WEBVTT - TechStuff Classic: The Electronic Arts Story- Part Two

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<v Speaker 1>Welcome to tex Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and I love all things tech. It is time for

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<v Speaker 1>a tech Stuff Classic episode. This episode is the part

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<v Speaker 1>two to last week's part one, The Electronic Arts Story

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<v Speaker 1>Part two. It originally published on May two thousand thirteen,

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<v Speaker 1>which is interesting because the previous one published on May,

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<v Speaker 1>which means these published back to back. I must have

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<v Speaker 1>missed a day or something. But I'm not gonna miss

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<v Speaker 1>a beat because we're going to pick up where we

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<v Speaker 1>left off and continue the Electronic Arts Story. Let's listen in.

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<v Speaker 1>One thing I didn't mention at the end of the

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<v Speaker 1>last podcast was that was the year e A purchased

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<v Speaker 1>Origin Systems, and that's the game company that was founded

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<v Speaker 1>by Rich Garriott, the guy who created the Ultimate series,

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<v Speaker 1>and they also had another series. They had James Combat

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<v Speaker 1>simulate simulators. They also had the Wing Commander series, and

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<v Speaker 1>so that was a big move on their part. But

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<v Speaker 1>then we move on into and that's when the three

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<v Speaker 1>D O console actually hit the market. Uh, and then

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<v Speaker 1>e A also released the first Need for speed for

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<v Speaker 1>the three D O because e A was actually a

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<v Speaker 1>partner in that three D O console experiment. They were

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<v Speaker 1>not the whole owners of that, which I guess in retrospect,

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<v Speaker 1>I'm sure the company thinks is a good thing. But

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<v Speaker 1>they were partners, so it wasn't like Hawkins had severed

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<v Speaker 1>all ties once he left e A. Uh. Now again,

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<v Speaker 1>we're not going to mention every single release that Electronics

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<v Speaker 1>Arts had um Electronic Arts I should say had throughout

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<v Speaker 1>their history. That it would be ridiculous, and you'd also

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<v Speaker 1>get tired of hearing A say FIFA. Uh like thirty

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<v Speaker 1>or forty time we say FIFA. He's just that word.

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<v Speaker 1>First of all, I didn't if you're in the United States,

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<v Speaker 1>you're probably thinking, I don't know what that means. And

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<v Speaker 1>even if you're not, after you've heard it that many times,

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<v Speaker 1>it starts to lose all meeting and become something of

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<v Speaker 1>a cone that we're just saying over and over to

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<v Speaker 1>achieve enlightenment. But so I don't have anything for for

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<v Speaker 1>ninety four, Lauren, do you? I don't want to skip

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<v Speaker 1>over you you've got anything that was? That was actually

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<v Speaker 1>the year that Hawkins resigned as chairman of the board

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<v Speaker 1>for e A. Okay, so now he had actually not

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<v Speaker 1>just left as the CEO, but also left the board

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<v Speaker 1>of directors. Uh inve e A acquired a company called

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<v Speaker 1>bull Frog, which was a game development studio in the

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<v Speaker 1>United Kingdom, and they were known for a couple of

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<v Speaker 1>different series, their theme park series and their series called Populus.

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<v Speaker 1>Did you ever see Populous, Lauren? I did not see Populous.

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<v Speaker 1>I did play some of the theme parks. Okay. Well,

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<v Speaker 1>Populus was a game where it puts you in the

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<v Speaker 1>role essentially as as like a god, and it was

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<v Speaker 1>a job to try and shape landscape so that fild

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<v Speaker 1>stuff and worship you. Right, yeah, this this is what

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<v Speaker 1>m Yeah. Indeed, I was about to say that this

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<v Speaker 1>is what I think black and White because that was

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<v Speaker 1>the same studio later on Black and White definitely was

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<v Speaker 1>was something that was inspired by the populist games. You

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<v Speaker 1>could definitely tell that Populus was was not quite as

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<v Speaker 1>sophisticated as that, and there were there were different ways

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<v Speaker 1>of winning Populace. You had opponents that would also have

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<v Speaker 1>their own worshippers, and you were trying to dominate the world.

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<v Speaker 1>So if you wanted to go over to the your

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<v Speaker 1>opponent's side when your opponent wasn't looking, and start digging

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<v Speaker 1>down until all of the villages were submerged in water

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<v Speaker 1>and all the little villagers drowned. And it was both

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<v Speaker 1>entertaining and horrifying at the same time. All of these series,

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<v Speaker 1>by the way, we're serious that he had published and

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<v Speaker 1>so um so the acquisition of bull Frog was kind

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<v Speaker 1>of a good following steps since they had done pretty well.

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<v Speaker 1>Right yeah, now now he has decided that they want

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<v Speaker 1>this as an actual part of their development team, not

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<v Speaker 1>just a title that they published. Once Bullfrog joined the A,

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<v Speaker 1>they the division began to develop the Dungeon Keepers series,

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<v Speaker 1>which reached some acclaim I thought, I always thought it

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<v Speaker 1>was a very entertaining series. And that same year, in

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<v Speaker 1>ninety the Sega Saturn platform launches, and so does a

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<v Speaker 1>platform that would become one of the most disruptive platforms

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<v Speaker 1>in video game console history, because at this point Nintendo

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<v Speaker 1>is pretty much the heavy hitter. I mean, Nintendo is

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<v Speaker 1>owning video game consoles. Sega keeps coming out with consoles

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<v Speaker 1>that from a specs perspective, might beat out whatever the

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<v Speaker 1>Nintendo console is at that time. But but just but

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<v Speaker 1>just that the games. The programming that was going on

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<v Speaker 1>for Nintendo was incredible, right, Yeah, the Nintendo had all

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<v Speaker 1>the momentum, so Sega, while it had its fans, just

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<v Speaker 1>didn't have nearly as many as Nintendo did. Well. Was

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<v Speaker 1>also when we saw Sony get into the game with

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<v Speaker 1>the PlayStation console, and that really shook things up. You know,

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<v Speaker 1>a CD based console that had far more graphic ability

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<v Speaker 1>than the Nintendo consoles did. Uh. And that that gave

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<v Speaker 1>e A a lot of opportunities as well to develop

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<v Speaker 1>for yet another platform, because remember e A wants there

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<v Speaker 1>to be as many platforms as possible because it means

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<v Speaker 1>that no single platform has enough power to tell e

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<v Speaker 1>A what to do. Um. And then e A also

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<v Speaker 1>starts to port several three d O titles to the Saga, Saturn,

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<v Speaker 1>and Sony PlayStation platforms in order to take advantage of

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<v Speaker 1>the thirty two bit processing power. So in this sense,

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<v Speaker 1>they didn't have to develop new titles. They just had

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<v Speaker 1>to retool these titles for the three D OH so

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<v Speaker 1>that they would work on these other systems. Now, I say,

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<v Speaker 1>just that's still a pretty big thing to have to do,

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<v Speaker 1>but it does. It's different from having to build a

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<v Speaker 1>game from the ground batch. Yeah, you don't have to

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<v Speaker 1>go through the whole conceptual phase at all. Uh. I

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<v Speaker 1>don't have anything for ninety six, so we're gonna go

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<v Speaker 1>right into nine seven. Sounds good. So e A in

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<v Speaker 1>ninety seven acquires Maxis, And this is this is a

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<v Speaker 1>big one, folks, because this is the company that was

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<v Speaker 1>responsible for sim City. The first sim City game came

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<v Speaker 1>out in ninete, so almost a decade earlier, right and

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<v Speaker 1>h And since then, will write who is who's the

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<v Speaker 1>designer for Maxis had had been making all kinds of

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<v Speaker 1>all kinds of related titles as sim Earth, Sam Aunt. Yeah.

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<v Speaker 1>I was a big fantasy man. Yeah. Yeah. On the

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<v Speaker 1>on the s n E S it was. It was

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<v Speaker 1>great Aunt simulation. Man, I got it. Sounds so goofy

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<v Speaker 1>and I had so much fun playing it. I'm not

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<v Speaker 1>going to argue with the goofy part, but hey, I

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<v Speaker 1>like lots of goofy stuff, so I am not one

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<v Speaker 1>to talk. And once e A acquires Maxis, that's when

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<v Speaker 1>will Wright starts to work on a game that would

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<v Speaker 1>become an important part of e A's arsenal. In fact,

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<v Speaker 1>you could argue it's the most important game that e

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<v Speaker 1>A ever came out with, and that is the SIMS.

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<v Speaker 1>So will Wright starts to work on the SIMS back

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<v Speaker 1>in ninety seven. It would be a few years before

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<v Speaker 1>that game would come out. Uh. E A also gets

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<v Speaker 1>into the online gaming market. They launch Ultima Online, which

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<v Speaker 1>was one of the earliest, at least one of the

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<v Speaker 1>earliest successful massively multiplayer online role playing games in the

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<v Speaker 1>Western Hemisphere. So Ultima Online goes live and starts to

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<v Speaker 1>prove the model that online gaming could be a thing.

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<v Speaker 1>Keeping in mind this is before broadband penetration had really

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<v Speaker 1>spread out throughout the United States. Uh, there were people

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<v Speaker 1>who are playing this on dial ups. Oh my goodness. Uh.

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<v Speaker 1>And so it was you know, this was the earliest

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<v Speaker 1>days of that, and it was before really in those days,

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<v Speaker 1>it came down to Ultima Online or ever Quest. Those

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<v Speaker 1>were the two big names. And it wouldn't be until

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<v Speaker 1>the world of Warcraft that that dynamic gets really shaken up. Um,

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<v Speaker 1>and you had people who were hardcore fans of one

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<v Speaker 1>and hated the other anyway. That that same year, nine seven,

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<v Speaker 1>bull Frog chief Peter Mullineux leaves e A to start

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<v Speaker 1>a new studio and supposedly one of the reasons he

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<v Speaker 1>left was that he felt that e A was getting

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<v Speaker 1>two hands on in game development, that they were interfering

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<v Speaker 1>too much in the actual development of games, and that

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<v Speaker 1>he felt that the pressure was to establish a game

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<v Speaker 1>and then just churn out sequels right right, And this

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<v Speaker 1>is in U is in direct opposition to eas original

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<v Speaker 1>mode of operation, wherein they were they were treating game

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<v Speaker 1>developers with extreme respect and kind of letting them do

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<v Speaker 1>whatever they wanted on the principle that whatever they wanted

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<v Speaker 1>would be awesome. Yeah, and yeah, and but but since

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<v Speaker 1>then had, as we discussed in our previous episode, decided

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<v Speaker 1>that that, yeah, that that the real way to go

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<v Speaker 1>is to create brands and and really um push the brandin,

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<v Speaker 1>find a brand that resonates with an audience, and then

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<v Speaker 1>all you have to do is keep on creating uh

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<v Speaker 1>sequels to that and that, and people will buy it

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<v Speaker 1>because you've established an audience for it. This is not

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<v Speaker 1>an unusual idea. We see it all across video games.

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<v Speaker 1>I mean you could think another media too, of course. Yeah,

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<v Speaker 1>you can think of dozens of franchises that exist. Only

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<v Speaker 1>you can look at entries to various franchises where you

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<v Speaker 1>think this really didn't live up to what the original

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<v Speaker 1>was or what later entries were. This was clearly something

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<v Speaker 1>where a company was trying to cash in on a

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<v Speaker 1>previously existing title. Um and and in some cases it's

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<v Speaker 1>it can be the death of a franchise or or

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<v Speaker 1>even an entire company. Well. Then moving on, in n

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<v Speaker 1>Electronic Arts moves its headquarters from San Mateo to Redwood City,

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<v Speaker 1>and e A also acquires yet another company, Westwood Studios,

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<v Speaker 1>which was the company that developed the Command and Conquer series,

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<v Speaker 1>which are real time strategy games. Um. I'm terrible at

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<v Speaker 1>real time strategy games. I'm just I can't. I don't.

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<v Speaker 1>I don't have a brain from either. I can't. I

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<v Speaker 1>can't manage. Yeah, I cannot manage the many assets. I

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<v Speaker 1>can't keep track of everything. Obviously, if I were going

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<v Speaker 1>up against Kirk and Spock, they would be able to

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<v Speaker 1>defeat me because I can't think three dimensionally. Um Also,

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<v Speaker 1>Electronic Arts formed a partnership with Square, being the Japanese

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<v Speaker 1>game company that's that's most famous for for RPGs like

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<v Speaker 1>say Final Fantasy. You might have heard of it. Um

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<v Speaker 1>and Uh, Square and and e A worked out this deal.

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<v Speaker 1>They formed a Square E A here in the States

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<v Speaker 1>and E A square over in Japan. Uh. The idea

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<v Speaker 1>of being to transfer titles that were happening in each

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<v Speaker 1>place to the other and and see see how they did,

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<v Speaker 1>you know, try to try to bring stuff that wasn't

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<v Speaker 1>being seen in each country over to the other, because

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<v Speaker 1>there were I think, especially in the Final Fantasy series,

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<v Speaker 1>if I'm not mistaken, there were a couple of entries

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<v Speaker 1>in the Final Fantasy Series that happened in Japan that

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<v Speaker 1>at that point had never been seen in the United States. Correct,

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<v Speaker 1>and uh, and and people were you know, RPGs had

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<v Speaker 1>a little bit of a following over here, but but

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<v Speaker 1>none of the really big cool titles were coming over

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<v Speaker 1>and so and so. So I meant that you had

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<v Speaker 1>to have like a Japanese game console, and then you

0:11:09.559 --> 0:11:12.599
<v Speaker 1>had to import the titles because of course, the the

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<v Speaker 1>media for the Japanese consoles would not work on the

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<v Speaker 1>United States. It literally would not play correct. I mean,

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<v Speaker 1>you know, aside from the fact that you would have

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<v Speaker 1>to learn Japanese in order to play them very effectively,

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<v Speaker 1>which is a whole other issue. But um, but yeah, so,

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<v Speaker 1>so each square E A and A square each had

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<v Speaker 1>a stake in the other um which which which is

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<v Speaker 1>an interesting fun business model. And uh in that same year,

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<v Speaker 1>they brought um Bashida Blade to Parasite Eve and Zeno

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<v Speaker 1>Gears all to the American market for the PlayStation. Huh wow,

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<v Speaker 1>so another big move on e A's part. Also kind

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<v Speaker 1>of interesting to see a an alliance in the video

0:11:51.080 --> 0:11:55.400
<v Speaker 1>game world. Uh. Some people would call that, uh frightening

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<v Speaker 1>because you know, when you're talking about being such a

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<v Speaker 1>big power player and you already have a reputation for

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<v Speaker 1>scooping up smaller companies and then to make an alliance

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<v Speaker 1>with another big company, just that starts to make other

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<v Speaker 1>people feel really nervous, kind of nervous. Yeah. Seven years

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<v Speaker 1>after e A had acquired Origin Systems, Richard Garriott, who

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<v Speaker 1>was the founder of Origin, leaves e A. He had

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<v Speaker 1>finished work on Ultimate nine, which was the final uh

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<v Speaker 1>entry into the Ultimate series besides the online stuff. And uh.

0:12:29.320 --> 0:12:32.199
<v Speaker 1>He also seems to feel very similar to the way

0:12:32.280 --> 0:12:34.679
<v Speaker 1>other people who departed e A felt that that it

0:12:34.800 --> 0:12:39.000
<v Speaker 1>was just it was not the most ideal creative environment, right.

0:12:39.080 --> 0:12:42.480
<v Speaker 1>Apparently a bunch of his former team members, of former

0:12:42.559 --> 0:12:44.760
<v Speaker 1>Ultimate team members felt very much the same way because

0:12:44.800 --> 0:12:48.679
<v Speaker 1>after e A canceled Ultimate Online to UM at the time,

0:12:48.720 --> 0:12:50.240
<v Speaker 1>a bunch of a bunch of them jumped ship to

0:12:50.440 --> 0:12:53.480
<v Speaker 1>go join Garriott at the new company that he had formed,

0:12:53.559 --> 0:12:58.400
<v Speaker 1>Destination Games. UH. Garriott would not see very much success

0:12:58.440 --> 0:13:01.520
<v Speaker 1>here in the United States over the next several years,

0:13:01.920 --> 0:13:04.520
<v Speaker 1>but recently interesting thing is that he had a kick

0:13:04.600 --> 0:13:08.480
<v Speaker 1>started campaign for a new game that is inspired by

0:13:08.559 --> 0:13:12.679
<v Speaker 1>his old Ultimate series, and the kickstarter funded in like

0:13:12.880 --> 0:13:15.719
<v Speaker 1>two days, it was, and then went on to meet

0:13:15.840 --> 0:13:18.599
<v Speaker 1>lots and lots of stretch goals. Anyway, back to e

0:13:18.760 --> 0:13:22.599
<v Speaker 1>a h. Still in they published their first Medal of

0:13:22.760 --> 0:13:24.800
<v Speaker 1>Honor game, which is again another one of those big

0:13:24.920 --> 0:13:28.679
<v Speaker 1>franchises that UH that they're very well known for, and

0:13:28.800 --> 0:13:32.760
<v Speaker 1>that debuted on the PlayStation platform. UH. And that same year,

0:13:33.120 --> 0:13:38.640
<v Speaker 1>Sega debuts a new video game console called the Dreamcastcast.

0:13:38.800 --> 0:13:42.120
<v Speaker 1>I own a Dreamcast. I like it a lot. I

0:13:42.200 --> 0:13:45.360
<v Speaker 1>actually got my Dreamcast after the Dreamcast had already run

0:13:45.440 --> 0:13:48.760
<v Speaker 1>its course and was no longer in production. UH. And

0:13:49.000 --> 0:13:51.160
<v Speaker 1>I inherited a lot of games from a friend of

0:13:51.240 --> 0:13:54.520
<v Speaker 1>mine who was not really playing them anymore. And you know,

0:13:54.640 --> 0:13:56.640
<v Speaker 1>I think Dreamcast it's another one of those things where

0:13:56.720 --> 0:13:59.319
<v Speaker 1>we've done an episode of about Sega. We did a

0:14:00.040 --> 0:14:03.679
<v Speaker 1>full thing about Sega's um Uh successes and it's it's

0:14:03.760 --> 0:14:07.520
<v Speaker 1>notable failures and it's interesting. Again. The Dreamcast was one

0:14:07.559 --> 0:14:12.120
<v Speaker 1>of those consoles that was phenomenal. It performed really well

0:14:12.679 --> 0:14:15.520
<v Speaker 1>potatoly if you stacked it up against its competitors, but

0:14:15.640 --> 0:14:18.240
<v Speaker 1>it just, you know, it just never never really caught on.

0:14:18.480 --> 0:14:20.400
<v Speaker 1>It never cut onto the to the extent that it

0:14:20.560 --> 0:14:23.440
<v Speaker 1>needed to in order for a viable platform. I think

0:14:23.440 --> 0:14:25.280
<v Speaker 1>it was a little bit niche for for the for

0:14:25.360 --> 0:14:29.320
<v Speaker 1>the mainstream American market real time especially um Also that

0:14:29.480 --> 0:14:31.560
<v Speaker 1>year was when Square e A put out the Final

0:14:31.600 --> 0:14:34.280
<v Speaker 1>Fantasy Anthology, which brought some of those games that had

0:14:34.320 --> 0:14:38.280
<v Speaker 1>not been published yet in America over here. So in

0:14:38.640 --> 0:14:42.400
<v Speaker 1>two thousand, that's when the SIMS debuts, and it is

0:14:42.480 --> 0:14:47.720
<v Speaker 1>a huge success, and it really gave e A a

0:14:48.120 --> 0:14:51.600
<v Speaker 1>access to a brand new audience, which we usually refer

0:14:51.680 --> 0:14:54.600
<v Speaker 1>to as women. It turned out, it turned out that

0:14:54.680 --> 0:14:56.600
<v Speaker 1>they didn't know at the time when they were producing

0:14:56.680 --> 0:14:58.920
<v Speaker 1>the SIMS. They had no idea that was going to

0:14:59.040 --> 0:15:02.160
<v Speaker 1>resonate with a female audience. And in fact, when they

0:15:02.200 --> 0:15:04.200
<v Speaker 1>were first building the SIMS, it was just going to

0:15:04.320 --> 0:15:09.360
<v Speaker 1>be a a way of building homes, and then they

0:15:09.560 --> 0:15:13.120
<v Speaker 1>created these little virtual characters to inhabit the homes and

0:15:13.280 --> 0:15:15.480
<v Speaker 1>realized that it was way more interesting to see what

0:15:15.560 --> 0:15:18.000
<v Speaker 1>the virtual characters were up to than to build out

0:15:18.080 --> 0:15:21.400
<v Speaker 1>the houses. So that's when the SIMS focus shifted to

0:15:21.520 --> 0:15:24.960
<v Speaker 1>these virtual people, and your job was to give them

0:15:25.240 --> 0:15:27.440
<v Speaker 1>as much of a life as you possibly could, which

0:15:28.120 --> 0:15:31.840
<v Speaker 1>became increasingly difficult than the game, where you're thinking, I

0:15:31.920 --> 0:15:34.000
<v Speaker 1>don't have enough time. That's just like real life. I

0:15:34.040 --> 0:15:36.520
<v Speaker 1>don't have enough hours to give this person a good

0:15:36.680 --> 0:15:40.560
<v Speaker 1>job and a and a satisfying social life. Still have

0:15:40.680 --> 0:15:43.600
<v Speaker 1>them go to the bathroom without having a terrible accident

0:15:43.640 --> 0:15:46.840
<v Speaker 1>in the middle of the living room. But uh, Anyway,

0:15:46.960 --> 0:15:49.960
<v Speaker 1>it was a huge performer, and they immediately started to

0:15:50.360 --> 0:15:53.840
<v Speaker 1>to develop expansion packs for the SIMS and also go

0:15:54.000 --> 0:15:57.520
<v Speaker 1>into development for the sequels to the SIMS because it

0:15:57.680 --> 0:16:00.160
<v Speaker 1>was clear they had touched the nerve and that It's

0:16:00.200 --> 0:16:03.280
<v Speaker 1>also the year and two thousand, that's when Sony launched

0:16:03.440 --> 0:16:08.440
<v Speaker 1>the PlayStation two. Yeah. Um. Meanwhile, back on the PlayStation one,

0:16:08.560 --> 0:16:11.040
<v Speaker 1>Square e A put out Crymno Cross that year, which

0:16:11.120 --> 0:16:14.160
<v Speaker 1>is my the only RPG that I've ever played all

0:16:14.200 --> 0:16:16.720
<v Speaker 1>the way through. I'm not really an RPG person. I

0:16:16.840 --> 0:16:19.440
<v Speaker 1>love that game with a burning and fiery passion. It

0:16:19.600 --> 0:16:22.160
<v Speaker 1>is it is the best. Um. But but I think

0:16:22.240 --> 0:16:24.480
<v Speaker 1>that it's interesting that, uh. I mean, although it had

0:16:24.480 --> 0:16:27.800
<v Speaker 1>been out already in Japan, I think it. You know,

0:16:28.040 --> 0:16:31.120
<v Speaker 1>they were like, no, that's PlayStation two. Whatever, this one's

0:16:31.160 --> 0:16:34.280
<v Speaker 1>fine on the PS It'll still sell really well. And

0:16:34.480 --> 0:16:38.600
<v Speaker 1>Sony was very good about supporting their old consoles even

0:16:38.680 --> 0:16:42.160
<v Speaker 1>when they're introducing a new one. PlayStation two games were

0:16:42.200 --> 0:16:46.040
<v Speaker 1>developed for the PlayStation two well after PlayStation three debuts.

0:16:46.160 --> 0:16:50.600
<v Speaker 1>So um, they have a very different strategy compared to

0:16:50.800 --> 0:16:54.560
<v Speaker 1>say Microsoft. And speaking of Microsoft, in two thousand one,

0:16:54.800 --> 0:16:57.480
<v Speaker 1>that's when Microsoft launched the Xbox. So now we have

0:16:57.600 --> 0:17:00.880
<v Speaker 1>even more competition in the video game console world. At

0:17:00.920 --> 0:17:05.280
<v Speaker 1>this point, e as just having kittens. Nintendo launched the GameCube,

0:17:05.680 --> 0:17:08.600
<v Speaker 1>and e starts developed games for all the three major

0:17:08.800 --> 0:17:13.480
<v Speaker 1>console platforms, which of course does not include Sad Trombone.

0:17:13.960 --> 0:17:18.679
<v Speaker 1>So Xbox, PlayStation two, and GameCube are all great platforms

0:17:18.760 --> 0:17:20.680
<v Speaker 1>for e A to develop for. They just they see

0:17:20.720 --> 0:17:26.920
<v Speaker 1>that as endless opportunity. So uh. They then that same

0:17:27.000 --> 0:17:31.119
<v Speaker 1>year closed the Bullfrog division of e A. Now this

0:17:31.359 --> 0:17:34.000
<v Speaker 1>this kind of brings us to another thing that people

0:17:34.040 --> 0:17:36.280
<v Speaker 1>have criticized EA for, not just the fact that they

0:17:36.359 --> 0:17:38.480
<v Speaker 1>bought up companies, but that they would later go on

0:17:38.680 --> 0:17:41.840
<v Speaker 1>to close them when they realized that they weren't performing

0:17:41.920 --> 0:17:44.080
<v Speaker 1>quite as well as they wanted. Yeah, they just the

0:17:44.359 --> 0:17:46.760
<v Speaker 1>things weren't working out. And a lot of the people

0:17:46.800 --> 0:17:48.800
<v Speaker 1>who worked for these divisions came out and said, well,

0:17:48.840 --> 0:17:50.640
<v Speaker 1>the reason things didn't work out is because they were

0:17:50.720 --> 0:17:55.439
<v Speaker 1>so adamant on us producing a brand and just concentrating

0:17:55.520 --> 0:17:57.720
<v Speaker 1>on that brand as opposed to letting us develop do

0:17:57.800 --> 0:18:01.000
<v Speaker 1>what we do, which is developed games. And so you

0:18:01.160 --> 0:18:03.840
<v Speaker 1>have this series of stories of all these different divisions

0:18:03.920 --> 0:18:06.760
<v Speaker 1>being or different companies rather being bought up and turned

0:18:06.760 --> 0:18:10.800
<v Speaker 1>into divisions for e A later getting closed. Um that

0:18:11.240 --> 0:18:13.639
<v Speaker 1>you know, some would say that all e A was

0:18:13.680 --> 0:18:16.120
<v Speaker 1>really doing was buying up competition and shutting it down.

0:18:16.840 --> 0:18:20.040
<v Speaker 1>You know that that ultimately that's what turned out to

0:18:20.240 --> 0:18:22.520
<v Speaker 1>be the case. Uh oh yeah. Whether or not it

0:18:22.560 --> 0:18:25.960
<v Speaker 1>was intentional is absolutely you know, that's that's that's completely

0:18:26.000 --> 0:18:27.679
<v Speaker 1>beside the point. It didn't matter if it was intentional

0:18:27.800 --> 0:18:30.879
<v Speaker 1>or not. That was the effect, right, So, uh, it

0:18:31.000 --> 0:18:33.600
<v Speaker 1>was it was kind of rough and around that same time,

0:18:33.720 --> 0:18:37.119
<v Speaker 1>e starts to make licensing agreements to make games based

0:18:37.160 --> 0:18:40.560
<v Speaker 1>on films and other properties. Uh. These included big name

0:18:40.640 --> 0:18:43.760
<v Speaker 1>properties like Lord of the Rings, Harry Potter, The Godfather,

0:18:43.880 --> 0:18:47.600
<v Speaker 1>and James Bond. I think that that fits in really

0:18:47.640 --> 0:18:49.960
<v Speaker 1>well with their strategy of of latching onto brands and

0:18:50.040 --> 0:18:52.639
<v Speaker 1>not necessarily producing the best games, because a lot of

0:18:52.680 --> 0:18:55.960
<v Speaker 1>those titles, especially in those early days, were not not playable.

0:18:56.000 --> 0:18:57.960
<v Speaker 1>I mean, and and that's that that goes back all

0:18:58.040 --> 0:19:00.760
<v Speaker 1>the way, you know, and any film title games kind

0:19:00.800 --> 0:19:02.960
<v Speaker 1>of spotty. There are a lot of times where I

0:19:03.040 --> 0:19:07.080
<v Speaker 1>feel like like companies rely very heavily on the name

0:19:07.359 --> 0:19:12.240
<v Speaker 1>of the franchise to sell copies, and so therefore the

0:19:12.520 --> 0:19:14.560
<v Speaker 1>amount of time and effort you need to go in

0:19:14.680 --> 0:19:20.080
<v Speaker 1>and build a very compelling game sometimes slips through the cracks.

0:19:20.640 --> 0:19:23.280
<v Speaker 1>So um, you know, in that case, you end up

0:19:23.280 --> 0:19:26.040
<v Speaker 1>getting these games that are based on these beloved franchises,

0:19:26.119 --> 0:19:29.240
<v Speaker 1>but they failed to really live up to gamer expectations.

0:19:29.680 --> 0:19:32.959
<v Speaker 1>This happens. I mean, you can spend hours naming all

0:19:32.960 --> 0:19:36.000
<v Speaker 1>the superhero games that just didn't live up to expectations.

0:19:36.080 --> 0:19:39.159
<v Speaker 1>Not you know, there are a few that have been phenomenal,

0:19:39.320 --> 0:19:43.359
<v Speaker 1>but they are way more that weren't so not a

0:19:43.440 --> 0:19:48.680
<v Speaker 1>problem that only e A possesses. Certainly, certainly not. Also

0:19:48.720 --> 0:19:50.000
<v Speaker 1>in two thousand and one, I should put in that

0:19:50.160 --> 0:19:53.399
<v Speaker 1>UM Square A put out Final Fantasy ten, So that

0:19:53.560 --> 0:19:55.760
<v Speaker 1>was that was one of those I remember seeing the

0:19:55.880 --> 0:19:58.439
<v Speaker 1>previews for Final Fantasy ten when that was coming out

0:19:58.520 --> 0:20:01.840
<v Speaker 1>and thinking that that looked like a put particularly beautiful

0:20:01.920 --> 0:20:06.919
<v Speaker 1>game at that time. But things have changed. It doesn't

0:20:07.840 --> 0:20:10.560
<v Speaker 1>Things that were once the most gorgeous thing you could

0:20:10.600 --> 0:20:14.320
<v Speaker 1>imagine have not necessarily aged. Well, do you have anything

0:20:14.359 --> 0:20:16.760
<v Speaker 1>for two thousand two, I do not excellent. Two thousand three,

0:20:17.240 --> 0:20:20.359
<v Speaker 1>e A shuts down Westwood Studios and moves all the

0:20:20.440 --> 0:20:24.520
<v Speaker 1>remaining stuff to EA's Los Angeles studio. The Westwood was

0:20:24.560 --> 0:20:27.040
<v Speaker 1>in Las Vegas, and so they shut that one down.

0:20:27.080 --> 0:20:29.960
<v Speaker 1>So there's another example. They did not keep everybody. They

0:20:30.080 --> 0:20:32.680
<v Speaker 1>laid off quite a few people, but the people who

0:20:32.760 --> 0:20:36.200
<v Speaker 1>did remain were then moved to Los Angeles. UH And

0:20:36.359 --> 0:20:43.600
<v Speaker 1>then two thousand four, wait, Lauren, I didn't see your

0:20:43.760 --> 0:20:47.240
<v Speaker 1>high sign. My bad. We have we have an intricate

0:20:47.280 --> 0:20:49.399
<v Speaker 1>system of hand signals going on in the background here.

0:20:49.600 --> 0:20:53.639
<v Speaker 1>I know. Two thousand three, UH Square decided UM their

0:20:53.800 --> 0:20:56.760
<v Speaker 1>their relationship with e A had been slightly degraded, and

0:20:56.800 --> 0:20:58.800
<v Speaker 1>also they had been UM flirting a little bit with

0:20:59.119 --> 0:21:01.600
<v Speaker 1>with Enix stud Deos over in Japan and UH and

0:21:01.680 --> 0:21:04.800
<v Speaker 1>so Square dissolved their relationship with e A, UM bought

0:21:04.840 --> 0:21:07.640
<v Speaker 1>back all of their shares and formed Square Enix, which

0:21:07.720 --> 0:21:10.639
<v Speaker 1>would continue to produce the rest of the series that

0:21:11.400 --> 0:21:15.240
<v Speaker 1>people that they were known for excellent, well, excellent for them,

0:21:15.359 --> 0:21:18.240
<v Speaker 1>not so great for e A necessarily. In two thousand four,

0:21:18.359 --> 0:21:21.520
<v Speaker 1>e A went ahead and dissolved the Origin Systems division,

0:21:22.160 --> 0:21:25.200
<v Speaker 1>so that was the ultimately the division that produced the

0:21:25.280 --> 0:21:29.200
<v Speaker 1>Ultimate Games. That one was formally no more as of

0:21:29.240 --> 0:21:33.000
<v Speaker 1>two thousand four. E A also acquired Criterion, which was

0:21:33.560 --> 0:21:36.800
<v Speaker 1>that was the company that had developed the Burnout games.

0:21:37.720 --> 0:21:40.400
<v Speaker 1>Anyone who's familiar with those the driving games that get

0:21:40.560 --> 0:21:44.680
<v Speaker 1>really super crazy, Yeah, I really love those games. I'm

0:21:44.680 --> 0:21:47.680
<v Speaker 1>not a big driving game kind of guy, but those

0:21:47.720 --> 0:21:51.000
<v Speaker 1>particularly are very arcady. Yeah, yeah, they're They're a little

0:21:51.040 --> 0:21:53.520
<v Speaker 1>bit less focused on the physicalities of driving, and so

0:21:53.760 --> 0:21:56.080
<v Speaker 1>if you're not a huge car buff, the Burnout series

0:21:56.160 --> 0:21:59.000
<v Speaker 1>is pretty fun because all the crashing parts some other

0:21:59.040 --> 0:22:01.240
<v Speaker 1>games don't let you do. The crashing parts are pretty

0:22:01.400 --> 0:22:04.040
<v Speaker 1>pretty spectacular and play a large part in most of

0:22:04.080 --> 0:22:07.080
<v Speaker 1>those games. Uh. And then there that was the same

0:22:07.160 --> 0:22:10.240
<v Speaker 1>year that someone on live journal who had the handle

0:22:10.400 --> 0:22:17.639
<v Speaker 1>e A Spouse posted a rather uh critical post about

0:22:17.760 --> 0:22:22.439
<v Speaker 1>e A saying that they had some draconian practices as

0:22:22.480 --> 0:22:25.440
<v Speaker 1>far as employment goes, that people were being forced to

0:22:25.560 --> 0:22:29.680
<v Speaker 1>work super long hours six days out of the week,

0:22:29.840 --> 0:22:33.800
<v Speaker 1>they weren't getting compensated for overtime. Um. There were a

0:22:33.840 --> 0:22:41.399
<v Speaker 1>lot of pretty ugly accusations, and eventually some uh, some

0:22:41.680 --> 0:22:44.800
<v Speaker 1>spouses and some employees of e A got together and

0:22:44.840 --> 0:22:47.160
<v Speaker 1>they filed a class action lawsuit, in fact, a few

0:22:47.240 --> 0:22:51.600
<v Speaker 1>class action lawsuits against e A, and that ended up

0:22:51.840 --> 0:22:54.600
<v Speaker 1>leading to massive changes in the A and in the

0:22:54.680 --> 0:22:57.160
<v Speaker 1>industry in general, because other companies saw what was happening

0:22:57.200 --> 0:22:59.720
<v Speaker 1>and they thought, we better fixed this before it happens

0:22:59.720 --> 0:23:04.199
<v Speaker 1>to so uh. In two thousand six, e A settled

0:23:04.320 --> 0:23:06.840
<v Speaker 1>a lawsuit that was brought against it by a bunch

0:23:06.840 --> 0:23:11.280
<v Speaker 1>of graphic artists and awarded the graphic artists fifteen point

0:23:11.400 --> 0:23:15.800
<v Speaker 1>six million dollars in unpaid overtime. And in two thousand seven,

0:23:16.800 --> 0:23:21.080
<v Speaker 1>the court awarded plaintiffs of a class action lawsuit fourteen

0:23:21.200 --> 0:23:24.480
<v Speaker 1>point nine million dollars and unpaid overtime. So this this

0:23:24.600 --> 0:23:26.760
<v Speaker 1>is a different group. It's not the same one twice.

0:23:27.320 --> 0:23:30.760
<v Speaker 1>So yeah, that was a big deal. And obviously e

0:23:30.920 --> 0:23:35.200
<v Speaker 1>A did not want to court any more problems down

0:23:35.240 --> 0:23:37.560
<v Speaker 1>the line, and so they started to really take a look.

0:23:39.520 --> 0:23:43.680
<v Speaker 1>Uh and in two thousand five, e A purchased jam

0:23:43.880 --> 0:23:46.920
<v Speaker 1>Debt Mobile. So two thousand five, this is before the

0:23:47.000 --> 0:23:49.960
<v Speaker 1>iPhone comes out. EA makes its first move into the

0:23:50.080 --> 0:23:55.320
<v Speaker 1>mobile gaming world for for phones, not not mobile devices

0:23:55.440 --> 0:23:57.439
<v Speaker 1>like game Boy or whatever. You know. It had been

0:23:57.480 --> 0:24:00.320
<v Speaker 1>developing games for platforms like that for a while, but

0:24:00.400 --> 0:24:02.160
<v Speaker 1>this was the first time it started to really look

0:24:02.200 --> 0:24:06.280
<v Speaker 1>into using um cell phones, not even smartphones yet as

0:24:06.359 --> 0:24:09.840
<v Speaker 1>a potential gaming platform. And uh, and that was a

0:24:09.960 --> 0:24:13.119
<v Speaker 1>smart move. I mean, we're seeing more and more that

0:24:13.760 --> 0:24:17.240
<v Speaker 1>mobile devices are making a huge impact on the gaming industry,

0:24:17.720 --> 0:24:21.280
<v Speaker 1>So that was a Whoever was the person who said

0:24:21.359 --> 0:24:24.800
<v Speaker 1>we should do this was really they were really looking ahead.

0:24:25.200 --> 0:24:26.960
<v Speaker 1>And that's also the year two thousand five would be

0:24:27.000 --> 0:24:31.320
<v Speaker 1>the year when Microsoft launched the Xbox three sixty. We'll

0:24:31.359 --> 0:24:34.280
<v Speaker 1>be right back with more on the electronic arts story,

0:24:34.320 --> 0:24:44.040
<v Speaker 1>but first let's take a quick break. Al right. So

0:24:44.200 --> 0:24:46.400
<v Speaker 1>let's see, I think, according to my notes, we left

0:24:46.440 --> 0:24:48.920
<v Speaker 1>off in two thousand five, So two thousand six, e

0:24:49.119 --> 0:24:54.919
<v Speaker 1>A acquires Mythic Entertainment. Mythic Entertainment was responsible for the RPG,

0:24:55.160 --> 0:24:58.879
<v Speaker 1>the m m O RPG Dark Age of Camelot that

0:24:58.960 --> 0:25:02.080
<v Speaker 1>they viewed back into thousand one, So now e A

0:25:02.240 --> 0:25:05.720
<v Speaker 1>has decided to acquire another m m O RPG. They

0:25:05.800 --> 0:25:10.240
<v Speaker 1>saw that as a way of of maintaining a steady

0:25:10.359 --> 0:25:13.040
<v Speaker 1>stream of revenue. You've got all these people who are subscribing,

0:25:13.600 --> 0:25:16.399
<v Speaker 1>so that was the strategy there, And that was the

0:25:16.480 --> 0:25:20.120
<v Speaker 1>year the e A also acquired Digital Illusions CE better

0:25:20.200 --> 0:25:23.600
<v Speaker 1>known as Dice and Dice is the company that made

0:25:23.960 --> 0:25:27.840
<v Speaker 1>Battlefield nineteen two. So two thousand six is also the

0:25:27.960 --> 0:25:31.480
<v Speaker 1>year that Sony launched the PlayStation three and and Nintendo

0:25:31.640 --> 0:25:34.480
<v Speaker 1>launched the week exactly, both of them one year behind

0:25:34.560 --> 0:25:36.760
<v Speaker 1>the Xbox three six, which had had a head start,

0:25:37.600 --> 0:25:40.880
<v Speaker 1>uh and uh, well not a full year, but several

0:25:40.960 --> 0:25:45.760
<v Speaker 1>months behind anyway. But also what I thought was interesting

0:25:45.840 --> 0:25:50.320
<v Speaker 1>was I found a statistic here from Bloomberg Business Week

0:25:50.480 --> 0:25:52.840
<v Speaker 1>that said it was an article that was published in

0:25:52.880 --> 0:25:54.959
<v Speaker 1>two thousand six. So that's why I put it here,

0:25:55.000 --> 0:25:57.199
<v Speaker 1>because we're talking about two thousand and six here. They

0:25:57.280 --> 0:26:00.800
<v Speaker 1>said that from nine until present day, which at that

0:26:00.920 --> 0:26:04.000
<v Speaker 1>time was two thousand six, e A averaged about one

0:26:04.119 --> 0:26:07.760
<v Speaker 1>point two acquisitions per year. It was buying up more

0:26:07.880 --> 0:26:10.080
<v Speaker 1>than a company per year if you average it out

0:26:10.119 --> 0:26:13.040
<v Speaker 1>over those years, and that one third of the companies

0:26:13.080 --> 0:26:18.920
<v Speaker 1>that had purchased in it eventually shut down. So that's

0:26:18.960 --> 0:26:21.360
<v Speaker 1>again showing that that kind of trend that I talked

0:26:21.359 --> 0:26:25.000
<v Speaker 1>about earlier, the criticism that people have laid against it, saying,

0:26:25.119 --> 0:26:28.639
<v Speaker 1>you're buying up these companies and when you are, uh,

0:26:30.400 --> 0:26:33.960
<v Speaker 1>and you stripped the industry of the talent these people have,

0:26:34.680 --> 0:26:37.000
<v Speaker 1>and then you end up closing it down when it

0:26:37.080 --> 0:26:40.480
<v Speaker 1>doesn't meet whatever your performance measurements are. Certainly not to

0:26:40.520 --> 0:26:42.280
<v Speaker 1>say that those people didn't go on to do other things,

0:26:42.520 --> 0:26:46.720
<v Speaker 1>but but yeah, yeah, but and it's not necessarily it's

0:26:46.720 --> 0:26:50.239
<v Speaker 1>not necessarily the good business model for anyone in the industry, right,

0:26:50.600 --> 0:26:52.880
<v Speaker 1>anyone else. And the big criticism would be those those

0:26:52.920 --> 0:26:55.800
<v Speaker 1>guys and those men and women could have been developing

0:26:56.119 --> 0:26:59.800
<v Speaker 1>games during that time that would have potentially changed the industry,

0:26:59.880 --> 0:27:03.080
<v Speaker 1>but they couldn't because they were under contract or part

0:27:03.200 --> 0:27:06.280
<v Speaker 1>part of this larger organization where they had nowhere else

0:27:06.320 --> 0:27:08.680
<v Speaker 1>to go At that point. Um, yeah, I mean it's

0:27:09.920 --> 0:27:12.480
<v Speaker 1>from from e A's perspective. It's doing all the smart

0:27:12.560 --> 0:27:15.840
<v Speaker 1>business moves. So they're from a gamer's perspective or an

0:27:15.880 --> 0:27:18.320
<v Speaker 1>industry analysts perspective. They might say this is not good

0:27:18.359 --> 0:27:20.120
<v Speaker 1>for the industry, or the gamer might say this isn't

0:27:20.160 --> 0:27:22.080
<v Speaker 1>good for me because I'm not getting great games out

0:27:22.119 --> 0:27:24.440
<v Speaker 1>of it. E A's point of view is that this

0:27:24.680 --> 0:27:28.000
<v Speaker 1>is I'm making money. Yeah, it's solidifying my position. Money.

0:27:28.200 --> 0:27:31.399
<v Speaker 1>Yeah yeah. Money is the a when you're a business

0:27:31.600 --> 0:27:36.679
<v Speaker 1>turns out. Yeah yeah. And I know this isn't financial stuff.

0:27:37.320 --> 0:27:39.320
<v Speaker 1>So I didn't mean to blow your mind's there about

0:27:39.359 --> 0:27:42.399
<v Speaker 1>how money is. Okay. So two thousand seven, e A

0:27:42.560 --> 0:27:47.359
<v Speaker 1>acquires BioWare. BioWare made some of my favorite games of

0:27:47.440 --> 0:27:51.200
<v Speaker 1>all times. Still does uh ballers Gate. I love the

0:27:51.240 --> 0:27:55.280
<v Speaker 1>Baller's Gate games, but the Kicking Phone just this, Um,

0:27:55.760 --> 0:27:59.440
<v Speaker 1>there's a fantastic character who has a little hamster and

0:28:00.160 --> 0:28:02.480
<v Speaker 1>he shouts out random things when you go into battle

0:28:02.560 --> 0:28:07.159
<v Speaker 1>with him, and it's endlessly entertaining. They also made Planescape Torment.

0:28:07.320 --> 0:28:09.879
<v Speaker 1>They made the Star Wars Nights the Old Republic Games

0:28:09.960 --> 0:28:12.840
<v Speaker 1>Co Tour, which, again I was a huge fan of

0:28:12.880 --> 0:28:16.200
<v Speaker 1>the Cotour Games. They made Mass Effect, which I've played

0:28:16.200 --> 0:28:17.840
<v Speaker 1>a little bit of. I never played it all the

0:28:17.880 --> 0:28:21.240
<v Speaker 1>way through, and Matt Frederick would probably hit me if

0:28:21.280 --> 0:28:23.399
<v Speaker 1>he were in the room, because it's actually his copy

0:28:23.520 --> 0:28:25.320
<v Speaker 1>of the game that I have and I haven't returned

0:28:25.359 --> 0:28:30.320
<v Speaker 1>it yet. Um. That year they also acquired Pandemic Studios,

0:28:30.440 --> 0:28:33.800
<v Speaker 1>which was the company that brought us Star Wars battle

0:28:33.880 --> 0:28:37.280
<v Speaker 1>Front and also the game Destroy All Humans, as well

0:28:37.280 --> 0:28:40.200
<v Speaker 1>as some other titles. And that was the year that

0:28:40.560 --> 0:28:45.080
<v Speaker 1>that Probst steps down as CEO. He had been CEO

0:28:45.240 --> 0:28:48.720
<v Speaker 1>since Hawkins had left the company. It was supposed to

0:28:48.760 --> 0:28:51.880
<v Speaker 1>be more temporary than that, wasn't it. I think I

0:28:51.960 --> 0:28:55.560
<v Speaker 1>believe so. But he had led the company throughout those years,

0:28:55.840 --> 0:29:00.480
<v Speaker 1>uh so from two thousand and seven and he's still

0:29:00.560 --> 0:29:03.760
<v Speaker 1>on the board, but he ends up stepping down and

0:29:04.120 --> 0:29:07.680
<v Speaker 1>John Richard Tello a Tillo I guess it should say

0:29:07.760 --> 0:29:11.840
<v Speaker 1>Richie Tello becomes the new CEO, and he says the

0:29:11.880 --> 0:29:14.920
<v Speaker 1>company is going to undergo a reorganization to address the

0:29:15.000 --> 0:29:18.040
<v Speaker 1>problems they've had where they've been acquiring and trying to

0:29:18.160 --> 0:29:21.560
<v Speaker 1>assimilate and then shutting down all these different companies that

0:29:21.640 --> 0:29:25.479
<v Speaker 1>they've been going after over the years. So, I mean

0:29:25.520 --> 0:29:28.320
<v Speaker 1>this is this is an issue that all big companies have.

0:29:28.480 --> 0:29:32.040
<v Speaker 1>If you acquire a company, there's always a culture shock

0:29:32.720 --> 0:29:36.120
<v Speaker 1>era that allows it because unless the two companies are

0:29:36.640 --> 0:29:40.240
<v Speaker 1>practically ideally well aligned, yeah, there's gonna be culture shock.

0:29:40.680 --> 0:29:43.440
<v Speaker 1>So sometimes a company does this so quickly that they

0:29:44.400 --> 0:29:47.760
<v Speaker 1>there's never that period that you need to adjust and

0:29:47.880 --> 0:29:50.120
<v Speaker 1>have things work out. So he was saying, let's take

0:29:50.240 --> 0:29:53.200
<v Speaker 1>the time to really look at how our company is

0:29:53.240 --> 0:29:56.000
<v Speaker 1>structured and make sure that it makes sense. That was

0:29:56.120 --> 0:29:59.680
<v Speaker 1>his That was his statement from the the get go

0:30:00.040 --> 0:30:03.800
<v Speaker 1>when he started right. Also unrelated to that, but in

0:30:04.040 --> 0:30:06.080
<v Speaker 1>addition to the other games that they published that year,

0:30:06.200 --> 0:30:09.800
<v Speaker 1>that was the year that they published harm Nix's Rock

0:30:09.880 --> 0:30:14.200
<v Speaker 1>Band along with MTV Huge huge title. I mean, you know,

0:30:14.400 --> 0:30:17.880
<v Speaker 1>Guitar Hero had been in the years before already kind

0:30:17.920 --> 0:30:22.840
<v Speaker 1>of uh had revolutionized the idea of rhythm games on consoles,

0:30:22.920 --> 0:30:25.800
<v Speaker 1>and Rock Band ended up taking that and dialing it

0:30:25.920 --> 0:30:28.320
<v Speaker 1>up to eleven. As spinel Tap would love to say,

0:30:28.920 --> 0:30:33.200
<v Speaker 1>and uh, I mean, I've had a blast playing Rock Band.

0:30:33.240 --> 0:30:35.600
<v Speaker 1>Even though I adore, I adore the series. It's terrific.

0:30:35.920 --> 0:30:40.120
<v Speaker 1>My musical talent is is pretty negligible, but I still,

0:30:40.200 --> 0:30:42.320
<v Speaker 1>you know, any game that makes you feel like a

0:30:42.440 --> 0:30:44.480
<v Speaker 1>rock star is pretty pretty cool. It is, it is,

0:30:44.560 --> 0:30:46.760
<v Speaker 1>And also karaoke in your own home is pretty cool.

0:30:47.040 --> 0:30:50.080
<v Speaker 1>And also a little cheat boxes that allow you to

0:30:50.480 --> 0:30:53.960
<v Speaker 1>hook up real electronic drum sets to the game and

0:30:54.480 --> 0:30:58.080
<v Speaker 1>actually rock out. It's pretty neat, pretty neat. Yeah. So

0:30:58.720 --> 0:31:02.440
<v Speaker 1>we then move on into two thousand eight, where e

0:31:02.640 --> 0:31:07.640
<v Speaker 1>A has a an attempt to acquire another big name,

0:31:07.920 --> 0:31:12.920
<v Speaker 1>Take two Interactive, which you know gamers will recognize that

0:31:13.160 --> 0:31:18.000
<v Speaker 1>it's it's pretty famous studio. So e A made a

0:31:18.080 --> 0:31:21.400
<v Speaker 1>move to acquire take to Take two turned down the

0:31:21.720 --> 0:31:26.440
<v Speaker 1>initial offer that e A made, and then, uh, the

0:31:26.680 --> 0:31:29.640
<v Speaker 1>negotiations kind of got a little quiet. But everyone kept

0:31:29.720 --> 0:31:32.040
<v Speaker 1>an eye on this because they were really wondering if

0:31:32.120 --> 0:31:35.280
<v Speaker 1>e A was in fact going to acquire yet another company,

0:31:35.320 --> 0:31:37.400
<v Speaker 1>and some people were really worried about what the fate

0:31:37.440 --> 0:31:39.800
<v Speaker 1>of Take two would be. Yeah. I think that part

0:31:39.840 --> 0:31:41.320
<v Speaker 1>of the reason that it fell through was also that

0:31:41.640 --> 0:31:45.360
<v Speaker 1>the the economic crisis that year, yeah hit them really hard. Yeah,

0:31:45.440 --> 0:31:50.960
<v Speaker 1>So e A's attempt to acquire Take two fails, and

0:31:51.960 --> 0:31:56.560
<v Speaker 1>that year the entire world entered into an economic crisis,

0:31:56.680 --> 0:32:00.160
<v Speaker 1>and it affected lots of industries, you know, Realist eight

0:32:00.240 --> 0:32:03.160
<v Speaker 1>being the big famous one in the United States banking

0:32:03.240 --> 0:32:06.640
<v Speaker 1>as well, but it also hit companies like e A

0:32:07.400 --> 0:32:10.480
<v Speaker 1>and uh e A end up announcing that was going

0:32:10.560 --> 0:32:13.600
<v Speaker 1>to cut more than a thousand positions across all of

0:32:13.640 --> 0:32:16.280
<v Speaker 1>its divisions, which ended up being around ten to eleven

0:32:16.840 --> 0:32:20.120
<v Speaker 1>of its workforce, and that the company lost over six

0:32:20.360 --> 0:32:23.760
<v Speaker 1>hundred million dollars in the last quarter of two thousand

0:32:23.840 --> 0:32:27.440
<v Speaker 1>eight due to accommodation of the economic crisis and just

0:32:27.600 --> 0:32:30.400
<v Speaker 1>the fact that it's game releases had not performed very

0:32:30.440 --> 0:32:34.520
<v Speaker 1>well in the market at all um and there their

0:32:34.600 --> 0:32:38.720
<v Speaker 1>stock took a big tumble. So in August fifte of

0:32:39.280 --> 0:32:42.440
<v Speaker 1>of two thousand eight, their stock was valued at forty

0:32:42.480 --> 0:32:45.880
<v Speaker 1>eight dollars and twenty four cents per share. By December

0:32:45.920 --> 0:32:48.720
<v Speaker 1>twenty six of two thousand eight, it had fallen to

0:32:49.000 --> 0:32:52.719
<v Speaker 1>twenty five dollars and thirty two cents per share, So, uh,

0:32:52.880 --> 0:32:58.240
<v Speaker 1>not not quite losing half its value, just under at drop,

0:32:58.360 --> 0:33:02.040
<v Speaker 1>but it's but a whole bunch, that's that's terrible, and

0:33:02.120 --> 0:33:05.800
<v Speaker 1>it really what it signaled was that investors had lost

0:33:05.880 --> 0:33:08.160
<v Speaker 1>a lot of confidence in the company. Now, keep in

0:33:08.240 --> 0:33:11.120
<v Speaker 1>mind the value of your company is based upon how

0:33:11.240 --> 0:33:14.280
<v Speaker 1>many stocks are out there. If you're a publicly traded company,

0:33:14.360 --> 0:33:16.200
<v Speaker 1>the value of your company, in part at least, is

0:33:16.240 --> 0:33:18.960
<v Speaker 1>determined by how many stocks you have, and how how

0:33:19.040 --> 0:33:21.200
<v Speaker 1>many stocks are out there in the market, and what

0:33:21.440 --> 0:33:25.160
<v Speaker 1>they're the actual value of each stock is. So you

0:33:25.280 --> 0:33:27.440
<v Speaker 1>kind of multiply those two numbers together and you get

0:33:27.440 --> 0:33:30.200
<v Speaker 1>a rough estimate of what the value of the company is. Well,

0:33:30.280 --> 0:33:32.440
<v Speaker 1>when you lose fifty percent of your stock price, that

0:33:32.480 --> 0:33:35.200
<v Speaker 1>means that your company is losing fifty of its value.

0:33:35.360 --> 0:33:38.400
<v Speaker 1>More or less oversimplifying, but that more or less is

0:33:38.480 --> 0:33:42.960
<v Speaker 1>what it means. Well, two thousand and eight wasn't all bad.

0:33:43.440 --> 0:33:45.200
<v Speaker 1>They did come out with a game that ended up

0:33:45.240 --> 0:33:47.920
<v Speaker 1>getting a lot of critical acclaim and a lot of fans,

0:33:48.200 --> 0:33:51.920
<v Speaker 1>which was Dead Space. I was never a big Dead

0:33:52.000 --> 0:33:54.920
<v Speaker 1>Space player, but I know some people who can recite

0:33:55.240 --> 0:33:58.200
<v Speaker 1>everything about that game, including all the little hidden stuff

0:33:58.240 --> 0:34:00.600
<v Speaker 1>that you had to find to get the backstory right right.

0:34:01.000 --> 0:34:03.680
<v Speaker 1>Also in the negative column that was two eight was

0:34:03.720 --> 0:34:05.160
<v Speaker 1>a year that they were hit with a class action

0:34:05.280 --> 0:34:10.320
<v Speaker 1>lawsuit over the undisclosed edition of Secure Rom DRM software,

0:34:10.600 --> 0:34:13.840
<v Speaker 1>along with games like Spore for the PC and and

0:34:14.880 --> 0:34:17.400
<v Speaker 1>the lawsuit was about the fact that they had included

0:34:17.440 --> 0:34:21.640
<v Speaker 1>this this this uh digital rights management software without telling

0:34:21.680 --> 0:34:24.280
<v Speaker 1>anyone about it, that it was separate from the game software,

0:34:24.360 --> 0:34:27.600
<v Speaker 1>and that it was basically impossible to uninstall, even after

0:34:27.600 --> 0:34:29.800
<v Speaker 1>you would uninstalled the video game. Yeah, so e A

0:34:30.040 --> 0:34:33.560
<v Speaker 1>was falling under the same trap that Sony did, where

0:34:33.920 --> 0:34:38.080
<v Speaker 1>in an effort to try and keep its intellectual property safe,

0:34:38.160 --> 0:34:42.279
<v Speaker 1>it had kind of over well, not kind of it overstepped. Yeah, yeah,

0:34:42.360 --> 0:34:44.759
<v Speaker 1>you know. The point was to prevent people from from

0:34:44.800 --> 0:34:46.960
<v Speaker 1>installing it more than I think it was eight times,

0:34:47.719 --> 0:34:51.000
<v Speaker 1>three times, six times a number of times, right, right, Well,

0:34:51.000 --> 0:34:52.600
<v Speaker 1>it's one of those things where, you know, someone who

0:34:52.680 --> 0:34:55.359
<v Speaker 1>buys the game, their argument is I should be able

0:34:55.400 --> 0:34:57.720
<v Speaker 1>to install this as many times as I want, because

0:34:58.239 --> 0:35:00.160
<v Speaker 1>you know, if I buy a new compute, it or

0:35:00.200 --> 0:35:02.640
<v Speaker 1>I want to be able to transfer the stuff I

0:35:02.760 --> 0:35:05.880
<v Speaker 1>own onto that computer. It's not that I'm you know,

0:35:06.000 --> 0:35:08.799
<v Speaker 1>installing it on all my friends machines. I just want

0:35:08.840 --> 0:35:11.040
<v Speaker 1>to be able to play my game. And the other

0:35:11.160 --> 0:35:13.040
<v Speaker 1>argument against that is that we don't want you to

0:35:13.480 --> 0:35:16.600
<v Speaker 1>install this on or your friends machines. Right uh. In

0:35:16.760 --> 0:35:18.759
<v Speaker 1>In other DRM news, that year, that was the year

0:35:18.840 --> 0:35:22.319
<v Speaker 1>that UM the e A announced plans to require PC

0:35:22.480 --> 0:35:25.440
<v Speaker 1>owners of things like Mass Effect and Sport to authenticate

0:35:25.480 --> 0:35:28.719
<v Speaker 1>their copies every ten days, even if they were playing

0:35:28.800 --> 0:35:32.800
<v Speaker 1>the game offline. Yeah. Um, and this this is this

0:35:32.960 --> 0:35:36.279
<v Speaker 1>becomes a common thread in e A as well, this

0:35:36.440 --> 0:35:39.839
<v Speaker 1>idea of having either a persistent Internet connection or at

0:35:39.960 --> 0:35:43.239
<v Speaker 1>least using the Internet every now and then to again

0:35:43.400 --> 0:35:46.600
<v Speaker 1>verify that you have a legitimate copy of the game.

0:35:46.680 --> 0:35:49.040
<v Speaker 1>So not only would you have to retain whatever the

0:35:49.120 --> 0:35:51.320
<v Speaker 1>disc was, you would have to have that in your machine.

0:35:51.360 --> 0:35:53.240
<v Speaker 1>You would have to then make a connection to the Internet,

0:35:53.320 --> 0:35:55.520
<v Speaker 1>and then the Internet would make sure that that, in

0:35:55.600 --> 0:35:58.799
<v Speaker 1>fact was your registered copy so that you could play

0:35:58.880 --> 0:36:01.360
<v Speaker 1>the game you wanted. Even if you were able to

0:36:01.560 --> 0:36:04.840
<v Speaker 1>just move everything on the game into your computer and

0:36:05.560 --> 0:36:08.000
<v Speaker 1>it's a single player game, you still had to do that.

0:36:08.280 --> 0:36:11.040
<v Speaker 1>And a lot of players objected. Yeah, yeah, especially you

0:36:11.120 --> 0:36:13.560
<v Speaker 1>know two thousand eight. You know, most people had had

0:36:13.600 --> 0:36:17.000
<v Speaker 1>pretty good Internet connections at that point. It was getting better,

0:36:17.080 --> 0:36:19.400
<v Speaker 1>but not everyone wanted to be connected to the Internet

0:36:19.440 --> 0:36:22.839
<v Speaker 1>all the time. And you know, the people who bought

0:36:22.880 --> 0:36:25.720
<v Speaker 1>the game pointed out that this was really a hassle

0:36:26.000 --> 0:36:28.800
<v Speaker 1>for the legitimate game player and people who were pirate

0:36:28.840 --> 0:36:32.040
<v Speaker 1>into the game, were breaking this encryption, They were using

0:36:32.239 --> 0:36:36.719
<v Speaker 1>keys that would allow them to right so that they

0:36:36.719 --> 0:36:40.000
<v Speaker 1>wouldn't they didn't have to authentic kate. They were playing

0:36:40.840 --> 0:36:43.880
<v Speaker 1>pirated copies that they got for free that didn't have

0:36:44.000 --> 0:36:47.160
<v Speaker 1>this DRM in it. And so the players, the legitimate

0:36:47.160 --> 0:36:49.919
<v Speaker 1>players who had bought the game say it, said, look,

0:36:50.280 --> 0:36:53.400
<v Speaker 1>you're only punshed us. You're not you're not stopping piracy,

0:36:53.480 --> 0:36:55.759
<v Speaker 1>and you're making the game a miserable experience for the

0:36:55.800 --> 0:36:58.600
<v Speaker 1>people who actually paid to play it. Yeah. This this

0:36:58.719 --> 0:37:02.800
<v Speaker 1>never did go into effect, this particular bit of of

0:37:02.880 --> 0:37:05.160
<v Speaker 1>d r M. On the A side, they relented pretty

0:37:05.239 --> 0:37:08.680
<v Speaker 1>quickly after community feedback, which was highly highly negative as

0:37:08.719 --> 0:37:11.280
<v Speaker 1>you can imagine. They however, did not learn their lesson

0:37:11.360 --> 0:37:13.560
<v Speaker 1>from it, because they would not they would incorporate it

0:37:13.560 --> 0:37:18.400
<v Speaker 1>again in the future. Two thousand nine, e A acquires

0:37:18.480 --> 0:37:21.400
<v Speaker 1>a play Fish, which was a developer of casual games.

0:37:21.440 --> 0:37:24.200
<v Speaker 1>They had seen how Louis was doing and they thought

0:37:24.360 --> 0:37:27.080
<v Speaker 1>let's get in on that as well. Um they also

0:37:27.120 --> 0:37:30.000
<v Speaker 1>went ahead and cut another fiftred employees, which was about

0:37:30.080 --> 0:37:34.520
<v Speaker 1>sevent of its workforce, and they shut down Pandemic Studios

0:37:34.600 --> 0:37:37.480
<v Speaker 1>that year. So get another example of them acquiring and

0:37:37.520 --> 0:37:41.399
<v Speaker 1>then shutting down a company. Uh, and next I don't

0:37:41.400 --> 0:37:45.560
<v Speaker 1>have anything for me neither. But inn in the summer

0:37:45.560 --> 0:37:50.680
<v Speaker 1>they acquired pop Cap Wow. Yeah, another casual games developer.

0:37:51.160 --> 0:37:53.840
<v Speaker 1>So lots of lots of mobile content all that. Yeah,

0:37:54.280 --> 0:37:56.520
<v Speaker 1>they're ones who owned like The Jeweled and stuff like that. Right.

0:37:57.120 --> 0:38:00.399
<v Speaker 1>They also released Star Wars the Old Republic Blake, which

0:38:00.440 --> 0:38:03.520
<v Speaker 1>was a Star Wars based m m O RPG. Uh. Now,

0:38:03.600 --> 0:38:05.640
<v Speaker 1>we had one person asked us if we could talk

0:38:05.760 --> 0:38:09.040
<v Speaker 1>more about Star Wars the Old Republic and why did

0:38:09.120 --> 0:38:12.160
<v Speaker 1>it move from a subscription based service too free to

0:38:12.280 --> 0:38:16.480
<v Speaker 1>play with micro transactions and and how you know, what's

0:38:16.520 --> 0:38:19.520
<v Speaker 1>the story of its failure if you want to look

0:38:19.560 --> 0:38:22.080
<v Speaker 1>at it in that way? All right, As so I

0:38:22.320 --> 0:38:25.440
<v Speaker 1>actually played Star Wars the Old Republic. I I subscribed.

0:38:25.440 --> 0:38:27.400
<v Speaker 1>I was one of the subscribers. I was one of

0:38:27.440 --> 0:38:29.759
<v Speaker 1>the people who got who rolled his eyes when I

0:38:30.000 --> 0:38:32.120
<v Speaker 1>heard that was going to free to play because I

0:38:32.200 --> 0:38:34.800
<v Speaker 1>had actually bought a I think I was like a

0:38:34.840 --> 0:38:40.640
<v Speaker 1>twelve month subscription in advance. But so Star Wars the

0:38:40.680 --> 0:38:44.120
<v Speaker 1>Old Republic takes place thousands of years before the events

0:38:44.280 --> 0:38:48.320
<v Speaker 1>of the Star Wars movie series, but it puts you

0:38:48.600 --> 0:38:53.640
<v Speaker 1>in either a a Sith role or a Republic role,

0:38:54.200 --> 0:38:57.000
<v Speaker 1>and you have different storylines that we play out based

0:38:57.040 --> 0:38:59.799
<v Speaker 1>upon the type of character you were playing. I think

0:39:00.040 --> 0:39:01.920
<v Speaker 1>part of the problem was that it, even though it

0:39:02.000 --> 0:39:05.480
<v Speaker 1>was an M M O RPG, more frequently than not

0:39:05.760 --> 0:39:08.200
<v Speaker 1>it felt to me like a single player game. It

0:39:08.280 --> 0:39:11.480
<v Speaker 1>felt like another sequel to Cotur, which isn't a bad thing.

0:39:11.680 --> 0:39:14.000
<v Speaker 1>The Coach War games were great. I very much enjoyed them,

0:39:14.520 --> 0:39:18.000
<v Speaker 1>even though the second co Tour game obviously had an

0:39:18.120 --> 0:39:21.399
<v Speaker 1>entire section that was left unfinished because you could see

0:39:21.440 --> 0:39:22.960
<v Speaker 1>it on your map, but you couldn't get to it

0:39:23.600 --> 0:39:27.280
<v Speaker 1>in uh in the actual game. Anyway, the Old Republic

0:39:27.360 --> 0:39:30.080
<v Speaker 1>felt like another sequel to that. It didn't feel as

0:39:30.200 --> 0:39:32.640
<v Speaker 1>much like an M M O RPG. You didn't have

0:39:32.880 --> 0:39:35.440
<v Speaker 1>as many people partying up together and the kind of

0:39:35.480 --> 0:39:38.040
<v Speaker 1>interactions that you would normally expect from and not after

0:39:38.200 --> 0:39:41.960
<v Speaker 1>the initial launched like there was a lot of interest

0:39:42.000 --> 0:39:44.440
<v Speaker 1>in it very early on, but that kind of dropped

0:39:44.440 --> 0:39:45.919
<v Speaker 1>off quickly, and part of the problem was that people

0:39:45.960 --> 0:39:49.600
<v Speaker 1>were completing the storylines for the characters very very quickly,

0:39:50.320 --> 0:39:52.799
<v Speaker 1>and once you did that, you didn't really have any

0:39:52.880 --> 0:39:55.640
<v Speaker 1>incentive to keep playing so it was just like if

0:39:55.680 --> 0:39:57.279
<v Speaker 1>you had played a single player game all the way

0:39:57.280 --> 0:39:58.839
<v Speaker 1>through and then you're thinking, all right, well that was fun,

0:39:58.920 --> 0:40:01.359
<v Speaker 1>but now I want to sell this game and get

0:40:01.920 --> 0:40:03.520
<v Speaker 1>some money back, and then I'm going to buy another

0:40:03.600 --> 0:40:06.919
<v Speaker 1>new game. That's kind of what people were thinking. Well,

0:40:07.680 --> 0:40:10.239
<v Speaker 1>subscribers started to drop off from this game, and e

0:40:10.440 --> 0:40:13.239
<v Speaker 1>A's response was that, well, you know, we could either

0:40:13.320 --> 0:40:16.439
<v Speaker 1>pull the plug on it entirely, or we could try

0:40:16.719 --> 0:40:19.880
<v Speaker 1>and switch our strategy and get more people interested in

0:40:20.000 --> 0:40:23.640
<v Speaker 1>this game. But obviously the subscription models not really working.

0:40:23.719 --> 0:40:25.640
<v Speaker 1>So what if we dropped the subscription and go to

0:40:25.719 --> 0:40:29.600
<v Speaker 1>free to play, and instead of making money through people subscribing,

0:40:29.960 --> 0:40:32.759
<v Speaker 1>we make money by selling items in the game for

0:40:32.880 --> 0:40:38.839
<v Speaker 1>real money, small amounts of money micro transactions. But um,

0:40:39.239 --> 0:40:43.120
<v Speaker 1>and you could still play it for free without buying anything,

0:40:43.520 --> 0:40:45.680
<v Speaker 1>but you wouldn't have access to the entire game. There'll

0:40:45.719 --> 0:40:47.360
<v Speaker 1>be sections of the game you could not get to

0:40:47.520 --> 0:40:49.480
<v Speaker 1>because you would have to purchase them in order to

0:40:49.680 --> 0:40:53.120
<v Speaker 1>have access. And all of the micro transaction items were

0:40:53.239 --> 0:40:56.600
<v Speaker 1>the super powerful cool things with rainbows and unicorns or

0:40:56.640 --> 0:40:59.160
<v Speaker 1>whatever the you know, Star Wars equivalent of rainbows in

0:40:59.200 --> 0:41:03.160
<v Speaker 1>the cub lights. So I realize you're not familiar with

0:41:03.320 --> 0:41:06.480
<v Speaker 1>the venerable franchise known as Star Wars. Yeah no, never

0:41:06.600 --> 0:41:11.319
<v Speaker 1>never seen any of those scruffy looking at um. So, yeah,

0:41:11.520 --> 0:41:14.880
<v Speaker 1>the that was the whole response there was to switch

0:41:15.000 --> 0:41:18.200
<v Speaker 1>order free to play and do micro transactions. Now, this

0:41:18.400 --> 0:41:20.960
<v Speaker 1>is another thing that e A has received a lot

0:41:21.000 --> 0:41:24.520
<v Speaker 1>of criticism for as the whole micro transaction approach. I

0:41:24.600 --> 0:41:28.360
<v Speaker 1>can't say the word criticism either, obviously, but the micro

0:41:28.440 --> 0:41:33.080
<v Speaker 1>transactions are that's another way to try and generate revenue,

0:41:33.120 --> 0:41:35.400
<v Speaker 1>and if you make your game free to play, it

0:41:35.520 --> 0:41:38.919
<v Speaker 1>may be the only way unless you incorporate lots of advertising,

0:41:39.040 --> 0:41:41.440
<v Speaker 1>and either way most players kind of react in a

0:41:41.520 --> 0:41:44.000
<v Speaker 1>negative way. Yeah, that has also been something that e

0:41:44.080 --> 0:41:45.840
<v Speaker 1>A has gotten a lot of flak for, is the

0:41:46.040 --> 0:41:49.719
<v Speaker 1>the inclusion of kind of kind of annoying out there

0:41:49.880 --> 0:41:52.440
<v Speaker 1>advertising in the middle of their games. Right. Well, the

0:41:52.719 --> 0:41:56.960
<v Speaker 1>disappointing performance of Star Wars may have also contributed to

0:41:57.040 --> 0:42:01.040
<v Speaker 1>another dip in e AS stock prices in twelve of although,

0:42:01.560 --> 0:42:03.920
<v Speaker 1>but before we move on, just thank you Chaz our

0:42:03.960 --> 0:42:06.239
<v Speaker 1>listener from Twitter for for writing in about that. Yes,

0:42:06.360 --> 0:42:09.000
<v Speaker 1>thank you very much, yea, And we have a few

0:42:09.040 --> 0:42:10.640
<v Speaker 1>more questions. We will address at the end of this

0:42:10.680 --> 0:42:13.879
<v Speaker 1>episode as well. Also in twenty eleven, something else big

0:42:14.080 --> 0:42:18.239
<v Speaker 1>happened to e A. E A had the honor is

0:42:18.320 --> 0:42:22.440
<v Speaker 1>the wrong word for it had had the unfortunate um

0:42:23.080 --> 0:42:28.200
<v Speaker 1>role as Lull's SEC final target. Lulls SEC being Laugh

0:42:28.280 --> 0:42:33.080
<v Speaker 1>Out Loud Security was kind of a an offshoot of Anonymous.

0:42:34.040 --> 0:42:38.880
<v Speaker 1>It was not necessarily related directly to Anonymous, but it

0:42:39.040 --> 0:42:42.359
<v Speaker 1>was a group of of hackers who decided that they

0:42:42.400 --> 0:42:45.880
<v Speaker 1>were going to cause as much trouble as possible really

0:42:46.040 --> 0:42:48.000
<v Speaker 1>for the main reason they wanted to do it was

0:42:48.080 --> 0:42:50.520
<v Speaker 1>to show that they could. And uh, boy, I bet

0:42:50.560 --> 0:42:52.800
<v Speaker 1>they're regretting that decision right now because as of the

0:42:52.880 --> 0:42:55.960
<v Speaker 1>recording of this podcast, Uh, four of them have been

0:42:56.040 --> 0:42:59.920
<v Speaker 1>sentenced to between a year and two years in very

0:43:00.160 --> 0:43:05.759
<v Speaker 1>US uh jails or juvenile facilities. Well, so, yikes, I

0:43:05.800 --> 0:43:09.480
<v Speaker 1>guess they weren't quite as Anonymous as they thought. Uh. Anyway,

0:43:09.840 --> 0:43:14.239
<v Speaker 1>they hit EA as their final target before disbanding, and

0:43:14.600 --> 0:43:18.080
<v Speaker 1>uh they ended up releasing the log in information of

0:43:18.280 --> 0:43:22.640
<v Speaker 1>thousands of people who were playing Battlefield Heroes. So uh

0:43:22.880 --> 0:43:25.080
<v Speaker 1>that was a big black eye. A had to reset

0:43:25.120 --> 0:43:27.200
<v Speaker 1>all that and send emails out to everybody saying you know,

0:43:27.880 --> 0:43:30.719
<v Speaker 1>it was compromised and you need to change passwords and

0:43:30.719 --> 0:43:34.800
<v Speaker 1>all that kind of stuff. Uh. In twelve he wins

0:43:34.840 --> 0:43:40.839
<v Speaker 1>another awful uh distinguishing feature. Here they were called they

0:43:41.000 --> 0:43:43.680
<v Speaker 1>they were named the worst company in America by the

0:43:43.760 --> 0:43:46.080
<v Speaker 1>Consumerist And this is a this is a thing that

0:43:46.440 --> 0:43:48.520
<v Speaker 1>that the consumers does every year. They've been doing it

0:43:48.600 --> 0:43:51.239
<v Speaker 1>for a while. They gave a Golden poo award. Yes

0:43:51.320 --> 0:43:55.879
<v Speaker 1>they do. It's a very distinguished Uh. Yeah. The way

0:43:55.920 --> 0:43:57.600
<v Speaker 1>it works is that they set it up like a

0:43:58.640 --> 0:44:02.200
<v Speaker 1>tournament bracket and they let people vote on which company

0:44:02.239 --> 0:44:05.399
<v Speaker 1>they think should progress in the bracket. And that year

0:44:05.520 --> 0:44:09.440
<v Speaker 1>e A took home the Golden Pooh. It's final opponent

0:44:09.640 --> 0:44:12.080
<v Speaker 1>was the Bank of America. Now keep in mind this

0:44:12.239 --> 0:44:15.279
<v Speaker 1>is all from reader votes, it's not I mean, I

0:44:15.400 --> 0:44:17.640
<v Speaker 1>think I think the consumers is the one that ultimately

0:44:17.719 --> 0:44:20.360
<v Speaker 1>decides which ones are in the brackets, but the readers

0:44:20.400 --> 0:44:23.040
<v Speaker 1>are the ones who determine which companies progress. Right, And

0:44:23.080 --> 0:44:25.080
<v Speaker 1>this is the Internet, and there are some gamers on

0:44:25.120 --> 0:44:27.479
<v Speaker 1>the Internet, so so I'm sure that that is part

0:44:27.600 --> 0:44:30.120
<v Speaker 1>of why e A made it that far. But but also,

0:44:30.160 --> 0:44:33.839
<v Speaker 1>I mean, was when occupy was happening, So so think

0:44:34.000 --> 0:44:36.560
<v Speaker 1>I mean there were thousands of people on the streets

0:44:37.120 --> 0:44:41.520
<v Speaker 1>protesting the actions of corporations like Bank of America, and

0:44:41.680 --> 0:44:45.560
<v Speaker 1>e A still still beat them out. Yeah, by I

0:44:45.600 --> 0:44:49.520
<v Speaker 1>think it was like close to to you know, twenty

0:44:49.600 --> 0:44:52.160
<v Speaker 1>six or something like that. It's really like that. So

0:44:52.400 --> 0:44:55.640
<v Speaker 1>it was it wasn't even close. It's a runaway. But again,

0:44:56.040 --> 0:44:58.920
<v Speaker 1>you know the platforms the internet. Gamers like the Internet,

0:44:59.000 --> 0:45:01.080
<v Speaker 1>so you know, keep that all in mind. It's kind

0:45:01.120 --> 0:45:03.120
<v Speaker 1>of it was kind of skewed to e A, is

0:45:03.160 --> 0:45:05.799
<v Speaker 1>what we're saying. We've got a bit more to say

0:45:05.880 --> 0:45:08.279
<v Speaker 1>about e A, and then I'll have a lot more

0:45:08.320 --> 0:45:10.640
<v Speaker 1>to say about e A in a follow up episode

0:45:11.040 --> 0:45:22.399
<v Speaker 1>right after this break. So why did it win Worst Company? Well,

0:45:22.560 --> 0:45:26.000
<v Speaker 1>some of the the suggestions were because it had stripped

0:45:26.040 --> 0:45:28.960
<v Speaker 1>the video game industry of talent through all those acquisitions

0:45:29.000 --> 0:45:33.520
<v Speaker 1>and then shutting down competitions. Are shutting down competing studios,

0:45:33.520 --> 0:45:36.240
<v Speaker 1>I should say. So they not only bought up competing

0:45:36.239 --> 0:45:38.160
<v Speaker 1>studios but then shut them down, which then meant that

0:45:38.880 --> 0:45:42.920
<v Speaker 1>that talent and those games would often become inaccessible. There'd

0:45:42.960 --> 0:45:46.000
<v Speaker 1>never be another one because e A would own the

0:45:46.239 --> 0:45:49.239
<v Speaker 1>intellectual property but not have anyone to actually develop the

0:45:49.280 --> 0:45:52.400
<v Speaker 1>games anymore, at least the people who had developed it

0:45:52.440 --> 0:45:55.440
<v Speaker 1>were gone, so it would be a completely different experience. Uh.

0:45:55.520 --> 0:45:58.359
<v Speaker 1>Then there was also sighting of the use of micro transactions,

0:45:58.440 --> 0:46:01.680
<v Speaker 1>just like I said, Uh, especially for any games where

0:46:01.680 --> 0:46:04.680
<v Speaker 1>you already had to buy a game and then on

0:46:04.800 --> 0:46:07.120
<v Speaker 1>top of it, have micro transactions within the things that

0:46:07.160 --> 0:46:09.279
<v Speaker 1>we're not free to begin with. Yeah, So the idea

0:46:09.280 --> 0:46:11.399
<v Speaker 1>of buying like a sixty dollar game and then having

0:46:11.440 --> 0:46:13.600
<v Speaker 1>to spend more money within the game in order for

0:46:13.680 --> 0:46:16.239
<v Speaker 1>it to be a satisfying experience that did not sit

0:46:16.320 --> 0:46:19.360
<v Speaker 1>well with a lot of people who voted in this. Also,

0:46:19.640 --> 0:46:22.120
<v Speaker 1>the one of the things they cited were the exclusivity

0:46:22.200 --> 0:46:25.480
<v Speaker 1>deals that e A had made with organizations like the NFL.

0:46:26.000 --> 0:46:28.520
<v Speaker 1>Now that's a big deal now for e A, and

0:46:28.600 --> 0:46:31.040
<v Speaker 1>made perfect sense. That meant that they had tied up

0:46:31.120 --> 0:46:34.320
<v Speaker 1>the NFL license that they were the only company that

0:46:34.400 --> 0:46:38.400
<v Speaker 1>could put out an official NFL affiliated football game, and

0:46:38.480 --> 0:46:40.719
<v Speaker 1>the same thing is true for other sports as well.

0:46:40.800 --> 0:46:44.760
<v Speaker 1>They made exclusivity agreements with other sports agencies, but NFL

0:46:44.880 --> 0:46:49.440
<v Speaker 1>is an easy example. So e A then shuts down

0:46:49.520 --> 0:46:54.360
<v Speaker 1>competition because no other game company can make an official

0:46:54.719 --> 0:46:58.400
<v Speaker 1>NFL licensed game. They can't use the actual team player

0:46:58.520 --> 0:47:02.080
<v Speaker 1>names or anything. And I'll you know, another football strategy

0:47:02.120 --> 0:47:04.320
<v Speaker 1>game could certainly be enjoyable. When you don't have that

0:47:04.480 --> 0:47:07.480
<v Speaker 1>brand recognition behind it, it becomes a lot harder to market, right.

0:47:07.520 --> 0:47:09.520
<v Speaker 1>I mean why if if you're a fan of football

0:47:09.719 --> 0:47:12.959
<v Speaker 1>and you want to play as your favorite football team

0:47:13.160 --> 0:47:15.480
<v Speaker 1>with you, with the actual players who are on that

0:47:15.640 --> 0:47:18.719
<v Speaker 1>team as your as your players, then you had to

0:47:18.760 --> 0:47:20.920
<v Speaker 1>go with the A because no one else had the

0:47:21.000 --> 0:47:23.719
<v Speaker 1>licensing agreement that would allow them to do that. And

0:47:23.840 --> 0:47:26.600
<v Speaker 1>so that, you know, people said, like, you're essentially saying

0:47:27.239 --> 0:47:29.520
<v Speaker 1>we're the only game in town. Yeah, you're you're further

0:47:29.760 --> 0:47:32.880
<v Speaker 1>further shutting down the opportunities of other studios. Right, So

0:47:33.000 --> 0:47:36.000
<v Speaker 1>that was another reason why they got a lot of votes.

0:47:36.600 --> 0:47:42.560
<v Speaker 1>Uh So the tournaments came out pretty badly for e A. Uh,

0:47:42.680 --> 0:47:44.960
<v Speaker 1>It's showed that that he had a real problem with

0:47:45.120 --> 0:47:48.120
<v Speaker 1>public perception of the company. UM and e A tried

0:47:48.239 --> 0:47:52.440
<v Speaker 1>to kind of uh respond to that, and and a

0:47:52.480 --> 0:47:54.800
<v Speaker 1>lot of people thought that their response was lackluster. This

0:47:54.800 --> 0:47:57.600
<v Speaker 1>would happen again, but we'll get to it. Yeah, I

0:47:57.600 --> 0:48:01.120
<v Speaker 1>don't want to spoil it, but yeah, year also was

0:48:01.160 --> 0:48:04.040
<v Speaker 1>when e A released Mass Effect three, which may also

0:48:04.120 --> 0:48:06.880
<v Speaker 1>have affected its standings as Worst Company in America because,

0:48:06.920 --> 0:48:09.160
<v Speaker 1>as I recall, there were a lot of people who

0:48:09.200 --> 0:48:11.560
<v Speaker 1>were not happy with the way that game ended. Yeah,

0:48:11.960 --> 0:48:13.520
<v Speaker 1>didn't they didn't they wasn't that the one that they

0:48:13.560 --> 0:48:17.280
<v Speaker 1>released a different ending to that you could you could download.

0:48:17.360 --> 0:48:20.279
<v Speaker 1>There were, as I recall, there were there may have been,

0:48:20.360 --> 0:48:21.839
<v Speaker 1>I think there might have been, but I know there

0:48:21.880 --> 0:48:24.440
<v Speaker 1>were at least three different endings that were already in

0:48:24.560 --> 0:48:27.280
<v Speaker 1>the game. But some people argued that the three different

0:48:27.360 --> 0:48:30.080
<v Speaker 1>endings were not distinct enough that you know, you would

0:48:30.120 --> 0:48:32.920
<v Speaker 1>have small details that were different, but that in the

0:48:33.000 --> 0:48:35.320
<v Speaker 1>grand scheme it felt like what you had done in

0:48:35.400 --> 0:48:38.759
<v Speaker 1>the series of games did Yeah, it defeats the entire

0:48:38.800 --> 0:48:41.919
<v Speaker 1>purpose of the Mass Effect series exactly. It felt like like, well,

0:48:42.040 --> 0:48:44.600
<v Speaker 1>while the whole game makes it feel like you're going

0:48:44.640 --> 0:48:49.040
<v Speaker 1>to have this huge impact, ultimately, if the differences aren't

0:48:49.160 --> 0:48:51.400
<v Speaker 1>that great, then it means that you know, what you

0:48:51.480 --> 0:48:53.440
<v Speaker 1>did didn't really matter in the grand scheme of things,

0:48:53.520 --> 0:48:55.840
<v Speaker 1>which from an existential point of view is kind of interesting.

0:48:56.200 --> 0:48:59.560
<v Speaker 1>But from a gamer player, uh, you know, experience, maybe

0:48:59.640 --> 0:49:01.600
<v Speaker 1>not so much far right right, it's not called nic

0:49:01.920 --> 0:49:04.960
<v Speaker 1>The game so therefore, so so people said that they

0:49:05.040 --> 0:49:07.880
<v Speaker 1>felt that the game had the end game in particular,

0:49:07.960 --> 0:49:09.960
<v Speaker 1>had been rushed, and that it just wasn't a fitting

0:49:10.280 --> 0:49:15.239
<v Speaker 1>capper to it. Uh and Penny Arcades been Kuchera, and

0:49:15.440 --> 0:49:19.200
<v Speaker 1>I apologize if I'm miss uh mispronouncing his name. He

0:49:19.360 --> 0:49:22.560
<v Speaker 1>criticized the company for concentrating on free to play games

0:49:22.600 --> 0:49:25.240
<v Speaker 1>and micro transactions, and he also said that the company

0:49:25.320 --> 0:49:28.279
<v Speaker 1>was failing to create compelling retail games. So you're saying

0:49:28.320 --> 0:49:31.280
<v Speaker 1>that the games that you are selling for sixty dollars

0:49:31.680 --> 0:49:34.480
<v Speaker 1>aren't really good good and the ones that are free

0:49:34.520 --> 0:49:38.720
<v Speaker 1>to play with micro transactions are irritating. Right. So penny Arcade,

0:49:38.880 --> 0:49:41.840
<v Speaker 1>by the way, has nine hundred and twenty two comics

0:49:41.960 --> 0:49:44.680
<v Speaker 1>that are tagged e A in their system, which as

0:49:44.719 --> 0:49:47.520
<v Speaker 1>of the recording of this podcast, yes as well, Yeah,

0:49:47.560 --> 0:49:50.520
<v Speaker 1>as of as of Tuesday, I think actually Tuesday or

0:49:50.520 --> 0:49:53.080
<v Speaker 1>Wednesday of this week, so they're there. There might have

0:49:53.160 --> 0:49:57.319
<v Speaker 1>been more uh since since then, but it just which

0:49:57.400 --> 0:49:59.920
<v Speaker 1>just goes to show that the gaming community has had

0:50:00.040 --> 0:50:02.480
<v Speaker 1>a lot to say and a lot of criticism to

0:50:02.600 --> 0:50:05.600
<v Speaker 1>lob against the company over the years. And UH and

0:50:05.800 --> 0:50:10.560
<v Speaker 1>in John Richard tell O stepped down as CEO and

0:50:10.800 --> 0:50:13.160
<v Speaker 1>as a member of the board. Uh. Here's a direct

0:50:13.239 --> 0:50:15.600
<v Speaker 1>quote from one of the blog posts that was written

0:50:15.920 --> 0:50:18.080
<v Speaker 1>that he wrote about this. He said, I am writing

0:50:18.160 --> 0:50:21.000
<v Speaker 1>with some tough news. I have resigned my position as

0:50:21.080 --> 0:50:23.680
<v Speaker 1>e AS CEO. I will be around for a couple

0:50:23.760 --> 0:50:25.480
<v Speaker 1>of weeks and I hope to have it at the

0:50:25.600 --> 0:50:28.280
<v Speaker 1>chance to say goodbye to many of you. Larry Probest

0:50:28.280 --> 0:50:30.960
<v Speaker 1>will be stepping in as executive chairman to help smooth

0:50:31.280 --> 0:50:35.120
<v Speaker 1>the transition. Uh. E A also continued to lay off

0:50:35.239 --> 0:50:39.000
<v Speaker 1>employees in part as a streamlining effort at this time.

0:50:39.760 --> 0:50:41.920
<v Speaker 1>And so Probest comes back in. You know, he had

0:50:41.960 --> 0:50:47.279
<v Speaker 1>stepped down and now he was interim CEO. Uh and

0:50:47.719 --> 0:50:50.759
<v Speaker 1>uh that's as of the recording of this podcast, that's

0:50:50.760 --> 0:50:53.879
<v Speaker 1>still the case. They hadn't found a permanent replacement yet. Yeah,

0:50:53.960 --> 0:50:55.839
<v Speaker 1>but they Yeah, that was That was another ten percent

0:50:55.920 --> 0:50:58.920
<v Speaker 1>of global staff that was laid off as of May

0:50:59.120 --> 0:51:02.480
<v Speaker 1>of this year. So tough times over at e A.

0:51:02.880 --> 0:51:05.760
<v Speaker 1>They also said that they planned to open a Dice

0:51:06.120 --> 0:51:10.320
<v Speaker 1>l A office uh where they would be developing games,

0:51:10.440 --> 0:51:13.560
<v Speaker 1>including Star Wars games, because they made a deal with Disney,

0:51:13.640 --> 0:51:17.480
<v Speaker 1>which of course acquired the rights to the Lucas Arts

0:51:17.680 --> 0:51:23.480
<v Speaker 1>stuff earlier, and they won the Worst Company in America

0:51:23.600 --> 0:51:26.160
<v Speaker 1>for the second year in a row. And most of

0:51:26.200 --> 0:51:28.480
<v Speaker 1>the reasons this is the first time that any company

0:51:28.560 --> 0:51:30.719
<v Speaker 1>has ever done this, by the way, done a tow

0:51:30.840 --> 0:51:33.960
<v Speaker 1>for and they they the reasons are pretty much the

0:51:34.000 --> 0:51:37.880
<v Speaker 1>same as But also there was another controversy that happened

0:51:38.560 --> 0:51:41.600
<v Speaker 1>between those two times that ended up costing the company

0:51:41.640 --> 0:51:44.479
<v Speaker 1>big time, which was the launch of sim City five,

0:51:44.600 --> 0:51:48.000
<v Speaker 1>one of the most anticipated games in a long time.

0:51:48.040 --> 0:51:50.279
<v Speaker 1>I mean, like there's certain titles that when you hear

0:51:50.320 --> 0:51:54.120
<v Speaker 1>about them coming out, people old school gamers get really excited.

0:51:54.480 --> 0:51:57.080
<v Speaker 1>Diablo three is a great example of a game that

0:51:57.160 --> 0:52:00.320
<v Speaker 1>got a lot of people talking months before it amount.

0:52:00.360 --> 0:52:03.080
<v Speaker 1>Sim City five is another one of those where people

0:52:03.120 --> 0:52:05.560
<v Speaker 1>who are fans of the sim City franchise were really

0:52:05.680 --> 0:52:10.080
<v Speaker 1>excited by this game. But the big issue was that

0:52:10.239 --> 0:52:12.400
<v Speaker 1>sim City five was a game that requires you to

0:52:12.480 --> 0:52:14.520
<v Speaker 1>have a persistent connection to the Internet in order to

0:52:14.560 --> 0:52:18.080
<v Speaker 1>play it. Even if you're just playing single player offline,

0:52:18.120 --> 0:52:20.040
<v Speaker 1>it's just you and your computer, but you still have

0:52:20.080 --> 0:52:22.920
<v Speaker 1>to have a persistent Internet connection, and they had some

0:52:23.280 --> 0:52:26.120
<v Speaker 1>server issues when the game launched, which meant that people

0:52:26.160 --> 0:52:28.279
<v Speaker 1>couldn't play the game they had just bought, they had

0:52:28.360 --> 0:52:31.040
<v Speaker 1>spent the money, the game was in their hands, they

0:52:31.120 --> 0:52:33.840
<v Speaker 1>wanted to play a single player game, and they couldn't

0:52:33.920 --> 0:52:38.040
<v Speaker 1>do it because the servers weren't working. Now, that tells

0:52:38.120 --> 0:52:40.640
<v Speaker 1>you that this is a huge problem. That that's another

0:52:40.760 --> 0:52:44.120
<v Speaker 1>example of why the persistent internet connection thing is an

0:52:44.239 --> 0:52:48.080
<v Speaker 1>argument that people say makes for bad gaming experience, because

0:52:48.120 --> 0:52:51.680
<v Speaker 1>when you have a technical issue on the game providers end,

0:52:52.440 --> 0:52:56.440
<v Speaker 1>then it's adding a completely unnecessary extra step that a

0:52:56.520 --> 0:52:58.879
<v Speaker 1>lot of things can go wrong with, right, And if

0:52:58.920 --> 0:53:02.480
<v Speaker 1>it's an online game, than that's just the way that works, right.

0:53:02.719 --> 0:53:05.239
<v Speaker 1>But when it's a single player game, then people have

0:53:05.360 --> 0:53:08.840
<v Speaker 1>a real hard time feeling it's infuriating and uh, you

0:53:08.920 --> 0:53:11.040
<v Speaker 1>know again, a lot of people say that the whole

0:53:11.120 --> 0:53:13.879
<v Speaker 1>reason for this was just so that e A could

0:53:13.960 --> 0:53:17.480
<v Speaker 1>have another kind of DRM there that you know, that's

0:53:17.520 --> 0:53:20.200
<v Speaker 1>not e A has denied that. They said that's not

0:53:20.320 --> 0:53:24.000
<v Speaker 1>the reason, but that's the reason everyone says, says is

0:53:24.160 --> 0:53:27.120
<v Speaker 1>a lot of people suggest that's the real reason. Let

0:53:27.200 --> 0:53:29.840
<v Speaker 1>me put it that way. Sure. They also made headlines

0:53:29.880 --> 0:53:32.840
<v Speaker 1>in February and March when UM the CFO Blake Jorgensen

0:53:32.880 --> 0:53:36.640
<v Speaker 1>announced that all future titles would involve micro transactions. Uh.

0:53:36.760 --> 0:53:39.880
<v Speaker 1>He backpedaled really hard a week later. Um let it.

0:53:39.960 --> 0:53:43.239
<v Speaker 1>That did not get a great reaction, and again that's

0:53:43.360 --> 0:53:45.840
<v Speaker 1>probably what contributed to it winning the Worst company in

0:53:45.880 --> 0:53:49.680
<v Speaker 1>America again. Yeah, despite all of this, their their stock

0:53:49.880 --> 0:53:54.440
<v Speaker 1>has been rising dramatically over the course of so far.

0:53:55.040 --> 0:53:58.880
<v Speaker 1>Um and uh really really interestingly, as of as of

0:53:59.080 --> 0:54:02.319
<v Speaker 1>this week, the a couple of the really high level

0:54:02.360 --> 0:54:04.840
<v Speaker 1>people have been selling off a lot of their shares

0:54:05.360 --> 0:54:09.600
<v Speaker 1>in their own company's stock, like fifty seven thousand of

0:54:09.719 --> 0:54:13.719
<v Speaker 1>their shares. Wow. That is Uh. I'm actually looking it

0:54:13.840 --> 0:54:16.440
<v Speaker 1>up right now because it's actually a little lower than

0:54:16.480 --> 0:54:18.200
<v Speaker 1>it was when I wrote it down. Because originally we

0:54:18.239 --> 0:54:20.319
<v Speaker 1>were going to record this episode the day before. We're

0:54:20.320 --> 0:54:23.680
<v Speaker 1>actually recording it right We're gonna record it yesterday. This

0:54:23.760 --> 0:54:28.359
<v Speaker 1>doesn't mean but on May fifteenth, fifteenth, the stock price

0:54:28.480 --> 0:54:30.600
<v Speaker 1>was at twenty two dollars and fifty cents when I

0:54:30.640 --> 0:54:35.480
<v Speaker 1>looked at originally right now on May sixteenth, at four

0:54:35.680 --> 0:54:38.799
<v Speaker 1>forty four pm Eastern time, more information than you need

0:54:38.880 --> 0:54:41.480
<v Speaker 1>to know, it's at two and two cents. So it's

0:54:41.560 --> 0:54:45.640
<v Speaker 1>dropped almost fifty cents, right around fifty cents since I

0:54:45.920 --> 0:54:49.800
<v Speaker 1>checked it yesterday. So it's still and it's obviously not

0:54:50.040 --> 0:54:54.120
<v Speaker 1>at that pre August two eight high when it was

0:54:54.200 --> 0:54:56.759
<v Speaker 1>in the high forties and lower fifties, but it's but

0:54:56.800 --> 0:55:00.200
<v Speaker 1>it's dropped a great deal since then. Um I think

0:55:00.280 --> 0:55:03.240
<v Speaker 1>I think that that well, as of as of Wednesday,

0:55:03.280 --> 0:55:05.719
<v Speaker 1>as of the May fifteenth, anyway, shares where shares were

0:55:05.800 --> 0:55:10.319
<v Speaker 1>up very nearly for the course. Yeah, so it's it's

0:55:10.760 --> 0:55:14.399
<v Speaker 1>I think volatile is a safe word to use. Yes, Yes,

0:55:14.680 --> 0:55:18.320
<v Speaker 1>that that's There's a lot of very very important financial

0:55:18.440 --> 0:55:20.640
<v Speaker 1>publications that are talking about e A right now, which

0:55:20.640 --> 0:55:22.560
<v Speaker 1>I which I always find fascinating, and and all of

0:55:22.600 --> 0:55:25.320
<v Speaker 1>them are going like, be cautious, don't actually invest, we

0:55:25.360 --> 0:55:27.400
<v Speaker 1>don't know about this thing. Yeah, there does seem to

0:55:27.440 --> 0:55:32.480
<v Speaker 1>be a real problem with consumer confidence in an investor

0:55:32.640 --> 0:55:34.879
<v Speaker 1>confidence in a e A. And again that can really

0:55:34.920 --> 0:55:37.799
<v Speaker 1>affect that. You know, e A is a multibillion dollar

0:55:37.880 --> 0:55:41.080
<v Speaker 1>industry company right now. It's you know, it's revenues can

0:55:41.200 --> 0:55:44.640
<v Speaker 1>be over a billion dollars, can be over three billion

0:55:44.680 --> 0:55:47.239
<v Speaker 1>dollars in a good year, and so when you're talking

0:55:47.280 --> 0:55:49.560
<v Speaker 1>about that, it's kind of weird to think that it's

0:55:50.360 --> 0:55:53.000
<v Speaker 1>it's value as a company is in question. That suggests

0:55:53.040 --> 0:55:56.200
<v Speaker 1>that there's been some pretty serious missteps or that something's

0:55:56.239 --> 0:55:58.879
<v Speaker 1>really funky with the industry in general, right right, well,

0:55:58.960 --> 0:56:00.839
<v Speaker 1>you know it's I think it's just basically that thing

0:56:00.880 --> 0:56:03.759
<v Speaker 1>where they're not really they're not really heating all of

0:56:03.960 --> 0:56:06.880
<v Speaker 1>all of this this feedback that they're getting from from

0:56:06.960 --> 0:56:09.920
<v Speaker 1>all of their their from their fans, and that's you know,

0:56:10.239 --> 0:56:13.719
<v Speaker 1>like and they also just renew their license with with

0:56:13.960 --> 0:56:17.680
<v Speaker 1>them the Football Association with a FIFA FIFA and the

0:56:17.719 --> 0:56:23.200
<v Speaker 1>soccer soccer So yeah, sure, football whatever go back to

0:56:23.360 --> 0:56:29.120
<v Speaker 1>France until um so and and FIVA is one of

0:56:29.200 --> 0:56:33.000
<v Speaker 1>those titles that consistently does really well for e A. Sure,

0:56:33.160 --> 0:56:35.440
<v Speaker 1>and and you know again like it's it's understandable why

0:56:35.440 --> 0:56:39.960
<v Speaker 1>would they would want that exclusivity? Now, we asked our

0:56:40.080 --> 0:56:42.360
<v Speaker 1>listeners if they had any specific questions they would like

0:56:42.480 --> 0:56:46.040
<v Speaker 1>us to address, and uh, we We've talked about some

0:56:46.160 --> 0:56:47.560
<v Speaker 1>of them already, so I'm not going to go over

0:56:47.640 --> 0:56:49.880
<v Speaker 1>all of them, but I've got two left that we

0:56:50.040 --> 0:56:53.600
<v Speaker 1>can chat about really quickly. Peter from Facebook said, what

0:56:53.840 --> 0:56:56.600
<v Speaker 1>was the most popular e A game? And if you

0:56:56.719 --> 0:57:00.480
<v Speaker 1>go from the debut of e A till present day

0:57:00.520 --> 0:57:03.320
<v Speaker 1>and you look at all the units sold. The SIMS

0:57:03.600 --> 0:57:06.200
<v Speaker 1>comes out on top with a level eleven point twenty

0:57:06.280 --> 0:57:10.600
<v Speaker 1>three million units sold globally according to VG Charts, and

0:57:10.719 --> 0:57:13.920
<v Speaker 1>second place would go to Need for Speed Underground. Now

0:57:14.800 --> 0:57:17.600
<v Speaker 1>that that doesn't surprise me, because the SIMS is one

0:57:17.600 --> 0:57:19.600
<v Speaker 1>of those games that had a very wide appeal. I

0:57:19.640 --> 0:57:21.280
<v Speaker 1>mean I loved it when it came out. I thought

0:57:21.320 --> 0:57:23.920
<v Speaker 1>this was such a cool innovative game. Also, I thought

0:57:23.960 --> 0:57:28.160
<v Speaker 1>it was funny to lock people out of the bathroom. Um, yeah,

0:57:28.200 --> 0:57:30.720
<v Speaker 1>I did some pretty cruel things. A good good thing

0:57:30.760 --> 0:57:34.480
<v Speaker 1>to know about you, Jonathan, That's great, that's why. Uh.

0:57:34.560 --> 0:57:38.880
<v Speaker 1>And then Ian he asked also on Facebook if I

0:57:38.920 --> 0:57:41.560
<v Speaker 1>could give a rundown of some of the PR meltdowns

0:57:41.640 --> 0:57:44.640
<v Speaker 1>the e A has had. I could, but that's a

0:57:44.840 --> 0:57:47.840
<v Speaker 1>full episode. So I'm going to give you, Um, I'm

0:57:47.840 --> 0:57:52.360
<v Speaker 1>gonna give you three examples of PR attempts that e

0:57:52.560 --> 0:57:56.640
<v Speaker 1>A maybe did not handle very well. This isn't just

0:57:56.880 --> 0:58:00.360
<v Speaker 1>like coming out and saying, uh, we didn't do this right,

0:58:00.400 --> 0:58:02.400
<v Speaker 1>We're going to do better. This is this is, this

0:58:02.480 --> 0:58:06.280
<v Speaker 1>goes beyond this. This comes into marketing mistakes. Okay, three

0:58:06.440 --> 0:58:09.960
<v Speaker 1>big marketing mistakes. Keep in mind that this might not

0:58:10.120 --> 0:58:13.520
<v Speaker 1>be entirely EA's fault. They could have partnered with a

0:58:13.600 --> 0:58:16.640
<v Speaker 1>marketing firm that came up with a terrible idea and

0:58:16.720 --> 0:58:19.640
<v Speaker 1>he just ran with it. Um One of them was

0:58:20.040 --> 0:58:24.960
<v Speaker 1>when e A was marketing the game Dante's Inferno, right,

0:58:25.160 --> 0:58:27.960
<v Speaker 1>remember that, yeah, which had all these different characters that

0:58:28.000 --> 0:58:33.120
<v Speaker 1>were based off the Seven Deadly Sins. So the promotion

0:58:33.280 --> 0:58:36.919
<v Speaker 1>for the Sin of Lust came around and right around

0:58:36.920 --> 0:58:40.360
<v Speaker 1>the same time as Comic Con An e A had

0:58:40.640 --> 0:58:44.800
<v Speaker 1>a booth at Comic Con where they had some young

0:58:45.040 --> 0:58:50.200
<v Speaker 1>ladies dressed in costume models colloquially known as booth babes

0:58:50.800 --> 0:58:55.760
<v Speaker 1>to promote their games, and they had their Sin to

0:58:55.960 --> 0:59:00.960
<v Speaker 1>Win campaign, which was a contest that encouraged people to

0:59:01.280 --> 0:59:06.720
<v Speaker 1>quote commit acts of lust unquote with costumed reps at

0:59:06.800 --> 0:59:10.320
<v Speaker 1>e A's booth. Later on, the team clarified this as

0:59:10.360 --> 0:59:14.120
<v Speaker 1>saying that they were just trying to tell people to

0:59:14.600 --> 0:59:18.720
<v Speaker 1>take photos with these reps and then tweet and share

0:59:18.760 --> 0:59:22.840
<v Speaker 1>them in various ways. But no, that doesn't sound like

0:59:22.960 --> 0:59:28.920
<v Speaker 1>that thing like, yeah, I'm I I remember I had

0:59:28.960 --> 0:59:32.320
<v Speaker 1>completely blocked that from my memory, but I remember exactly

0:59:32.400 --> 0:59:38.000
<v Speaker 1>how offended I was by that, because it was really offended. Actually, yeah, yeah,

0:59:38.080 --> 0:59:40.240
<v Speaker 1>not a great move. Okay, So here's another one. This one,

0:59:41.040 --> 0:59:43.439
<v Speaker 1>this one really makes me scratch my head. So there

0:59:43.600 --> 0:59:47.480
<v Speaker 1>for a promotional campaign for the game Mercenaries to E

0:59:47.680 --> 0:59:51.360
<v Speaker 1>a converted a London gas station to make it look

0:59:51.400 --> 0:59:54.400
<v Speaker 1>like a military depot, so it was like a depot

0:59:54.440 --> 0:59:56.560
<v Speaker 1>that you would see in the game Mercenaries to which

0:59:56.600 --> 0:59:59.000
<v Speaker 1>is kind of cool. I mean, we've seen promotions like that,

0:59:59.200 --> 1:00:04.560
<v Speaker 1>like the The Simpsons, Quickie mark type stuff. They had

1:00:04.760 --> 1:00:07.320
<v Speaker 1>a bunch of a bunch of life size column dolls

1:00:07.440 --> 1:00:11.040
<v Speaker 1>on London Underground for a while, that clever stuff. So

1:00:11.960 --> 1:00:14.240
<v Speaker 1>what's the big deal about converting a gas station into

1:00:14.280 --> 1:00:18.360
<v Speaker 1>a military depot. Well, they had this campaign where anyone

1:00:18.520 --> 1:00:22.400
<v Speaker 1>stopping at the military depot slash gas station would get

1:00:22.520 --> 1:00:27.360
<v Speaker 1>seventy dollars worth of gas for free. Keep in mind

1:00:27.480 --> 1:00:30.280
<v Speaker 1>that the game doesn't cost that much, which meant that

1:00:30.400 --> 1:00:32.680
<v Speaker 1>even if every single person who stopped at that gas

1:00:32.760 --> 1:00:36.000
<v Speaker 1>station then went out and bought a copy of Mercenaries

1:00:36.000 --> 1:00:38.240
<v Speaker 1>to still be losing money. You still are losing money.

1:00:38.400 --> 1:00:43.280
<v Speaker 1>And they ended up screwing up traffic patterns so badly

1:00:43.320 --> 1:00:45.479
<v Speaker 1>in London once people found out they could get free

1:00:45.560 --> 1:00:50.280
<v Speaker 1>gas at this station that it caused a massive traffic

1:00:50.360 --> 1:00:54.600
<v Speaker 1>snarl and even ended up with government censure of e A.

1:00:55.560 --> 1:00:58.320
<v Speaker 1>Cost him about fifty dollars to convert the gas station

1:00:58.400 --> 1:01:02.040
<v Speaker 1>into a military depot. Seventy bucks of gas per person

1:01:02.080 --> 1:01:04.880
<v Speaker 1>who stopped. Yeah, not the most effective use of your

1:01:04.920 --> 1:01:08.720
<v Speaker 1>marketing dollars, you might argue. And here's the third one.

1:01:09.440 --> 1:01:13.800
<v Speaker 1>So godfather to the game coming out and e A,

1:01:14.280 --> 1:01:18.920
<v Speaker 1>like many companies, tries to court the gaming press by

1:01:18.960 --> 1:01:22.800
<v Speaker 1>sending out publicity kits. They have various little gifts in them. Right,

1:01:23.040 --> 1:01:27.120
<v Speaker 1>horses head No, no horses had, no fish, okay, no connoli.

1:01:28.080 --> 1:01:32.320
<v Speaker 1>Brass knuckles. They send out brass, actual brass knuckles, actual

1:01:32.320 --> 1:01:36.880
<v Speaker 1>bras knuckles, which, by the way, not legal and also

1:01:37.120 --> 1:01:40.920
<v Speaker 1>illegal to send by may. So then they had to

1:01:41.000 --> 1:01:43.880
<v Speaker 1>send a message to everyone they had sent a package

1:01:43.920 --> 1:01:46.640
<v Speaker 1>to saying could you please send back those brass knuckles

1:01:47.000 --> 1:01:51.360
<v Speaker 1>and please don't sue us. Three examples of marketing failures

1:01:51.400 --> 1:01:54.480
<v Speaker 1>on e A's part. Now, there are plenty of other

1:01:54.560 --> 1:01:57.280
<v Speaker 1>examples of e A coming out and apologizing or not

1:01:57.640 --> 1:02:01.240
<v Speaker 1>apologizing for something, like when they won the America's Worst

1:02:01.280 --> 1:02:03.360
<v Speaker 1>Company the second time. There was a blog post that

1:02:03.440 --> 1:02:06.120
<v Speaker 1>essentially said we can do better, but a lot of

1:02:06.200 --> 1:02:10.560
<v Speaker 1>people viewed it as kind of a backhanded slap at gamers,

1:02:10.800 --> 1:02:14.320
<v Speaker 1>and not not like so much as owning up to problems,

1:02:14.400 --> 1:02:18.360
<v Speaker 1>but rather saying, uh, you know, people perceive it as this,

1:02:18.480 --> 1:02:22.680
<v Speaker 1>so we can change their perception. So uh and I'm

1:02:22.720 --> 1:02:26.240
<v Speaker 1>paraphrasing obviously, sure, but but nonetheless it no, they they've

1:02:26.280 --> 1:02:28.680
<v Speaker 1>they've not always had the best attitude about that sort

1:02:28.680 --> 1:02:31.000
<v Speaker 1>of thing, or at least that seems to be the

1:02:31.080 --> 1:02:33.800
<v Speaker 1>implication anyway, you know, because we're all reading this through

1:02:33.880 --> 1:02:36.240
<v Speaker 1>our own lens, and perhaps the way they intended it

1:02:36.320 --> 1:02:39.640
<v Speaker 1>and the way that we're interpreting it are just wildly different. Oh. Absolutely,

1:02:39.680 --> 1:02:44.000
<v Speaker 1>And you know, and it's an understanding, understandably upsetting situation

1:02:44.120 --> 1:02:45.800
<v Speaker 1>to be in um to to have to be the

1:02:45.800 --> 1:02:48.760
<v Speaker 1>company's representative coming off of something like that. Yeah, there's

1:02:48.840 --> 1:02:51.200
<v Speaker 1>there's ever you know, it's you know that that's the

1:02:51.280 --> 1:02:52.800
<v Speaker 1>kind of thing that if if I had to write that,

1:02:52.960 --> 1:02:55.040
<v Speaker 1>I would draft it like nine and a half times

1:02:55.080 --> 1:02:56.760
<v Speaker 1>and get everyone in the office to read it and

1:02:56.840 --> 1:02:58.800
<v Speaker 1>make sure there was absolutely no way that it could

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<v Speaker 1>be perceived as being negative to the fans that I

1:03:01.920 --> 1:03:04.400
<v Speaker 1>had piste off. So much to begin with. Yeah, that's fair,

1:03:05.000 --> 1:03:08.840
<v Speaker 1>and that wraps up this classic episode of text Stuff.

1:03:09.280 --> 1:03:12.080
<v Speaker 1>Almost forgot the name of my own show, The Electronic

1:03:12.280 --> 1:03:14.560
<v Speaker 1>Arts Story Part two, As I said, I'll have to

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<v Speaker 1>do another part. I might even just go and do

1:03:17.960 --> 1:03:21.240
<v Speaker 1>a full redo of the story from beginning to end,

1:03:21.280 --> 1:03:23.560
<v Speaker 1>because I do a much deeper dive these days than

1:03:23.640 --> 1:03:26.640
<v Speaker 1>I did back in those days. So if you guys

1:03:26.680 --> 1:03:28.960
<v Speaker 1>would like me to do that, If you have suggestions

1:03:29.000 --> 1:03:32.520
<v Speaker 1>for other topics, maybe there's another company or technology or

1:03:32.560 --> 1:03:34.280
<v Speaker 1>a trend or something you would love me to cover

1:03:34.440 --> 1:03:37.160
<v Speaker 1>on tech Stuff, reach out to me. The handle both

1:03:37.200 --> 1:03:40.360
<v Speaker 1>at Facebook and on Twitter is tech Stuff hs W

1:03:40.600 --> 1:03:49.200
<v Speaker 1>and I'll talk to you again really soon. Text Stuff

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<v Speaker 1>is an I Heart Radio production. For more podcasts from

1:03:52.480 --> 1:03:56.240
<v Speaker 1>my Heart Radio, visit the i Heart Radio app, Apple Podcasts,

1:03:56.400 --> 1:04:00.360
<v Speaker 1>or wherever you listen to your favorite shows. Three