple of the really high level 978 00:54:02,360 --> 00:54:04,840 Speaker 1: people have been selling off a lot of their shares 979 00:54:05,360 --> 00:54:09,600 Speaker 1: in their own company's stock, like fifty seven thousand of 980 00:54:09,719 --> 00:54:13,719 Speaker 1: their shares. Wow. That is Uh. I'm actually looking it 981 00:54:13,840 --> 00:54:16,440 Speaker 1: up right now because it's actually a little lower than 982 00:54:16,480 --> 00:54:18,200 Speaker 1: it was when I wrote it down. Because originally we 983 00:54:18,239 --> 00:54:20,319 Speaker 1: were going to record this episode the day before. We're 984 00:54:20,320 --> 00:54:23,680 Speaker 1: actually recording it right We're gonna record it yesterday. This 985 00:54:23,760 --> 00:54:28,359 Speaker 1: doesn't mean but on May fifteenth, fifteenth, the stock price 986 00:54:28,480 --> 00:54:30,600 Speaker 1: was at twenty two dollars and fifty cents when I 987 00:54:30,640 --> 00:54:35,480 Speaker 1: looked at originally right now on May sixteenth, at four 988 00:54:35,680 --> 00:54:38,799 Speaker 1: forty four pm Eastern time, more information than you need 989 00:54:38,880 --> 00:54:41,480 Speaker 1: to know, it's at two and two cents. So it's 990 00:54:41,560 --> 00:54:45,640 Speaker 1: dropped almost fifty cents, right around fifty cents since I 991 00:54:45,920 --> 00:54:49,800 Speaker 1: checked it yesterday. So it's still and it's obviously not 992 00:54:50,040 --> 00:54:54,120 Speaker 1: at that pre August two eight high when it was 993 00:54:54,200 --> 00:54:56,759 Speaker 1: in the high forties and lower fifties, but it's but 994 00:54:56,800 --> 00:55:00,200 Speaker 1: it's dropped a great deal since then. Um I think 995 00:55:00,280 --> 00:55:03,240 Speaker 1: I think that that well, as of as of Wednesday, 996 00:55:03,280 --> 00:55:05,719 Speaker 1: as of the May fifteenth, anyway, shares where shares were 997 00:55:05,800 --> 00:55:10,319 Speaker 1: up very nearly for the course. Yeah, so it's it's 998 00:55:10,760 --> 00:55:14,399 Speaker 1: I think volatile is a safe word to use. Yes, Yes, 999 00:55:14,680 --> 00:55:18,320 Speaker 1: that that's There's a lot of very very important financial 1000 00:55:18,440 --> 00:55:20,640 Speaker 1: publications that are talking about e A right now, which 1001 00:55:20,640 --> 00:55:22,560 Speaker 1: I which I always find fascinating, and and all of 1002 00:55:22,600 --> 00:55:25,320 Speaker 1: them are going like, be cautious, don't actually invest, we 1003 00:55:25,360 --> 00:55:27,400 Speaker 1: don't know about this thing. Yeah, there does seem to 1004 00:55:27,440 --> 00:55:32,480 Speaker 1: be a real problem with consumer confidence in an investor 1005 00:55:32,640 --> 00:55:34,879 Speaker 1: confidence in a e A. And again that can really 1006 00:55:34,920 --> 00:55:37,799 Speaker 1: affect that. You know, e A is a multibillion dollar 1007 00:55:37,880 --> 00:55:41,080 Speaker 1: industry company right now. It's you know, it's revenues can 1008 00:55:41,200 --> 00:55:44,640 Speaker 1: be over a billion dollars, can be over three billion 1009 00:55:44,680 --> 00:55:47,239 Speaker 1: dollars in a good year, and so when you're talking 1010 00:55:47,280 --> 00:55:49,560 Speaker 1: about that, it's kind of weird to think that it's 1011 00:55:50,360 --> 00:55:53,000 Speaker 1: it's value as a company is in question. That suggests 1012 00:55:53,040 --> 00:55:56,200 Speaker 1: that there's been some pretty serious missteps or that something's 1013 00:55:56,239 --> 00:55:58,879 Speaker 1: really funky with the industry in general, right right, well, 1014 00:55:58,960 --> 00:56:00,839 Speaker 1: you know it's I think it's just basically that thing 1015 00:56:00,880 --> 00:56:03,759 Speaker 1: where they're not really they're not really heating all of 1016 00:56:03,960 --> 00:56:06,880 Speaker 1: all of this this feedback that they're getting from from 1017 00:56:06,960 --> 00:56:09,920 Speaker 1: all of their their from their fans, and that's you know, 1018 00:56:10,239 --> 00:56:13,719 Speaker 1: like and they also just renew their license with with 1019 00:56:13,960 --> 00:56:17,680 Speaker 1: them the Football Association with a FIFA FIFA and the 1020 00:56:17,719 --> 00:56:23,200 Speaker 1: soccer soccer So yeah, sure, football whatever go back to 1021 00:56:23,360 --> 00:56:29,120 Speaker 1: France until um so and and FIVA is one of 1022 00:56:29,200 --> 00:56:33,000 Speaker 1: those titles that consistently does really well for e A. Sure, 1023 00:56:33,160 --> 00:56:35,440 Speaker 1: and and you know again like it's it's understandable why 1024 00:56:35,440 --> 00:56:39,960 Speaker 1: would they would want that exclusivity? Now, we asked our 1025 00:56:40,080 --> 00:56:42,360 Speaker 1: listeners if they had any specific questions they would like 1026 00:56:42,480 --> 00:56:46,040 Speaker 1: us to address, and uh, we We've talked about some 1027 00:56:46,160 --> 00:56:47,560 Speaker 1: of them already, so I'm not going to go over 1028 00:56:47,640 --> 00:56:49,880 Speaker 1: all of them, but I've got two left that we 1029 00:56:50,040 --> 00:56:53,600 Speaker 1: can chat about really quickly. Peter from Facebook said, what 1030 00:56:53,840 --> 00:56:56,600 Speaker 1: was the most popular e A game? And if you 1031 00:56:56,719 --> 00:57:00,480 Speaker 1: go from the debut of e A till present day 1032 00:57:00,520 --> 00:57:03,320 Speaker 1: and you look at all the units sold. The SIMS 1033 00:57:03,600 --> 00:57:06,200 Speaker 1: comes out on top with a level eleven point twenty 1034 00:57:06,280 --> 00:57:10,600 Speaker 1: three million units sold globally according to VG Charts, and 1035 00:57:10,719 --> 00:57:13,920 Speaker 1: second place would go to Need for Speed Underground. Now 1036 00:57:14,800 --> 00:57:17,600 Speaker 1: that that doesn't surprise me, because the SIMS is one 1037 00:57:17,600 --> 00:57:19,600 Speaker 1: of those games that had a very wide appeal. I 1038 00:57:19,640 --> 00:57:21,280 Speaker 1: mean I loved it when it came out. I thought 1039 00:57:21,320 --> 00:57:23,920 Speaker 1: this was such a cool innovative game. Also, I thought 1040 00:57:23,960 --> 00:57:28,160 Speaker 1: it was funny to lock people out of the bathroom. Um, yeah, 1041 00:57:28,200 --> 00:57:30,720 Speaker 1: I did some pretty cruel things. A good good thing 1042 00:57:30,760 --> 00:57:34,480 Speaker 1: to know about you, Jonathan, That's great, that's why. Uh. 1043 00:57:34,560 --> 00:57:38,880 Speaker 1: And then Ian he asked also on Facebook if I 1044 00:57:38,920 --> 00:57:41,560 Speaker 1: could give a rundown of some of the PR meltdowns 1045 00:57:41,640 --> 00:57:44,640 Speaker 1: the e A has had. I could, but that's a 1046 00:57:44,840 --> 00:57:47,840 Speaker 1: full episode. So I'm going to give you, Um, I'm 1047 00:57:47,840 --> 00:57:52,360 Speaker 1: gonna give you three examples of PR attempts that e 1048 00:57:52,560 --> 00:57:56,640 Speaker 1: A maybe did not handle very well. This isn't just 1049 00:57:56,880 --> 00:58:00,360 Speaker 1: like coming out and saying, uh, we didn't do this right, 1050 00:58:00,400 --> 00:58:02,400 Speaker 1: We're going to do better. This is this is, this 1051 00:58:02,480 --> 00:58:06,280 Speaker 1: goes beyond this. This comes into marketing mistakes. Okay, three 1052 00:58:06,440 --> 00:58:09,960 Speaker 1: big marketing mistakes. Keep in mind that this might not 1053 00:58:10,120 --> 00:58:13,520 Speaker 1: be entirely EA's fault. They could have partnered with a 1054 00:58:13,600 --> 00:58:16,640 Speaker 1: marketing firm that came up with a terrible idea and 1055 00:58:16,720 --> 00:58:19,640 Speaker 1: he just ran with it. Um One of them was 1056 00:58:20,040 --> 00:58:24,960 Speaker 1: when e A was marketing the game Dante's Inferno, right, 1057 00:58:25,160 --> 00:58:27,960 Speaker 1: remember that, yeah, which had all these different characters that 1058 00:58:28,000 --> 00:58:33,120 Speaker 1: were based off the Seven Deadly Sins. So the promotion 1059 00:58:33,280 --> 00:58:36,919 Speaker 1: for the Sin of Lust came around and right around 1060 00:58:36,920 --> 00:58:40,360 Speaker 1: the same time as Comic Con An e A had 1061 00:58:40,640 --> 00:58:44,800 Speaker 1: a booth at Comic Con where they had some young 1062 00:58:45,040 --> 00:58:50,200 Speaker 1: ladies dressed in costume models colloquially known as booth babes 1063 00:58:50,800 --> 00:58:55,760 Speaker 1: to promote their games, and they had their Sin to 1064 00:58:55,960 --> 00:59:00,960 Speaker 1: Win campaign, which was a contest that encouraged people to 1065 00:59:01,280 --> 00:59:06,720 Speaker 1: quote commit acts of lust unquote with costumed reps at 1066 00:59:06,800 --> 00:59:10,320 Speaker 1: e A's booth. Later on, the team clarified this as 1067 00:59:10,360 --> 00:59:14,120 Speaker 1: saying that they were just trying to tell people to 1068 00:59:14,600 --> 00:59:18,720 Speaker 1: take photos with these reps and then tweet and share 1069 00:59:18,760 --> 00:59:22,840 Speaker 1: them in various ways. But no, that doesn't sound like 1070 00:59:22,960 --> 00:59:28,920 Speaker 1: that thing like, yeah, I'm I I remember I had 1071 00:59:28,960 --> 00:59:32,320 Speaker 1: completely blocked that from my memory, but I remember exactly 1072 00:59:32,400 --> 00:59:38,000 Speaker 1: how offended I was by that, because it was really offended. Actually, yeah, yeah, 1073 00:59:38,080 --> 00:59:40,240 Speaker 1: not a great move. Okay, So here's another one. This one, 1074 00:59:41,040 --> 00:59:43,439 Speaker 1: this one really makes me scratch my head. So there 1075 00:59:43,600 --> 00:59:47,480 Speaker 1: for a promotional campaign for the game Mercenaries to E 1076 00:59:47,680 --> 00:59:51,360 Speaker 1: a converted a London gas station to make it look 1077 00:59:51,400 --> 00:59:54,400 Speaker 1: like a military depot, so it was like a depot 1078 00:59:54,440 --> 00:59:56,560 Speaker 1: that you would see in the game Mercenaries to which 1079 00:59:56,600 --> 00:59:59,000 Speaker 1: is kind of cool. I mean, we've seen promotions like that, 1080 00:59:59,200 --> 01:00:04,560 Speaker 1: like the The Simpsons, Quickie mark type stuff. They had 1081 01:00:04,760 --> 01:00:07,320 Speaker 1: a bunch of a bunch of life size column dolls 1082 01:00:07,440 --> 01:00:11,040 Speaker 1: on London Underground for a while, that clever stuff. So 1083 01:00:11,960 --> 01:00:14,240 Speaker 1: what's the big deal about converting a gas station into 1084 01:00:14,280 --> 01:00:18,360 Speaker 1: a military depot. Well, they had this campaign where anyone 1085 01:00:18,520 --> 01:00:22,400 Speaker 1: stopping at the military depot slash gas station would get 1086 01:00:22,520 --> 01:00:27,360 Speaker 1: seventy dollars worth of gas for free. Keep in mind 1087 01:00:27,480 --> 01:00:30,280 Speaker 1: that the game doesn't cost that much, which meant that 1088 01:00:30,400 --> 01:00:32,680 Speaker 1: even if every single person who stopped at that gas 1089 01:00:32,760 --> 01:00:36,000 Speaker 1: station then went out and bought a copy of Mercenaries 1090 01:00:36,000 --> 01:00:38,240 Speaker 1: to still be losing money. You still are losing money. 1091 01:00:38,400 --> 01:00:43,280 Speaker 1: And they ended up screwing up traffic patterns so badly 1092 01:00:43,320 --> 01:00:45,479 Speaker 1: in London once people found out they could get free 1093 01:00:45,560 --> 01:00:50,280 Speaker 1: gas at this station that it caused a massive traffic 1094 01:00:50,360 --> 01:00:54,600 Speaker 1: snarl and even ended up with government censure of e A. 1095 01:00:55,560 --> 01:00:58,320 Speaker 1: Cost him about fifty dollars to convert the gas station 1096 01:00:58,400 --> 01:01:02,040 Speaker 1: into a military depot. Seventy bucks of gas per person 1097 01:01:02,080 --> 01:01:04,880 Speaker 1: who stopped. Yeah, not the most effective use of your 1098 01:01:04,920 --> 01:01:08,720 Speaker 1: marketing dollars, you might argue. And here's the third one. 1099 01:01:09,440 --> 01:01:13,800 Speaker 1: So godfather to the game coming out and e A, 1100 01:01:14,280 --> 01:01:18,920 Speaker 1: like many companies, tries to court the gaming press by 1101 01:01:18,960 --> 01:01:22,800 Speaker 1: sending out publicity kits. They have various little gifts in them. Right, 1102 01:01:23,040 --> 01:01:27,120 Speaker 1: horses head No, no horses had, no fish, okay, no connoli. 1103 01:01:28,080 --> 01:01:32,320 Speaker 1: Brass knuckles. They send out brass, actual brass knuckles, actual 1104 01:01:32,320 --> 01:01:36,880 Speaker 1: bras knuckles, which, by the way, not legal and also 1105 01:01:37,120 --> 01:01:40,920 Speaker 1: illegal to send by may. So then they had to 1106 01:01:41,000 --> 01:01:43,880 Speaker 1: send a message to everyone they had sent a package 1107 01:01:43,920 --> 01:01:46,640 Speaker 1: to saying could you please send back those brass knuckles 1108 01:01:47,000 --> 01:01:51,360 Speaker 1: and please don't sue us. Three examples of marketing failures 1109 01:01:51,400 --> 01:01:54,480 Speaker 1: on e A's part. Now, there are plenty of other 1110 01:01:54,560 --> 01:01:57,280 Speaker 1: examples of e A coming out and apologizing or not 1111 01:01:57,640 --> 01:02:01,240 Speaker 1: apologizing for something, like when they won the America's Worst 1112 01:02:01,280 --> 01:02:03,360 Speaker 1: Company the second time. There was a blog post that 1113 01:02:03,440 --> 01:02:06,120 Speaker 1: essentially said we can do better, but a lot of 1114 01:02:06,200 --> 01:02:10,560 Speaker 1: people viewed it as kind of a backhanded slap at gamers, 1115 01:02:10,800 --> 01:02:14,320 Speaker 1: and not not like so much as owning up to problems, 1116 01:02:14,400 --> 01:02:18,360 Speaker 1: but rather saying, uh, you know, people perceive it as this, 1117 01:02:18,480 --> 01:02:22,680 Speaker 1: so we can change their perception. So uh and I'm 1118 01:02:22,720 --> 01:02:26,240 Speaker 1: paraphrasing obviously, sure, but but nonetheless it no, they they've 1119 01:02:26,280 --> 01:02:28,680 Speaker 1: they've not always had the best attitude about that sort 1120 01:02:28,680 --> 01:02:31,000 Speaker 1: of thing, or at least that seems to be the 1121 01:02:31,080 --> 01:02:33,800 Speaker 1: implication anyway, you know, because we're all reading this through 1122 01:02:33,880 --> 01:02:36,240 Speaker 1: our own lens, and perhaps the way they intended it 1123 01:02:36,320 --> 01:02:39,640 Speaker 1: and the way that we're interpreting it are just wildly different. Oh. Absolutely, 1124 01:02:39,680 --> 01:02:44,000 Speaker 1: And you know, and it's an understanding, understandably upsetting situation 1125 01:02:44,120 --> 01:02:45,800 Speaker 1: to be in um to to have to be the 1126 01:02:45,800 --> 01:02:48,760 Speaker 1: company's representative coming off of something like that. Yeah, there's 1127 01:02:48,840 --> 01:02:51,200 Speaker 1: there's ever you know, it's you know that that's the 1128 01:02:51,280 --> 01:02:52,800 Speaker 1: kind of thing that if if I had to write that, 1129 01:02:52,960 --> 01:02:55,040 Speaker 1: I would draft it like nine and a half times 1130 01:02:55,080 --> 01:02:56,760 Speaker 1: and get everyone in the office to read it and 1131 01:02:56,840 --> 01:02:58,800 Speaker 1: make sure there was absolutely no way that it could 1132 01:02:58,800 --> 01:03:01,840 Speaker 1: be perceived as being negative to the fans that I 1133 01:03:01,920 --> 01:03:04,400 Speaker 1: had piste off. So much to begin with. Yeah, that's fair, 1134 01:03:05,000 --> 01:03:08,840 Speaker 1: and that wraps up this classic episode of text Stuff. 1135 01:03:09,280 --> 01:03:12,080 Speaker 1: Almost forgot the name of my own show, The Electronic 1136 01:03:12,280 --> 01:03:14,560 Speaker 1: Arts Story Part two, As I said, I'll have to 1137 01:03:14,640 --> 01:03:17,680 Speaker 1: do another part. I might even just go and do 1138 01:03:17,960 --> 01:03:21,240 Speaker 1: a full redo of the story from beginning to end, 1139 01:03:21,280 --> 01:03:23,560 Speaker 1: because I do a much deeper dive these days than 1140 01:03:23,640 --> 01:03:26,640 Speaker 1: I did back in those days. So if you guys 1141 01:03:26,680 --> 01:03:28,960 Speaker 1: would like me to do that, If you have suggestions 1142 01:03:29,000 --> 01:03:32,520 Speaker 1: for other topics, maybe there's another company or technology or 1143 01:03:32,560 --> 01:03:34,280 Speaker 1: a trend or something you would love me to cover 1144 01:03:34,440 --> 01:03:37,160 Speaker 1: on tech Stuff, reach out to me. The handle both 1145 01:03:37,200 --> 01:03:40,360 Speaker 1: at Facebook and on Twitter is tech Stuff hs W 1146 01:03:40,600 --> 01:03:49,200 Speaker 1: and I'll talk to you again really soon. Text Stuff 1147 01:03:49,320 --> 01:03:52,440 Speaker 1: is an I Heart Radio production. For more podcasts from 1148 01:03:52,480 --> 01:03:56,240 Speaker 1: my Heart Radio, visit the i Heart Radio app, Apple Podcasts, 1149 01:03:56,400 --> 01:04:00,360 Speaker 1: or wherever you listen to your favorite shows. Three