1 00:00:03,960 --> 00:00:07,280 Speaker 1: Get in touch with technology with text from how Stuff 2 00:00:07,280 --> 00:00:14,200 Speaker 1: Looks Dot coming every Hey there, everyone, and welcome to 3 00:00:14,280 --> 00:00:17,440 Speaker 1: tech Stuff. I'm Jonathan Strickland and I'm Lauren and we 4 00:00:17,480 --> 00:00:20,600 Speaker 1: want to get into the second part on our look 5 00:00:20,720 --> 00:00:23,880 Speaker 1: at e A Electronic Arts. Now, as I recall, we 6 00:00:24,040 --> 00:00:28,160 Speaker 1: left off in nineteen in our last episode, that is correct, 7 00:00:28,360 --> 00:00:32,479 Speaker 1: and Trip Hawkins the third had just departed the company 8 00:00:32,520 --> 00:00:35,120 Speaker 1: that he had founded to go and work on three 9 00:00:35,200 --> 00:00:38,960 Speaker 1: D O a and ultimately failed game console that was 10 00:00:39,159 --> 00:00:42,040 Speaker 1: perhaps ahead of its time. He later described the decision 11 00:00:42,080 --> 00:00:45,720 Speaker 1: as as having two children, one a teenager and one 12 00:00:45,760 --> 00:00:49,880 Speaker 1: an infant needing open heart surgery. That yeah, that's the 13 00:00:49,920 --> 00:00:55,280 Speaker 1: thing that he said, so subtle, Mr Hawkins, Um, well, 14 00:00:55,320 --> 00:00:57,760 Speaker 1: and you know it was again the three D. Oh. 15 00:00:57,840 --> 00:00:59,400 Speaker 1: I think the problem was again it was ahead of 16 00:00:59,400 --> 00:01:01,920 Speaker 1: its time. It was it was a very expensive console, 17 00:01:02,080 --> 00:01:05,920 Speaker 1: and ultimately people could argue that that the lack of 18 00:01:05,959 --> 00:01:10,000 Speaker 1: compelling games also really hurt it in those early days. Ably, 19 00:01:10,080 --> 00:01:13,360 Speaker 1: But it debuted like four D N dollars, which at 20 00:01:13,360 --> 00:01:17,399 Speaker 1: the time, yeah, well, I mean you know, yeah, yeah, well, 21 00:01:17,440 --> 00:01:19,920 Speaker 1: I mean you look at it in today's dollars, it 22 00:01:19,959 --> 00:01:22,880 Speaker 1: would be a bunch more right, right, right, yes, but 23 00:01:22,959 --> 00:01:26,440 Speaker 1: a console today coming out of four not unusual at all, 24 00:01:27,200 --> 00:01:30,600 Speaker 1: although again inflation makes that different. But the point I'm 25 00:01:30,600 --> 00:01:33,000 Speaker 1: trying to make is that it was the sort of 26 00:01:33,000 --> 00:01:34,920 Speaker 1: console that we see today. It was the kind of 27 00:01:34,920 --> 00:01:37,360 Speaker 1: consulate was an entertainment center. Anyway, he had moved on 28 00:01:38,000 --> 00:01:40,480 Speaker 1: nine two. Also, one thing I didn't mention at the 29 00:01:40,600 --> 00:01:42,800 Speaker 1: end of the last podcast was that was the year 30 00:01:43,160 --> 00:01:47,360 Speaker 1: e A purchased Origin Systems, and that's the game company 31 00:01:47,360 --> 00:01:49,680 Speaker 1: that was founded by Richard Garriott, the guy who created 32 00:01:49,680 --> 00:01:52,800 Speaker 1: the Ultimate series, and they also had an other series. 33 00:01:52,800 --> 00:01:57,280 Speaker 1: They had Jame's Combat simulate simulators. They also had the 34 00:01:57,320 --> 00:02:01,160 Speaker 1: Wing Commander series, and so that was a big move 35 00:02:01,240 --> 00:02:05,160 Speaker 1: on their part. But then we move on into and 36 00:02:05,200 --> 00:02:09,000 Speaker 1: that's when the three D O console actually hit the market. Uh. 37 00:02:09,040 --> 00:02:11,920 Speaker 1: And then e A also released the first Need for 38 00:02:11,919 --> 00:02:15,600 Speaker 1: Speed for the three D O. Because e A was 39 00:02:15,639 --> 00:02:19,120 Speaker 1: actually a partner in that three D O console experiment, 40 00:02:19,200 --> 00:02:23,320 Speaker 1: they were not the whole owners of that, which I 41 00:02:23,320 --> 00:02:25,880 Speaker 1: guess in retrospect, I'm sure the company thinks is a 42 00:02:25,919 --> 00:02:29,400 Speaker 1: good thing. But they were partners, so it wasn't like 43 00:02:29,919 --> 00:02:35,520 Speaker 1: Hawkins had severed all ties once he left e A. Uh. Now, again, 44 00:02:35,560 --> 00:02:39,120 Speaker 1: We're not going to mention every single release that Electronics 45 00:02:39,240 --> 00:02:42,680 Speaker 1: Arts had um Electronic Arts I should say had throughout 46 00:02:42,840 --> 00:02:46,919 Speaker 1: their history. It would be ridiculous. And you'd also get 47 00:02:46,960 --> 00:02:50,520 Speaker 1: tired of hearing a say FIFA, uh like or fourtieth 48 00:02:50,600 --> 00:02:52,960 Speaker 1: time we say FIFA. You just that word? First of all, 49 00:02:53,000 --> 00:02:55,320 Speaker 1: I didn't. If you're in the United States, you're probably thinking, 50 00:02:55,360 --> 00:02:58,360 Speaker 1: I don't know what that means. And even if you're not, 51 00:02:58,480 --> 00:03:00,320 Speaker 1: after you've heard it that many times, it's starts to 52 00:03:00,360 --> 00:03:02,520 Speaker 1: lose all meeting and become something of a cone that 53 00:03:02,560 --> 00:03:05,040 Speaker 1: we were just saying over and over to achieve enlightenment. 54 00:03:05,680 --> 00:03:08,880 Speaker 1: But so I don't have anything for for ninety four, Lauren, 55 00:03:08,960 --> 00:03:10,720 Speaker 1: do you? I don't want to skip over you if 56 00:03:10,720 --> 00:03:12,720 Speaker 1: you've got anything that was That was actually the year 57 00:03:12,720 --> 00:03:15,680 Speaker 1: that Hawkins resigned as chairman of the board for e A. Okay, 58 00:03:15,720 --> 00:03:18,600 Speaker 1: so now he had actually not just left as the CEO, 59 00:03:18,720 --> 00:03:23,120 Speaker 1: but also left the board of directors. Uh inve e 60 00:03:23,280 --> 00:03:27,400 Speaker 1: A acquired a company called bull Frog, which was a 61 00:03:27,440 --> 00:03:30,120 Speaker 1: game development studio in the United Kingdom, and they were 62 00:03:30,160 --> 00:03:32,320 Speaker 1: known for a couple of different series, their theme park 63 00:03:32,520 --> 00:03:38,119 Speaker 1: series and their series called Populus. Did you ever see Populous, Lauren, 64 00:03:38,320 --> 00:03:40,760 Speaker 1: I did not see Populous. I did play some of 65 00:03:40,760 --> 00:03:43,720 Speaker 1: the theme parks. Okay, well, Populus was a game where 66 00:03:43,800 --> 00:03:46,320 Speaker 1: it puts you in the role essentially as as like 67 00:03:46,360 --> 00:03:49,400 Speaker 1: a god, and it was your job to try and 68 00:03:49,600 --> 00:03:54,760 Speaker 1: shape landscape so that people could film stuff and worship you. Right, yeah, 69 00:03:54,760 --> 00:03:58,080 Speaker 1: this this is what Yeah, indeed, I was about to 70 00:03:58,600 --> 00:04:00,600 Speaker 1: say that this is what I think back and White, 71 00:04:01,000 --> 00:04:03,600 Speaker 1: because that was the same studio later on Black and White. 72 00:04:03,640 --> 00:04:07,839 Speaker 1: Definitely was was something that was inspired by the populist games. 73 00:04:07,840 --> 00:04:10,760 Speaker 1: You could definitely tell that Populus was was not quite 74 00:04:10,840 --> 00:04:13,440 Speaker 1: as sophisticated as that. And you know, there were, uh, 75 00:04:13,640 --> 00:04:17,720 Speaker 1: there were different ways of winning Populace. You had opponents 76 00:04:17,760 --> 00:04:20,600 Speaker 1: that would also have their own worshippers, and you were 77 00:04:20,640 --> 00:04:24,159 Speaker 1: trying to dominate the world. So if you wanted to 78 00:04:24,200 --> 00:04:26,880 Speaker 1: go over to the your opponent's side when your opponent 79 00:04:26,920 --> 00:04:29,599 Speaker 1: wasn't looking, and start digging down until all of the 80 00:04:29,680 --> 00:04:32,839 Speaker 1: villages were submerged in water and all the little villagers drowned, 81 00:04:33,279 --> 00:04:36,400 Speaker 1: and it was both entertaining and horrifying at the same time. 82 00:04:37,480 --> 00:04:39,400 Speaker 1: All of these series, by the way, we're serious that 83 00:04:39,480 --> 00:04:42,359 Speaker 1: he had published and so um so the acquisition of 84 00:04:42,360 --> 00:04:44,920 Speaker 1: bull Frog was kind of a good following steps since 85 00:04:44,960 --> 00:04:47,160 Speaker 1: they had done pretty well. Right yeah, now now he 86 00:04:47,320 --> 00:04:49,760 Speaker 1: has decided that they want this as an actual part 87 00:04:49,760 --> 00:04:54,080 Speaker 1: of their development team, not just a title that they published. 88 00:04:54,480 --> 00:04:57,599 Speaker 1: Once bull Frog joined the A, they the division began 89 00:04:57,640 --> 00:05:02,080 Speaker 1: to develop the Dungeon Keepers series, which reached some acclaim 90 00:05:02,200 --> 00:05:05,120 Speaker 1: I thought, I always thought it was a very entertaining series. 91 00:05:05,320 --> 00:05:10,080 Speaker 1: And that same year, in ninety the Sega Saturn platform launches, 92 00:05:10,279 --> 00:05:13,200 Speaker 1: and so does a platform that would become one of 93 00:05:13,240 --> 00:05:17,720 Speaker 1: the most disruptive platforms in video game console history because 94 00:05:17,760 --> 00:05:22,039 Speaker 1: at this point, Nintendo is pretty much the heavy hitter. 95 00:05:22,160 --> 00:05:25,840 Speaker 1: I mean, Nintendo is owning video game consoles. Sega keeps 96 00:05:25,839 --> 00:05:30,640 Speaker 1: coming out with consoles that from a specs perspective might 97 00:05:30,760 --> 00:05:33,320 Speaker 1: beat out whatever the Nintendo console is at that time. 98 00:05:33,360 --> 00:05:35,799 Speaker 1: But but just but just that the games, the programming 99 00:05:35,800 --> 00:05:38,160 Speaker 1: that was going on for Nintendo was incredible, right yeah, 100 00:05:38,200 --> 00:05:41,159 Speaker 1: the Nintendo had all the momentum, so Sega, while it 101 00:05:41,200 --> 00:05:43,479 Speaker 1: had its fans, just didn't have nearly as many as 102 00:05:43,560 --> 00:05:47,320 Speaker 1: Nintendo did. Well. Was also when we saw Sony get 103 00:05:47,360 --> 00:05:51,000 Speaker 1: into the game with the PlayStation console, and that really 104 00:05:51,040 --> 00:05:54,680 Speaker 1: shook things up, you know, a CD based console that 105 00:05:54,880 --> 00:05:59,200 Speaker 1: was had far more graphic ability than the Nintendo consoles 106 00:05:59,240 --> 00:06:02,320 Speaker 1: did uh, And that that gave e A a lot 107 00:06:02,400 --> 00:06:05,000 Speaker 1: of opportunities as well to develop for yet another platform, 108 00:06:05,000 --> 00:06:07,200 Speaker 1: because remember e A wants there to be as many 109 00:06:07,200 --> 00:06:10,440 Speaker 1: platforms as possible, because it means that no single platform 110 00:06:10,520 --> 00:06:14,960 Speaker 1: has enough power to tell e A what to do. Um. 111 00:06:15,040 --> 00:06:17,680 Speaker 1: And then e A also starts to port several three 112 00:06:17,760 --> 00:06:21,160 Speaker 1: d O titles to the Saga, Saturn, and Sony PlayStation 113 00:06:21,200 --> 00:06:23,400 Speaker 1: platforms in order to take advantage of the thirty two 114 00:06:23,400 --> 00:06:26,440 Speaker 1: bit processing power. So in this sense, they didn't have 115 00:06:26,480 --> 00:06:30,360 Speaker 1: to develop new titles. They just had to retool these 116 00:06:30,400 --> 00:06:32,040 Speaker 1: titles for the three D OH so that they would 117 00:06:32,040 --> 00:06:35,000 Speaker 1: work on these other systems. Now, I say, just that's 118 00:06:35,000 --> 00:06:37,240 Speaker 1: still a pretty big thing to have to do, but 119 00:06:37,320 --> 00:06:39,600 Speaker 1: it does. It's different from having to build a game 120 00:06:39,680 --> 00:06:42,000 Speaker 1: from the ground much. You don't have to go through 121 00:06:42,040 --> 00:06:45,839 Speaker 1: the whole conceptual phase at all. Uh, I don't have 122 00:06:45,880 --> 00:06:48,120 Speaker 1: anything for ninety six, so we're gonna go right into 123 00:06:48,160 --> 00:06:51,720 Speaker 1: ninety seven. Sounds good. So e A and n acquires 124 00:06:51,880 --> 00:06:54,400 Speaker 1: Maxis And this is this is a big one, folks, 125 00:06:54,400 --> 00:06:57,240 Speaker 1: because this is the company that was responsible for sim City. 126 00:06:57,400 --> 00:07:00,400 Speaker 1: The first sim City game came out in mind, so 127 00:07:00,640 --> 00:07:03,400 Speaker 1: almost a decade earlier, right and uh and since then 128 00:07:03,400 --> 00:07:06,320 Speaker 1: will write who is who's the designer for Maxis had 129 00:07:06,360 --> 00:07:08,520 Speaker 1: had been making all kinds of all kinds of related 130 00:07:08,640 --> 00:07:11,200 Speaker 1: titles as sim Earth, Sam Aunt. Yeah. I was a 131 00:07:11,200 --> 00:07:13,720 Speaker 1: big fantasy man. Yeah yeah. On the on the s 132 00:07:13,840 --> 00:07:16,560 Speaker 1: N E S it was. It was great Aunt simulation. Man, 133 00:07:16,640 --> 00:07:20,080 Speaker 1: I got it. Sounds so goofy and I had so 134 00:07:20,160 --> 00:07:22,240 Speaker 1: much fun playing it. I'm not going to argue with 135 00:07:22,280 --> 00:07:24,720 Speaker 1: the goofy part, but hey, I like lots of goofy stuff, 136 00:07:24,760 --> 00:07:28,160 Speaker 1: so I am not one to talk. And once e 137 00:07:28,280 --> 00:07:31,239 Speaker 1: A acquires Maxis, that's when will Wright starts to work 138 00:07:31,280 --> 00:07:34,320 Speaker 1: on a game that would become an important part of 139 00:07:34,400 --> 00:07:36,880 Speaker 1: e A's arsenal. In fact, you could argue it's the 140 00:07:36,920 --> 00:07:39,640 Speaker 1: most important game that e A ever came out with, 141 00:07:40,120 --> 00:07:44,440 Speaker 1: and that is the SIMS. So will Wright starts to 142 00:07:44,520 --> 00:07:46,520 Speaker 1: work on the SIMS back in ninety seven. It would 143 00:07:46,520 --> 00:07:48,280 Speaker 1: be a few years before that game would come out. 144 00:07:48,960 --> 00:07:53,040 Speaker 1: E A also gets into the online gaming market. They 145 00:07:53,160 --> 00:07:57,200 Speaker 1: launch Ultima Online, which was one of the earliest, at 146 00:07:57,280 --> 00:08:00,760 Speaker 1: least one of the earliest successful massively multi player online 147 00:08:00,840 --> 00:08:06,120 Speaker 1: role playing games in the Western Hemisphere. So Ultimate Online 148 00:08:06,160 --> 00:08:10,720 Speaker 1: goes live and starts to prove the model that online 149 00:08:10,760 --> 00:08:13,440 Speaker 1: gaming could be a thing. Keeping in mind this is 150 00:08:13,480 --> 00:08:18,000 Speaker 1: before broadband penetration had really spread out throughout the United States. Uh, 151 00:08:18,040 --> 00:08:20,400 Speaker 1: there were people who are playing this on dial ups. 152 00:08:20,760 --> 00:08:24,600 Speaker 1: Oh my goodness. Uh. And so it was, you know, 153 00:08:24,760 --> 00:08:26,840 Speaker 1: this was the earliest days of that, and it was 154 00:08:26,920 --> 00:08:30,080 Speaker 1: before really in those days it came down to Ultimate 155 00:08:30,120 --> 00:08:33,079 Speaker 1: Online or ever Quest. Those were the two big names, 156 00:08:33,080 --> 00:08:36,680 Speaker 1: and it wouldn't be until the world of Warcraft that 157 00:08:36,679 --> 00:08:40,400 Speaker 1: that dynamic gets really shaken up UM, and you had 158 00:08:40,400 --> 00:08:43,600 Speaker 1: people who were hardcore fans of one and hated the 159 00:08:43,640 --> 00:08:48,720 Speaker 1: other anyway. That same year, nine seven, bull Frog chief 160 00:08:49,040 --> 00:08:53,439 Speaker 1: Peter Mullineaux leaves e A to start a new studio, 161 00:08:53,960 --> 00:08:56,400 Speaker 1: and supposedly one of the reasons he left was that 162 00:08:56,440 --> 00:09:00,040 Speaker 1: he felt that e A was getting two hands on 163 00:09:00,040 --> 00:09:02,680 Speaker 1: on in game development, that they were interfering too much 164 00:09:02,720 --> 00:09:06,120 Speaker 1: in the actual development of games, and that he felt 165 00:09:06,120 --> 00:09:10,280 Speaker 1: that the pressure was to establish a game and then 166 00:09:10,320 --> 00:09:12,719 Speaker 1: just churn out sequels, right right, And this is a 167 00:09:12,920 --> 00:09:17,000 Speaker 1: UM is in direct opposition to ease original mode of operation, 168 00:09:17,040 --> 00:09:19,559 Speaker 1: wherein they were they were treating game developers with extreme 169 00:09:19,559 --> 00:09:21,920 Speaker 1: respect and kind of letting them do whatever they wanted 170 00:09:21,960 --> 00:09:25,920 Speaker 1: on the principle that whatever they wanted would be awesome. Yeah. Yeah, 171 00:09:26,160 --> 00:09:28,120 Speaker 1: But but since then had, as we discussed in our 172 00:09:28,120 --> 00:09:31,040 Speaker 1: previous episode, decided that um that, yeah, the that the 173 00:09:31,080 --> 00:09:33,480 Speaker 1: real way to go is to create brands and and 174 00:09:33,679 --> 00:09:37,280 Speaker 1: really am push the brand, find a brand that resonates 175 00:09:37,280 --> 00:09:38,720 Speaker 1: with an audience, and then all you have to do 176 00:09:38,800 --> 00:09:42,079 Speaker 1: is keep on creating uh sequels to that and that, 177 00:09:42,280 --> 00:09:44,600 Speaker 1: and people will buy it because you've established an audience 178 00:09:44,640 --> 00:09:47,240 Speaker 1: for it. This is not an unusual idea. We see 179 00:09:47,280 --> 00:09:49,480 Speaker 1: it all across video games. I mean you could think 180 00:09:49,480 --> 00:09:51,679 Speaker 1: another media too, of course. Yeah, you can think of 181 00:09:51,800 --> 00:09:56,360 Speaker 1: dozens of franchises that exists only and you can look 182 00:09:56,360 --> 00:09:59,080 Speaker 1: at entries to various franchises where you think this really 183 00:09:59,080 --> 00:10:02,360 Speaker 1: didn't live up to what the original was or what 184 00:10:02,559 --> 00:10:06,440 Speaker 1: later entries were. This was clearly something where a company 185 00:10:06,520 --> 00:10:09,679 Speaker 1: was trying to cash in on a previously existing title. 186 00:10:10,240 --> 00:10:13,640 Speaker 1: Um and in some cases it's it can be the 187 00:10:13,720 --> 00:10:17,160 Speaker 1: death of a franchise or or even an entire company. 188 00:10:18,640 --> 00:10:24,079 Speaker 1: Well then moving on, in n Electronic Arts moves its 189 00:10:24,080 --> 00:10:28,400 Speaker 1: headquarters from San Mateo to Redwood City, and e A 190 00:10:28,400 --> 00:10:33,199 Speaker 1: also acquires yet another company, Westwood Studios, which was the 191 00:10:33,240 --> 00:10:36,240 Speaker 1: company that developed the Command and Conqueror series, which are 192 00:10:36,280 --> 00:10:40,959 Speaker 1: real time strategy games. UM. I'm terrible at real time 193 00:10:41,000 --> 00:10:43,680 Speaker 1: strategy games. I'm just I can't. I don't. I don't 194 00:10:43,679 --> 00:10:46,839 Speaker 1: have a brain from either. I can't. I can't manage. Yeah, 195 00:10:47,280 --> 00:10:51,800 Speaker 1: I cannot manage that many assets. I can't keep track 196 00:10:51,840 --> 00:10:55,400 Speaker 1: of everything. Obviously, if I were going up against Kirk 197 00:10:55,400 --> 00:10:57,280 Speaker 1: and Spock, they would be able to defeat me because 198 00:10:57,280 --> 00:11:04,000 Speaker 1: I can't think three dimensionally. UM. Also, UM Electronic Arts 199 00:11:04,000 --> 00:11:07,600 Speaker 1: formed a partnership with Square, being the Japanese game company 200 00:11:07,640 --> 00:11:10,920 Speaker 1: that's that's most famous for for RPGs like say Final Fantasy. 201 00:11:11,000 --> 00:11:14,000 Speaker 1: You might have heard of it. UM and UH, Square 202 00:11:14,080 --> 00:11:16,800 Speaker 1: and and e A worked out the steal. They formed 203 00:11:16,800 --> 00:11:19,080 Speaker 1: a Square e A here in the States and e 204 00:11:19,160 --> 00:11:21,960 Speaker 1: A Square over in Japan. UH. The idea being to 205 00:11:22,120 --> 00:11:25,480 Speaker 1: transfer titles that were happening in each place to the 206 00:11:25,480 --> 00:11:27,320 Speaker 1: other and and see see how they did. You know, 207 00:11:27,360 --> 00:11:29,320 Speaker 1: try to try to bring stuff that wasn't being seen 208 00:11:29,360 --> 00:11:32,440 Speaker 1: in each country over to the other, as there were 209 00:11:32,920 --> 00:11:35,760 Speaker 1: I think, especially in the Final Fantasy series, if I'm 210 00:11:35,800 --> 00:11:38,960 Speaker 1: not mistaken. There were a couple of entries in the 211 00:11:38,960 --> 00:11:42,240 Speaker 1: Final Fantasy series that happened in Japan that at that 212 00:11:42,280 --> 00:11:44,880 Speaker 1: point had never been seen in the United States. Correct 213 00:11:45,000 --> 00:11:47,640 Speaker 1: and uh and and people were you know, urpgs had 214 00:11:47,679 --> 00:11:49,600 Speaker 1: a little bit of a cult following over here. But 215 00:11:49,600 --> 00:11:52,320 Speaker 1: but none of the really big cool titles were coming 216 00:11:52,360 --> 00:11:54,160 Speaker 1: over and so and so. So I meant that you 217 00:11:54,200 --> 00:11:57,719 Speaker 1: had to have like a Japanese game console, and then 218 00:11:57,720 --> 00:12:00,840 Speaker 1: you had to import the titles because of course, the 219 00:12:00,840 --> 00:12:04,840 Speaker 1: the media for the Japanese consoles would not work on 220 00:12:04,960 --> 00:12:07,679 Speaker 1: the United States. It literally would not play correct. I mean, 221 00:12:07,760 --> 00:12:09,240 Speaker 1: you know, aside from the fact that you would have 222 00:12:09,280 --> 00:12:11,959 Speaker 1: to learn Japanese in order to play them very effectively, 223 00:12:12,160 --> 00:12:14,160 Speaker 1: which is a whole other issue. But um but yeah, 224 00:12:14,240 --> 00:12:17,079 Speaker 1: so so each square e A and A Square each 225 00:12:17,080 --> 00:12:20,640 Speaker 1: had a stake in the other um which which which 226 00:12:20,720 --> 00:12:23,000 Speaker 1: is an interesting fun business model. And uh. In that 227 00:12:23,120 --> 00:12:26,400 Speaker 1: same year, they brought um Bashida Blade to Parasite Eve 228 00:12:27,000 --> 00:12:30,079 Speaker 1: and Zeno Gears all to the American market for the PlayStation. 229 00:12:30,600 --> 00:12:34,679 Speaker 1: Huh wow. So another big move on e A's part. 230 00:12:34,760 --> 00:12:38,720 Speaker 1: Also kind of interesting to see a an alliance in 231 00:12:38,760 --> 00:12:42,079 Speaker 1: the video game world. Uh. Some people would call that, 232 00:12:42,600 --> 00:12:45,600 Speaker 1: UH frightening, because you know, when you're talking about being 233 00:12:45,640 --> 00:12:47,600 Speaker 1: such a big power player and you already have a 234 00:12:47,600 --> 00:12:52,280 Speaker 1: reputation for scooping up smaller companies and then to make 235 00:12:52,320 --> 00:12:55,400 Speaker 1: an alliance with another big company, just that starts to 236 00:12:55,440 --> 00:12:57,959 Speaker 1: make other people feel really nervous. Kind of nervous. Yeah. 237 00:12:58,240 --> 00:13:03,840 Speaker 1: In seven years, after e A had acquired Origin Systems, 238 00:13:04,160 --> 00:13:07,240 Speaker 1: Richard Garriott, who was the founder of Origin, leaves e A. 239 00:13:07,480 --> 00:13:10,640 Speaker 1: He had finished work on Ultimate nine, which was the 240 00:13:10,720 --> 00:13:15,480 Speaker 1: final UH entry into the Ultimate series. Besides the online 241 00:13:15,520 --> 00:13:19,960 Speaker 1: stuff and UH, he also seems to feel very similar 242 00:13:20,000 --> 00:13:22,439 Speaker 1: to the way other people who departed e A felt 243 00:13:22,440 --> 00:13:24,959 Speaker 1: that that it was just it was not the most 244 00:13:25,040 --> 00:13:29,280 Speaker 1: ideal creative environment, right. Apparently a bunch of his former 245 00:13:29,520 --> 00:13:32,400 Speaker 1: team members, of former Ultimate team members felt very much 246 00:13:32,440 --> 00:13:35,120 Speaker 1: the same way, because after e A canceled Ultimate Online 247 00:13:35,160 --> 00:13:37,640 Speaker 1: to UM at the time, a bunch of a bunch 248 00:13:37,679 --> 00:13:40,040 Speaker 1: of them jumped ship to go join Garriott at the 249 00:13:40,120 --> 00:13:44,560 Speaker 1: new company that he had formed, Destination Games. UH. Garriott 250 00:13:44,640 --> 00:13:47,480 Speaker 1: would not see very much success here in the United 251 00:13:47,520 --> 00:13:51,960 Speaker 1: States over the next several years, but recently interesting thing 252 00:13:52,040 --> 00:13:53,840 Speaker 1: is that he had a kick started campaign for a 253 00:13:53,840 --> 00:13:58,040 Speaker 1: new game that is inspired by his old Ultimate series 254 00:13:58,480 --> 00:14:02,120 Speaker 1: and the kickstarter funded in like two days, it was, 255 00:14:02,520 --> 00:14:04,800 Speaker 1: and then went on to meet lots and lots of 256 00:14:04,840 --> 00:14:07,959 Speaker 1: stretch goals. Anyway back to E A. H. Still in 257 00:14:08,920 --> 00:14:11,959 Speaker 1: they published their first Medal of Honor game, which is 258 00:14:12,000 --> 00:14:15,320 Speaker 1: again another one of those big franchises that UM that 259 00:14:15,320 --> 00:14:18,040 Speaker 1: they're very well known for, and that debuted on the 260 00:14:18,080 --> 00:14:22,720 Speaker 1: PlayStation platform. UH. And that same year, Sega debuts a 261 00:14:22,800 --> 00:14:28,200 Speaker 1: new video game console called the Dreamcastcast. I own a Dreamcast. 262 00:14:29,440 --> 00:14:31,720 Speaker 1: I like it a lot. I actually got my Dreamcast 263 00:14:31,840 --> 00:14:34,800 Speaker 1: after the Dreamcast had already run its course and was 264 00:14:34,840 --> 00:14:38,440 Speaker 1: no longer in production. UH. And I inherited a lot 265 00:14:38,440 --> 00:14:41,040 Speaker 1: of games from a friend of mine who was not 266 00:14:41,120 --> 00:14:43,840 Speaker 1: really playing them anymore. And you know, I think Dreamcast 267 00:14:43,880 --> 00:14:45,520 Speaker 1: it's another one of those things where we've done an 268 00:14:45,520 --> 00:14:49,040 Speaker 1: episode of about Sega. We did a full thing about 269 00:14:49,040 --> 00:14:54,600 Speaker 1: Sega's uh successes, and it's it's notable failures and it's interesting. Again, 270 00:14:54,760 --> 00:14:58,479 Speaker 1: the Dreamcast was one of those consoles that was phenomenal. 271 00:14:59,240 --> 00:15:02,080 Speaker 1: It performed really well, particularly if you stacked it up 272 00:15:02,120 --> 00:15:05,000 Speaker 1: against its competitors, but it just, you know, it just 273 00:15:05,080 --> 00:15:08,560 Speaker 1: never never, It never cut onto the to the extent 274 00:15:08,640 --> 00:15:11,560 Speaker 1: that it needed to in order for viable platform. I 275 00:15:11,560 --> 00:15:13,400 Speaker 1: think it was a little bit niche for for the 276 00:15:13,520 --> 00:15:17,480 Speaker 1: for the mainstream American market real time especially um. Also 277 00:15:17,600 --> 00:15:19,600 Speaker 1: that year was when Square e A put out the 278 00:15:19,640 --> 00:15:22,400 Speaker 1: Final Fantasy Anthology, which brought some of those games that 279 00:15:22,440 --> 00:15:25,640 Speaker 1: had not been published yet in America over here. So 280 00:15:26,520 --> 00:15:30,320 Speaker 1: in in two thousand, that's when the SIMS debuts, and 281 00:15:30,360 --> 00:15:34,960 Speaker 1: it is a huge success, and it really gave U 282 00:15:35,400 --> 00:15:39,160 Speaker 1: e A a access to a brand new audience, which 283 00:15:39,200 --> 00:15:42,400 Speaker 1: we usually referred to as women. It turned out, it 284 00:15:42,440 --> 00:15:44,280 Speaker 1: turned out that they didn't know at the time when 285 00:15:44,280 --> 00:15:46,800 Speaker 1: they were producing the SIMS. They had no idea that 286 00:15:46,920 --> 00:15:50,200 Speaker 1: was going to resonate with a female audience. And in fact, 287 00:15:50,200 --> 00:15:52,200 Speaker 1: when they were first building the SIMS, it was just 288 00:15:52,240 --> 00:15:57,240 Speaker 1: going to be a a way of building homes. And 289 00:15:57,320 --> 00:16:00,760 Speaker 1: then they created these little virtual characters to inhabit the 290 00:16:00,760 --> 00:16:03,520 Speaker 1: homes and realized that it was way more interesting to 291 00:16:03,520 --> 00:16:05,720 Speaker 1: see what the virtual characters were up to than to 292 00:16:05,840 --> 00:16:09,040 Speaker 1: build out the houses. So that's when the SIMS focus 293 00:16:09,160 --> 00:16:12,720 Speaker 1: shifted to these virtual people, and your job was to 294 00:16:12,800 --> 00:16:15,480 Speaker 1: give them as much of a life as you possibly could, 295 00:16:15,560 --> 00:16:19,960 Speaker 1: which became increasingly difficult than the game where you're thinking, 296 00:16:20,080 --> 00:16:22,280 Speaker 1: I don't have enough time. That's just like real life. 297 00:16:22,280 --> 00:16:24,520 Speaker 1: I don't have enough hours to give this person a 298 00:16:24,600 --> 00:16:28,720 Speaker 1: good job and a and a satisfying social life, still 299 00:16:28,800 --> 00:16:31,480 Speaker 1: have them go to the bathroom without having a terrible 300 00:16:31,520 --> 00:16:35,200 Speaker 1: accident in the middle of the living room. But uh, Anyway, 301 00:16:35,280 --> 00:16:38,640 Speaker 1: it was a huge performer, and they immediately started to 302 00:16:38,640 --> 00:16:42,200 Speaker 1: to develop expansion packs for the SIMS and also go 303 00:16:42,280 --> 00:16:45,520 Speaker 1: into development for the sequels to the SIMS, because, I mean, 304 00:16:45,760 --> 00:16:48,400 Speaker 1: it was clear they had touched the nerve. And that's 305 00:16:48,480 --> 00:16:51,600 Speaker 1: also the year in two thousand, that's when Sony launched 306 00:16:51,760 --> 00:16:56,760 Speaker 1: the PlayStation two. Yeah. Um. Meanwhile, back on the PlayStation one, 307 00:16:56,840 --> 00:16:59,360 Speaker 1: Square e A put out Crymo Cross that year, which 308 00:16:59,440 --> 00:17:02,480 Speaker 1: is my the only RPG that I've ever played all 309 00:17:02,480 --> 00:17:05,080 Speaker 1: the way through. I'm not really an RPG person. I 310 00:17:05,119 --> 00:17:08,040 Speaker 1: love that game with a burning and fiery passion. It is. 311 00:17:08,160 --> 00:17:10,600 Speaker 1: It is the best. Um. But but I think that 312 00:17:10,640 --> 00:17:12,919 Speaker 1: it's interesting that, uh. I mean, although it had been 313 00:17:12,920 --> 00:17:16,639 Speaker 1: out already in Japan, I think it. You know, they 314 00:17:16,640 --> 00:17:19,680 Speaker 1: were like, no, that's PlayStation two, whatever, this one's fine 315 00:17:19,680 --> 00:17:23,119 Speaker 1: on the PS. It'll still sell really well. And Sony 316 00:17:23,240 --> 00:17:27,080 Speaker 1: was very good about supporting their old consoles even when 317 00:17:27,119 --> 00:17:30,840 Speaker 1: they're introducing a new one. PlayStation two games were developed 318 00:17:30,840 --> 00:17:35,680 Speaker 1: for the PlayStation two well after PlayStation three debuts, so um, 319 00:17:35,720 --> 00:17:40,040 Speaker 1: they have a very different strategy compared to say Microsoft. 320 00:17:40,480 --> 00:17:43,440 Speaker 1: And speaking of Microsoft, in two thousand one, that's when 321 00:17:43,480 --> 00:17:46,360 Speaker 1: Microsoft launched the Xbox, So now we have even more 322 00:17:46,440 --> 00:17:49,639 Speaker 1: competition in the video game console world. At this point, 323 00:17:49,640 --> 00:17:53,600 Speaker 1: e is just having kittens. Nintendo launched the game Cube, 324 00:17:53,960 --> 00:17:56,960 Speaker 1: and EA starts developed games for all the three major 325 00:17:57,119 --> 00:18:01,800 Speaker 1: console platforms, which of course does not include Sad Trombone. 326 00:18:02,240 --> 00:18:07,000 Speaker 1: So Xbox, PlayStation two, and GameCube are all great platforms 327 00:18:07,040 --> 00:18:09,000 Speaker 1: for e A to develop for. They just they see 328 00:18:09,000 --> 00:18:15,200 Speaker 1: there as endless opportunity. So uh. They then that same 329 00:18:15,280 --> 00:18:19,480 Speaker 1: year closed the Bullfrog division of e A. Now this 330 00:18:19,640 --> 00:18:22,320 Speaker 1: this kind of brings us to another thing that people 331 00:18:22,359 --> 00:18:24,439 Speaker 1: have criticized e A for, not just the fact that 332 00:18:24,480 --> 00:18:26,679 Speaker 1: they bought up companies, but that they would later go 333 00:18:26,720 --> 00:18:29,159 Speaker 1: on to close them when they realized that they weren't 334 00:18:29,640 --> 00:18:31,879 Speaker 1: performing quite as well as they want to. Yeah, they 335 00:18:32,119 --> 00:18:34,679 Speaker 1: just the things weren't working out, And a lot of 336 00:18:34,720 --> 00:18:36,760 Speaker 1: the people who worked for these divisions came out and 337 00:18:36,760 --> 00:18:38,640 Speaker 1: said well, the reason things didn't work out is because 338 00:18:38,640 --> 00:18:42,840 Speaker 1: they were so adamant on us producing a brand and 339 00:18:42,920 --> 00:18:45,520 Speaker 1: just concentrating on that brand as opposed to letting us 340 00:18:45,600 --> 00:18:48,440 Speaker 1: develop do what we do, which is developed games. And 341 00:18:48,560 --> 00:18:51,440 Speaker 1: so you have this series of stories of all these 342 00:18:51,480 --> 00:18:54,639 Speaker 1: different divisions being or different companies rather being bought up 343 00:18:54,680 --> 00:18:57,960 Speaker 1: and turned into divisions for e A later getting closed. 344 00:18:58,440 --> 00:19:01,920 Speaker 1: Um that some would say that all e A was 345 00:19:01,960 --> 00:19:04,480 Speaker 1: really doing was buying up competition and shutting it down. 346 00:19:05,160 --> 00:19:08,359 Speaker 1: You know that that ultimately that's what turned out to 347 00:19:08,520 --> 00:19:10,840 Speaker 1: be the case. Uh oh yeah. Whether or not it 348 00:19:10,880 --> 00:19:14,240 Speaker 1: was intentional is absolutely you know. That's that's that's completely 349 00:19:14,280 --> 00:19:16,000 Speaker 1: beside the point. It didn't matter if it was intentional 350 00:19:16,080 --> 00:19:19,399 Speaker 1: or not. That was the effect, right, So, uh it was. 351 00:19:19,560 --> 00:19:21,960 Speaker 1: It was kind of rough. And around that same time, 352 00:19:22,000 --> 00:19:25,119 Speaker 1: e A starts to make licensing agreements to make games 353 00:19:25,160 --> 00:19:28,600 Speaker 1: based on films and other properties. Uh. These included big 354 00:19:28,720 --> 00:19:32,080 Speaker 1: name properties like Lord of the Rings, Harry Potter, The Godfather, 355 00:19:32,160 --> 00:19:35,960 Speaker 1: and James Bond. I think that that fits in really 356 00:19:35,960 --> 00:19:38,280 Speaker 1: well with their strategy of of latching onto brands and 357 00:19:38,320 --> 00:19:40,960 Speaker 1: not necessarily producing the best games because a lot of 358 00:19:40,960 --> 00:19:44,280 Speaker 1: those titles, especially in those early days were not not playable. 359 00:19:44,320 --> 00:19:46,280 Speaker 1: I mean, and and that's that that goes back all 360 00:19:46,320 --> 00:19:48,800 Speaker 1: the way, you know, and any film title game is 361 00:19:48,880 --> 00:19:50,920 Speaker 1: kind of spotty. There. There are a lot of times 362 00:19:50,920 --> 00:19:54,600 Speaker 1: where I feel like like companies rely very heavily on 363 00:19:54,800 --> 00:19:59,640 Speaker 1: the name of the franchise to sell copies, and so 364 00:19:59,720 --> 00:20:02,520 Speaker 1: they're for the amount of time and effort you need 365 00:20:02,560 --> 00:20:06,520 Speaker 1: to go in and build a very compelling game sometimes 366 00:20:06,920 --> 00:20:11,120 Speaker 1: slips through the cracks, so um, you know, in that case, 367 00:20:11,200 --> 00:20:12,800 Speaker 1: you end up getting these games that are based on 368 00:20:12,880 --> 00:20:16,000 Speaker 1: these beloved franchises, but they failed to really live up 369 00:20:16,040 --> 00:20:20,359 Speaker 1: to gamer expectations. This happens. I mean, you can spend 370 00:20:20,400 --> 00:20:23,320 Speaker 1: hours naming all the superhero games that just didn't live 371 00:20:23,400 --> 00:20:25,880 Speaker 1: up to expectations. Not you know, there are a few 372 00:20:25,960 --> 00:20:29,560 Speaker 1: that have been phenomenal, but they are way more that weren't. 373 00:20:29,840 --> 00:20:35,240 Speaker 1: So it's not not a problem that only e A possesses. Certainly, 374 00:20:35,359 --> 00:20:38,000 Speaker 1: certainly not. Also in two thousand and one, I should 375 00:20:38,000 --> 00:20:40,640 Speaker 1: put in that um square A put out Final Fantasy ten, 376 00:20:41,240 --> 00:20:43,720 Speaker 1: So that was that was one of those I remember 377 00:20:43,720 --> 00:20:46,320 Speaker 1: seeing the previous for Final Fantasy ten when that was 378 00:20:46,359 --> 00:20:48,879 Speaker 1: coming out and thinking that that looked like a particularly 379 00:20:49,600 --> 00:20:54,800 Speaker 1: beautiful game at that time. But things have changed. It 380 00:20:54,880 --> 00:20:58,679 Speaker 1: doesn't Things that were once the most gorgeous thing you 381 00:20:58,680 --> 00:21:02,359 Speaker 1: could imagine have not necessarily aged. Well, do you have 382 00:21:02,400 --> 00:21:05,080 Speaker 1: anything for two two? I do not excellent. Two thousand three, 383 00:21:05,520 --> 00:21:08,679 Speaker 1: e A shuts down Westwood Studios and moves all the 384 00:21:08,720 --> 00:21:12,760 Speaker 1: remaining stuff to e A's Los Angeles studio. The Westwood 385 00:21:12,760 --> 00:21:15,320 Speaker 1: was in Las Vegas, and so they shut that one down. 386 00:21:15,359 --> 00:21:18,280 Speaker 1: So there's another example. They did not keep everybody. They 387 00:21:18,359 --> 00:21:21,040 Speaker 1: laid off quite a few people, but the people who 388 00:21:21,080 --> 00:21:24,560 Speaker 1: did remain were then moved to Los Angeles. UH. And 389 00:21:24,640 --> 00:21:31,920 Speaker 1: then two thousand four, wait, Lauren, I didn't see your 390 00:21:32,040 --> 00:21:35,560 Speaker 1: high sign. My bad. We have we have an intricate 391 00:21:35,560 --> 00:21:37,760 Speaker 1: system of hand signals going on in the background here, 392 00:21:37,880 --> 00:21:41,959 Speaker 1: I know. Two thousand three, UH Square decided UM their 393 00:21:42,080 --> 00:21:45,359 Speaker 1: their relationship with EA had been slightly degraded, and also 394 00:21:45,400 --> 00:21:47,520 Speaker 1: they had been UM flirting a little bit with with 395 00:21:47,680 --> 00:21:50,520 Speaker 1: Enix Studios over in Japan and UH and so Square 396 00:21:50,560 --> 00:21:53,439 Speaker 1: dissolved their relationship with e A, UM bought back all 397 00:21:53,480 --> 00:21:56,760 Speaker 1: of their shares and formed Square Enix, which would continue 398 00:21:56,800 --> 00:22:00,160 Speaker 1: to produce the rest of the series that people known 399 00:22:00,200 --> 00:22:04,240 Speaker 1: for Excellent. Well excellent for them, not so great for 400 00:22:04,280 --> 00:22:07,120 Speaker 1: e A. Necessarily. In two thousand four, e A went 401 00:22:07,119 --> 00:22:11,320 Speaker 1: ahead and dissolved the Origin Systems division, so that was 402 00:22:11,400 --> 00:22:14,320 Speaker 1: the ultimately the division that produced the Ultimate Games. That 403 00:22:14,359 --> 00:22:18,320 Speaker 1: one was formally no more as of two thousand four. 404 00:22:18,960 --> 00:22:22,199 Speaker 1: E A also acquired Criterion, which was that was the 405 00:22:22,320 --> 00:22:27,080 Speaker 1: company that had developed the Burnout games. Anyone who's familiar 406 00:22:27,080 --> 00:22:30,960 Speaker 1: with those the driving games that get really super crazy, Yeah, 407 00:22:31,640 --> 00:22:34,400 Speaker 1: I really love those games. I'm not a big driving 408 00:22:34,600 --> 00:22:38,400 Speaker 1: game kind of guy, but those particularly, they're very arcady. Yeah. Yeah, 409 00:22:38,400 --> 00:22:41,000 Speaker 1: they're they're a little bit less focused on the physicalities 410 00:22:41,000 --> 00:22:43,280 Speaker 1: of driving, and so if you're not a huge car 411 00:22:43,320 --> 00:22:46,119 Speaker 1: buff the Burnout series, it's pretty fun. All the crashing 412 00:22:46,160 --> 00:22:48,840 Speaker 1: parts other games don't let you do. Yeah, the crashing 413 00:22:48,880 --> 00:22:51,960 Speaker 1: parts are pretty pretty spectacular and play a large part 414 00:22:52,000 --> 00:22:54,880 Speaker 1: in most of those games. Uh and then there. That 415 00:22:54,920 --> 00:22:57,719 Speaker 1: was the same year that someone on live journal who 416 00:22:57,840 --> 00:23:03,320 Speaker 1: had the handle e A Spouse posted a rather uh 417 00:23:03,840 --> 00:23:08,119 Speaker 1: critical post about e A, saying that they had some 418 00:23:08,760 --> 00:23:12,480 Speaker 1: draconian practices as far as employment goes, that people were 419 00:23:12,920 --> 00:23:17,520 Speaker 1: being forced to work super long hours six days out 420 00:23:17,520 --> 00:23:21,719 Speaker 1: of the week, they weren't getting compensated for overtime. Um, 421 00:23:21,760 --> 00:23:27,919 Speaker 1: there were a lot of pretty ugly accusations and eventually 422 00:23:28,280 --> 00:23:32,320 Speaker 1: some uh, some spouses and some employees of e A 423 00:23:32,480 --> 00:23:35,160 Speaker 1: got together and they filed a class action lawsuit, in fact, 424 00:23:35,200 --> 00:23:39,320 Speaker 1: a few class action lawsuits against e A, and that 425 00:23:39,520 --> 00:23:42,439 Speaker 1: ended up leading to massive changes in the A and 426 00:23:42,560 --> 00:23:45,000 Speaker 1: in the industry in general, because other companies saw what 427 00:23:45,080 --> 00:23:47,600 Speaker 1: was happening and they thought, we better fixed this before 428 00:23:47,640 --> 00:23:51,080 Speaker 1: it happens to us. So uh. In two thousand and six, 429 00:23:51,720 --> 00:23:54,679 Speaker 1: e A settled a lawsuit that was brought against it 430 00:23:54,720 --> 00:23:58,159 Speaker 1: by a bunch of graphic artists and awarded the graphic 431 00:23:58,240 --> 00:24:03,040 Speaker 1: artists fifteen point six million dollars in unpaid overtime. And 432 00:24:03,080 --> 00:24:07,600 Speaker 1: in two thousand seven, the court awarded plaintiffs of a 433 00:24:07,640 --> 00:24:12,320 Speaker 1: class action lawsuit fourteen point nine million dollars and unpaid overtime. 434 00:24:12,400 --> 00:24:14,119 Speaker 1: So this this is a different group. It's not the 435 00:24:14,160 --> 00:24:17,680 Speaker 1: same one twice. So yeah, that was a big deal. 436 00:24:17,920 --> 00:24:21,560 Speaker 1: And obviously e A did not want to court any 437 00:24:21,680 --> 00:24:24,919 Speaker 1: more problems down the line, and so they started to 438 00:24:24,920 --> 00:24:29,280 Speaker 1: really take a look for UH. And in two thousand five, 439 00:24:29,920 --> 00:24:34,320 Speaker 1: e A purchased jam Debt Mobile. So two thousand five, 440 00:24:34,359 --> 00:24:37,440 Speaker 1: this is before the iPhone comes out. EA makes its 441 00:24:37,480 --> 00:24:41,600 Speaker 1: first move into the mobile gaming world, uh, for for phones, 442 00:24:42,000 --> 00:24:45,280 Speaker 1: not not mobile devices like game Boy or whatever. You know. 443 00:24:45,359 --> 00:24:47,560 Speaker 1: It had been developing games for platforms like that for 444 00:24:47,600 --> 00:24:49,960 Speaker 1: a while, but this was the first time it started 445 00:24:49,960 --> 00:24:53,320 Speaker 1: to really look into using um cell phones, not even 446 00:24:53,359 --> 00:24:57,119 Speaker 1: smartphones yet as a potential gaming platform. And uh, and 447 00:24:57,760 --> 00:25:00,920 Speaker 1: that was a smart move. I mean, we're seeing more 448 00:25:00,960 --> 00:25:04,520 Speaker 1: and more that mobile devices are making a huge impact 449 00:25:04,560 --> 00:25:08,720 Speaker 1: on the gaming industry. So that was a Whoever was 450 00:25:08,800 --> 00:25:11,680 Speaker 1: the person who said we should do this was really 451 00:25:11,960 --> 00:25:14,360 Speaker 1: they were really looking ahead. And that's also the year 452 00:25:14,359 --> 00:25:16,880 Speaker 1: two thousand five would be the year when Microsoft launched 453 00:25:16,960 --> 00:25:21,560 Speaker 1: the Xbox three sixty UM and so that that brings 454 00:25:21,600 --> 00:25:24,320 Speaker 1: us about to the halfway points. So before we dive 455 00:25:24,359 --> 00:25:26,760 Speaker 1: into the second half, I wanted to take a quick 456 00:25:26,800 --> 00:25:32,320 Speaker 1: break and thank our sponsor. Alright, so let's see. I 457 00:25:32,359 --> 00:25:34,320 Speaker 1: think according to my notes, we left off in two 458 00:25:34,359 --> 00:25:38,719 Speaker 1: thousand five, So two thousand six, e A acquires Mythic Entertainment. 459 00:25:39,640 --> 00:25:43,159 Speaker 1: Mythic Entertainment was responsible for the RPG, the m m 460 00:25:43,240 --> 00:25:47,200 Speaker 1: O RPG Dark Age of Camelot that they viewed back 461 00:25:47,200 --> 00:25:50,960 Speaker 1: in two thousand one, So now e A has decided 462 00:25:51,000 --> 00:25:53,760 Speaker 1: to acquire another M M O RPG. They saw that 463 00:25:53,840 --> 00:25:58,720 Speaker 1: as a way of of maintaining a steady stream of revenue. 464 00:25:58,760 --> 00:26:01,679 Speaker 1: You've got all these people who are subscribing, So that 465 00:26:01,800 --> 00:26:04,359 Speaker 1: was the strategy there, and that was the year the 466 00:26:04,359 --> 00:26:08,120 Speaker 1: e A also acquired Digital Illusions CE better known as 467 00:26:08,240 --> 00:26:13,080 Speaker 1: Dice and Dice is the company that made Battlefield nineteen two. 468 00:26:13,920 --> 00:26:16,679 Speaker 1: So two thousand six is also the year that Sony 469 00:26:16,760 --> 00:26:20,360 Speaker 1: launched the PlayStation three and and Nintendo launched the week exactly, 470 00:26:20,680 --> 00:26:23,040 Speaker 1: both of them one year behind the Xbox three six, 471 00:26:23,200 --> 00:26:27,120 Speaker 1: which had had a head start uh and uh, well 472 00:26:27,200 --> 00:26:30,000 Speaker 1: not a full year, but several months behind anyway. But 473 00:26:31,200 --> 00:26:33,960 Speaker 1: also what I thought was interesting was I found a 474 00:26:34,280 --> 00:26:38,720 Speaker 1: statistic here from Bloomberg Business Week that said it was 475 00:26:39,200 --> 00:26:41,440 Speaker 1: an article that was published in two thousand six, So 476 00:26:41,600 --> 00:26:43,360 Speaker 1: that's why I put it here because we're talking about 477 00:26:43,359 --> 00:26:45,600 Speaker 1: two thousand and six here. They said that from nine 478 00:26:46,680 --> 00:26:49,800 Speaker 1: until present day, which at that time was two thousand six, 479 00:26:50,200 --> 00:26:53,880 Speaker 1: e A averaged about one point two acquisitions per year. 480 00:26:54,000 --> 00:26:56,600 Speaker 1: It was buying up more than a company per year 481 00:26:56,680 --> 00:26:58,960 Speaker 1: if you average it out over those years, and that 482 00:26:59,160 --> 00:27:02,000 Speaker 1: one third of the companies that had purchased in it 483 00:27:02,640 --> 00:27:08,000 Speaker 1: eventually shut down. So that's again showing that that kind 484 00:27:08,000 --> 00:27:11,000 Speaker 1: of trend that I talked about earlier, the criticism that 485 00:27:11,040 --> 00:27:13,639 Speaker 1: the people have laid against it, saying, you're buying up 486 00:27:13,640 --> 00:27:19,080 Speaker 1: these companies and when you are, uh, and you stripped 487 00:27:19,119 --> 00:27:22,560 Speaker 1: the industry of the talent these people have, and then 488 00:27:22,840 --> 00:27:25,160 Speaker 1: you end up closing it down when it doesn't meet 489 00:27:25,200 --> 00:27:28,200 Speaker 1: whatever your performance measurements are. It's certainly not to say 490 00:27:28,200 --> 00:27:29,879 Speaker 1: that those people didn't go on to do other things, 491 00:27:30,040 --> 00:27:34,240 Speaker 1: but but yeah, yeah, but and it's not necessarily it's 492 00:27:34,240 --> 00:27:38,280 Speaker 1: not necessarily the good business model for anyone in the industry, 493 00:27:38,119 --> 00:27:40,440 Speaker 1: anyone else. And the big criticism would be those those 494 00:27:40,440 --> 00:27:43,359 Speaker 1: guys and those men and women could have been developing 495 00:27:43,640 --> 00:27:47,400 Speaker 1: games during that time that would have potentially changed the industry, 496 00:27:47,440 --> 00:27:50,600 Speaker 1: but they couldn't because they were under contract or part 497 00:27:50,720 --> 00:27:53,840 Speaker 1: part of this larger organization where they had nowhere else 498 00:27:53,880 --> 00:27:56,240 Speaker 1: to go at that point. Um, yeah, I mean it's 499 00:27:57,440 --> 00:28:00,120 Speaker 1: from from e A's perspective, it's doing all the smart 500 00:28:00,160 --> 00:28:03,399 Speaker 1: business moves, so they're from a gamer's perspective or an 501 00:28:03,400 --> 00:28:05,840 Speaker 1: industry analysts perspective, they might say this is not good 502 00:28:05,880 --> 00:28:07,680 Speaker 1: for the industry or the gamer might say this isn't 503 00:28:07,680 --> 00:28:09,600 Speaker 1: good for me because I'm not getting great games out 504 00:28:09,640 --> 00:28:12,120 Speaker 1: of it. E A's point of view is that this 505 00:28:12,200 --> 00:28:16,480 Speaker 1: is I'm making money, yeah, solidifying my position. Money. Yeah yeah. 506 00:28:16,520 --> 00:28:19,640 Speaker 1: Money is thea when you were a business turns out? 507 00:28:21,560 --> 00:28:25,000 Speaker 1: Yeah yeah. And I know this isn't financial stuff. So 508 00:28:25,119 --> 00:28:27,040 Speaker 1: I didn't mean to blow your minds there about how 509 00:28:27,160 --> 00:28:31,520 Speaker 1: money is. Okay. So two thousand seven, e A acquires BioWare. 510 00:28:32,560 --> 00:28:35,480 Speaker 1: BioWare made some of my favorite games of all times. 511 00:28:35,480 --> 00:28:39,760 Speaker 1: Still does uh Bolter's Gate. I love the Ball's Gate games, 512 00:28:39,920 --> 00:28:44,360 Speaker 1: but the kicking for just this um there's a fantastic 513 00:28:44,400 --> 00:28:48,400 Speaker 1: character who has a little hamster and he shouts out 514 00:28:48,480 --> 00:28:50,520 Speaker 1: random things when you go into battle with him, and 515 00:28:50,680 --> 00:28:55,240 Speaker 1: it's endlessly entertaining. They also made Planescape Torment. They made 516 00:28:55,280 --> 00:28:58,400 Speaker 1: the Star Wars Nights the Old Republic games Cotour, which 517 00:28:58,720 --> 00:29:01,120 Speaker 1: again I was a huge fan of the Cotour games. 518 00:29:01,120 --> 00:29:04,320 Speaker 1: They made Mass Effect, which I've played a little bit of. 519 00:29:04,360 --> 00:29:06,160 Speaker 1: I never played it all the way through, and that 520 00:29:06,360 --> 00:29:09,200 Speaker 1: Frederick would probably hit me if he were in the 521 00:29:09,280 --> 00:29:11,600 Speaker 1: room because it's actually his copy of the game that 522 00:29:11,680 --> 00:29:15,040 Speaker 1: I have and I haven't returned it. Yet um that 523 00:29:15,160 --> 00:29:19,360 Speaker 1: year they also acquired Pandemic Studios, which was the company 524 00:29:19,360 --> 00:29:22,560 Speaker 1: that brought us Star Wars battle Front and also the 525 00:29:22,600 --> 00:29:25,680 Speaker 1: game Destroy All Humans, as well as some other titles. 526 00:29:26,280 --> 00:29:30,120 Speaker 1: And that was the year that that Probst steps down 527 00:29:30,440 --> 00:29:34,040 Speaker 1: as CEO. He had been CEO since Hawkins had left 528 00:29:34,080 --> 00:29:38,080 Speaker 1: the company. It was supposed to be more temporary than that, 529 00:29:38,240 --> 00:29:40,640 Speaker 1: wasn't it. I think I believe so. But he he 530 00:29:40,880 --> 00:29:44,360 Speaker 1: had led the company throughout those years, uh so from 531 00:29:45,720 --> 00:29:48,719 Speaker 1: two thousand and seven, and he's still on the board, 532 00:29:48,880 --> 00:29:54,040 Speaker 1: but he ends up stepping down and John Richie Tello Tello, 533 00:29:54,200 --> 00:29:57,640 Speaker 1: I guess it should say Richie Tello becomes the new CEO, 534 00:29:58,560 --> 00:30:01,800 Speaker 1: and he says the company's going to undergo a reorganization 535 00:30:01,840 --> 00:30:04,920 Speaker 1: to address the problems they've had where they've been acquiring 536 00:30:05,040 --> 00:30:08,000 Speaker 1: and trying to assimilate and then shutting down all these 537 00:30:08,040 --> 00:30:12,360 Speaker 1: different companies that they've been going after over the years. So, 538 00:30:12,760 --> 00:30:14,960 Speaker 1: I mean, this is this is an issue that all 539 00:30:15,040 --> 00:30:17,800 Speaker 1: big companies have. If you acquire a company, there's always 540 00:30:17,800 --> 00:30:22,880 Speaker 1: a culture shock era that follow it because unless the 541 00:30:22,920 --> 00:30:26,800 Speaker 1: two companies are practically ideally well aligned, yeah, that's there's 542 00:30:26,840 --> 00:30:29,640 Speaker 1: going to be culture shock so sometimes a company does 543 00:30:29,680 --> 00:30:33,959 Speaker 1: this so quickly that they the there's never that period 544 00:30:34,000 --> 00:30:36,160 Speaker 1: that you need to adjust and have things work out. 545 00:30:36,200 --> 00:30:39,479 Speaker 1: So he was saying, let's take the time to really 546 00:30:39,520 --> 00:30:42,080 Speaker 1: look at how our company is structured and make sure 547 00:30:42,120 --> 00:30:44,360 Speaker 1: that it makes sense. That was his That was his 548 00:30:44,440 --> 00:30:48,840 Speaker 1: statement from the the get go when he started right. 549 00:30:49,440 --> 00:30:52,320 Speaker 1: Also unrelated to that, but in addition to the other 550 00:30:52,360 --> 00:30:54,400 Speaker 1: games that they published that year, that was the year 551 00:30:54,440 --> 00:31:00,000 Speaker 1: that they published harm Nix's Rock Band along with MTV Huge, huge, 552 00:31:00,040 --> 00:31:03,320 Speaker 1: huge title. I mean, you know, Guitar Hero had been 553 00:31:03,480 --> 00:31:07,360 Speaker 1: in the years before already kind of uh had revolutionized 554 00:31:07,840 --> 00:31:11,200 Speaker 1: the idea of rhythm games on consoles, and Rock Band 555 00:31:11,720 --> 00:31:14,200 Speaker 1: ended up taking that and dialing it up to eleven. 556 00:31:14,240 --> 00:31:17,280 Speaker 1: As spinel Tap would love to say, and uh, I mean, 557 00:31:18,000 --> 00:31:21,680 Speaker 1: I've had a blast playing Rock Band. Even though I adore, 558 00:31:21,760 --> 00:31:24,880 Speaker 1: I adore the series. It's terrific. My musical talent is 559 00:31:24,880 --> 00:31:29,000 Speaker 1: is pretty negligible, but I still, you know, any game 560 00:31:29,040 --> 00:31:30,920 Speaker 1: that makes you feel like a rock star is pretty 561 00:31:31,000 --> 00:31:33,080 Speaker 1: pretty cool. It is it is, And also karaoke in 562 00:31:33,120 --> 00:31:36,080 Speaker 1: your own home is pretty cool. And also a little 563 00:31:36,240 --> 00:31:39,680 Speaker 1: cheat boxes that allow you to hook up real electronic 564 00:31:39,760 --> 00:31:43,520 Speaker 1: drum sets to the game and actually rock out. It's 565 00:31:43,760 --> 00:31:47,120 Speaker 1: pretty neat, pretty neat. Yeah. So we then move on 566 00:31:47,720 --> 00:31:52,120 Speaker 1: into two thousand eight where e A has a an 567 00:31:52,160 --> 00:31:57,760 Speaker 1: attempt to acquire another big name, Take two Interactive, which 568 00:31:58,200 --> 00:32:01,760 Speaker 1: you know gamers will wreck unize that it's it's pretty 569 00:32:01,760 --> 00:32:06,360 Speaker 1: famous studio. So e A made a move to acquire 570 00:32:06,440 --> 00:32:10,400 Speaker 1: take to Take two turned down the initial offer that 571 00:32:10,520 --> 00:32:15,160 Speaker 1: e A made, and then uh, the negotiations kind of 572 00:32:15,200 --> 00:32:17,719 Speaker 1: got a little quiet, but everyone kept an eye on 573 00:32:17,760 --> 00:32:20,120 Speaker 1: this because they were really wondering if e A was 574 00:32:20,160 --> 00:32:23,240 Speaker 1: in fact going to acquire yet another company, and some 575 00:32:23,280 --> 00:32:25,280 Speaker 1: people were really worried about what the fate of Take 576 00:32:25,320 --> 00:32:27,440 Speaker 1: two would be. Yeah. I think that part of the 577 00:32:27,480 --> 00:32:29,560 Speaker 1: reason that it fell through was also that the the 578 00:32:29,600 --> 00:32:32,920 Speaker 1: economic crisis that year, yeah hit them really hard. Yeah, 579 00:32:32,960 --> 00:32:38,680 Speaker 1: So e A's attempt to acquire Take two fails, and 580 00:32:39,480 --> 00:32:44,160 Speaker 1: that year the entire world entered into an economic crisis 581 00:32:44,200 --> 00:32:47,640 Speaker 1: and it affected lots of industries, you know, real estate 582 00:32:47,720 --> 00:32:50,720 Speaker 1: being the big famous one in the United States, banking 583 00:32:50,760 --> 00:32:54,160 Speaker 1: as well, but it also hit companies like e A 584 00:32:54,920 --> 00:32:58,000 Speaker 1: and UH. E A end up announcing that was going 585 00:32:58,080 --> 00:33:01,160 Speaker 1: to cut more than a thousand positions across all of 586 00:33:01,160 --> 00:33:03,880 Speaker 1: its divisions, which ended up being around ten to eleven 587 00:33:04,360 --> 00:33:07,720 Speaker 1: of its workforce, and that the company lost over six 588 00:33:07,880 --> 00:33:11,320 Speaker 1: hundred million dollars in the last quarter of two thousand 589 00:33:11,360 --> 00:33:15,040 Speaker 1: eight due to accommodation of the economic crisis and just 590 00:33:15,120 --> 00:33:17,920 Speaker 1: the fact that it's game releases had not performed very 591 00:33:17,960 --> 00:33:22,040 Speaker 1: well in the market at all um and there their 592 00:33:22,120 --> 00:33:26,800 Speaker 1: stock took a big tumble. So in August fifteen, of 593 00:33:26,800 --> 00:33:30,000 Speaker 1: of two thousand eight, their stock was valued at forty 594 00:33:30,000 --> 00:33:33,360 Speaker 1: eight dollars and twenty four cents per share. By December 595 00:33:33,440 --> 00:33:36,280 Speaker 1: twenty six, of two thousand eight, it had fallen to 596 00:33:36,520 --> 00:33:40,239 Speaker 1: twenty five dollars and thirty two cents per share. So, uh, 597 00:33:40,360 --> 00:33:45,800 Speaker 1: not not quite losing half its value, just under at drop, 598 00:33:45,880 --> 00:33:49,600 Speaker 1: but it's a whole bunch. Yeah, that's that's terrible, and 599 00:33:49,640 --> 00:33:53,320 Speaker 1: it really what it signaled was that investors had lost 600 00:33:53,400 --> 00:33:56,000 Speaker 1: a lot of confidence in the company. Now, keep in mind, 601 00:33:56,040 --> 00:33:59,000 Speaker 1: the value of your company is based upon how many 602 00:33:59,080 --> 00:34:01,840 Speaker 1: stocks are out there. If you're a publicly traded company, 603 00:34:01,880 --> 00:34:03,720 Speaker 1: the value of your company in part at least is 604 00:34:03,760 --> 00:34:06,560 Speaker 1: determined by how many stocks you have, and how how 605 00:34:06,560 --> 00:34:08,759 Speaker 1: many stocks are out there in the market and what 606 00:34:08,960 --> 00:34:12,719 Speaker 1: they're the actual value of each stock is. So you 607 00:34:12,800 --> 00:34:14,960 Speaker 1: kind of multiply those two numbers together and you get 608 00:34:15,000 --> 00:34:17,759 Speaker 1: a rough estimate of what the value of the company is. Well, 609 00:34:17,800 --> 00:34:20,520 Speaker 1: when you lose your stock price, that means that your 610 00:34:20,560 --> 00:34:25,160 Speaker 1: company is losing its value more or less oversimplifying, but 611 00:34:25,200 --> 00:34:28,520 Speaker 1: that more or less is what it means. Well, two 612 00:34:28,800 --> 00:34:31,880 Speaker 1: eight wasn't all bad. They did come out with a 613 00:34:31,960 --> 00:34:34,200 Speaker 1: game that ended up getting a lot of critical acclaim 614 00:34:34,239 --> 00:34:38,040 Speaker 1: and a lot of fans, which was Dead Space. I 615 00:34:38,080 --> 00:34:40,520 Speaker 1: was never a big Dead Space player, but I know 616 00:34:40,600 --> 00:34:44,320 Speaker 1: some people who can recite everything about that game, including 617 00:34:44,360 --> 00:34:46,399 Speaker 1: all the little hidden stuff that you had to find 618 00:34:46,440 --> 00:34:50,319 Speaker 1: to get the backstory. Also in the negative column that 619 00:34:50,360 --> 00:34:51,759 Speaker 1: was two thousand eight was a year that they were 620 00:34:51,800 --> 00:34:55,280 Speaker 1: hit with a class action lawsuit over the undisclosed edition 621 00:34:55,480 --> 00:34:59,000 Speaker 1: of a secure ROM DRM software along with games like 622 00:34:59,040 --> 00:35:02,960 Speaker 1: Spore for the Piece, E and M. And the lawsuit 623 00:35:03,040 --> 00:35:05,640 Speaker 1: was about the fact that they had included this this 624 00:35:05,640 --> 00:35:09,880 Speaker 1: this UH digital rights management software without telling anyone about it, 625 00:35:09,920 --> 00:35:12,160 Speaker 1: that it was separate from the game software, and that 626 00:35:12,440 --> 00:35:15,360 Speaker 1: it was basically impossible to uninstall even after you had 627 00:35:15,400 --> 00:35:18,040 Speaker 1: uninstalled the video game. Ye so e A was falling 628 00:35:18,120 --> 00:35:21,759 Speaker 1: under the same trap that Sony did, where, in an 629 00:35:21,760 --> 00:35:25,759 Speaker 1: effort to try and keep its intellectual property safe, it 630 00:35:25,800 --> 00:35:29,799 Speaker 1: had kind of over not kind of it overstepped. Yeah. Yeah, 631 00:35:29,880 --> 00:35:32,319 Speaker 1: you know. The point was to prevent people from from 632 00:35:32,320 --> 00:35:34,520 Speaker 1: installing it more than I think it was eight times, 633 00:35:35,239 --> 00:35:38,520 Speaker 1: three times, six times. It all depends number of times, right, right, Well, 634 00:35:38,520 --> 00:35:40,120 Speaker 1: it's one of those things where you know, someone who 635 00:35:40,200 --> 00:35:42,879 Speaker 1: buys the game, their argument is I should be able 636 00:35:42,920 --> 00:35:45,240 Speaker 1: to install this as many times as I want, because 637 00:35:45,760 --> 00:35:47,960 Speaker 1: you know, if I buy a new computer, I want 638 00:35:47,960 --> 00:35:51,360 Speaker 1: to be able to transfer the stuff I own onto 639 00:35:51,360 --> 00:35:54,080 Speaker 1: that computer. It's not that I'm you know, installing it 640 00:35:54,120 --> 00:35:56,440 Speaker 1: on all my friends machines. I just want to be 641 00:35:56,520 --> 00:35:59,400 Speaker 1: able to play my game. And the other argument against 642 00:35:59,440 --> 00:36:01,440 Speaker 1: that is that we don't want you to install this 643 00:36:01,520 --> 00:36:05,120 Speaker 1: somehow your friends machines. Right uh. In In other DRM 644 00:36:05,160 --> 00:36:07,279 Speaker 1: news that year, that was the year that UM the 645 00:36:07,360 --> 00:36:10,879 Speaker 1: e A announced plans to require PC owners of things 646 00:36:10,880 --> 00:36:14,080 Speaker 1: like Mass Effect and Sport to authenticate their copies every 647 00:36:14,160 --> 00:36:17,840 Speaker 1: ten days, even if they were playing the game offline. Yeah. 648 00:36:18,120 --> 00:36:22,360 Speaker 1: Um and this this is this becomes a common thread 649 00:36:22,600 --> 00:36:25,239 Speaker 1: in e A as well. This idea of having either 650 00:36:25,400 --> 00:36:29,360 Speaker 1: a persistent Internet connection or at least using the Internet 651 00:36:29,440 --> 00:36:31,880 Speaker 1: every now and then to again verify that you have 652 00:36:32,800 --> 00:36:34,879 Speaker 1: a legitimate copy of the game. So not only would 653 00:36:34,920 --> 00:36:37,759 Speaker 1: you have to retain whatever the disc was, you would 654 00:36:37,800 --> 00:36:39,239 Speaker 1: have to have that in your machine. You would have 655 00:36:39,280 --> 00:36:41,120 Speaker 1: to then make a connection to the internet, and then 656 00:36:41,160 --> 00:36:43,520 Speaker 1: the Internet would make sure that that, in fact was 657 00:36:43,600 --> 00:36:46,719 Speaker 1: your registered copy so that you could play the game 658 00:36:46,760 --> 00:36:49,800 Speaker 1: you wanted. Even if you were able to just move 659 00:36:50,000 --> 00:36:53,360 Speaker 1: everything on the game into your computer and it's a 660 00:36:53,360 --> 00:36:55,840 Speaker 1: single player game, you still had to do that. And 661 00:36:56,320 --> 00:36:58,719 Speaker 1: a lot of players objected. Yeah, yeah, especially you know 662 00:36:58,760 --> 00:37:01,400 Speaker 1: two thousand eight. You know, most people had had pretty 663 00:37:01,400 --> 00:37:04,560 Speaker 1: good Internet connections at that point. It was getting better, 664 00:37:04,600 --> 00:37:06,960 Speaker 1: but not everyone wanted to be connected to the Internet 665 00:37:06,960 --> 00:37:10,359 Speaker 1: all the time. And you know, the people who bought 666 00:37:10,400 --> 00:37:13,400 Speaker 1: the game pointed out that this was really a hassle 667 00:37:13,520 --> 00:37:16,279 Speaker 1: for the legitimate game player, and people who were pirate 668 00:37:16,360 --> 00:37:19,600 Speaker 1: into the game were breaking this encryption. They were using 669 00:37:19,760 --> 00:37:24,240 Speaker 1: keys that would allow them to right so that they 670 00:37:24,239 --> 00:37:26,879 Speaker 1: wouldn't they didn't have to offer a kid. They were 671 00:37:27,160 --> 00:37:31,320 Speaker 1: playing pirated copies that they got for free that didn't 672 00:37:31,360 --> 00:37:34,160 Speaker 1: have this drm in it. And so the players, the 673 00:37:34,280 --> 00:37:37,480 Speaker 1: legitimate players who had bought the games say it said, look, 674 00:37:37,800 --> 00:37:40,960 Speaker 1: you're only punishing us. You're not you're not stopping piracy, 675 00:37:41,000 --> 00:37:43,319 Speaker 1: and you're making the game a miserable experience for the 676 00:37:43,320 --> 00:37:46,160 Speaker 1: people who actually paid to play it. Yeah. This this 677 00:37:46,239 --> 00:37:50,320 Speaker 1: never did go into effect, this particular bit of of 678 00:37:50,400 --> 00:37:53,080 Speaker 1: d r M on the side. They relented pretty quickly 679 00:37:53,120 --> 00:37:56,279 Speaker 1: after community feedback, which was highly highly negative as you 680 00:37:56,280 --> 00:37:59,160 Speaker 1: can imagine. They however, did not learn their lesson from it, 681 00:37:59,200 --> 00:38:01,840 Speaker 1: because they would they would incorporate it again in the future. 682 00:38:02,680 --> 00:38:06,720 Speaker 1: H two thousand nine, e A acquires a play Fish, 683 00:38:06,760 --> 00:38:09,920 Speaker 1: which was a developer of casual games. They had seen 684 00:38:10,000 --> 00:38:12,400 Speaker 1: how Louis was doing and they thought let's get in 685 00:38:12,440 --> 00:38:15,160 Speaker 1: on that as well. Um. They also went ahead and 686 00:38:15,200 --> 00:38:18,520 Speaker 1: cut another fifteen hundred employees, which was about sevent of 687 00:38:18,560 --> 00:38:22,480 Speaker 1: its workforce, and they shut down Pandemic Studios that year. 688 00:38:22,560 --> 00:38:25,600 Speaker 1: So yet another example of them acquiring and then shutting 689 00:38:25,600 --> 00:38:29,320 Speaker 1: down a company. Uh and next, I don't have anything 690 00:38:29,360 --> 00:38:33,680 Speaker 1: for me neither, but inn In the summer they acquired 691 00:38:33,719 --> 00:38:39,399 Speaker 1: PopCap Oh wow, yeah, another casual games developer, so lots 692 00:38:39,400 --> 00:38:42,480 Speaker 1: of lots of mobile content all that. Yeah, who own 693 00:38:42,520 --> 00:38:45,240 Speaker 1: like The Jeweled and stuff like that? Right, They also 694 00:38:45,400 --> 00:38:48,279 Speaker 1: released Star Wars the Old Republic, which was a Star 695 00:38:48,280 --> 00:38:51,399 Speaker 1: Wars based m m O RPG. Uh. Now, we had 696 00:38:51,440 --> 00:38:54,000 Speaker 1: one person asked us if we could talk more about 697 00:38:54,120 --> 00:38:57,080 Speaker 1: Star Wars the Old Republic and why did it move 698 00:38:57,239 --> 00:39:00,239 Speaker 1: from a subscription based service too free to play with 699 00:39:00,280 --> 00:39:04,480 Speaker 1: micro transactions, and and how you know, what's the story 700 00:39:04,520 --> 00:39:07,319 Speaker 1: of its failure if you want to look at it 701 00:39:07,360 --> 00:39:10,520 Speaker 1: in that way? All right? As so, I actually played 702 00:39:10,640 --> 00:39:13,160 Speaker 1: Star Wars the Old Republic. I I subscribed. I was 703 00:39:13,200 --> 00:39:15,279 Speaker 1: one of the subscribers. I was one of the people 704 00:39:15,320 --> 00:39:17,880 Speaker 1: who got who rolled his eyes when I heard that 705 00:39:18,000 --> 00:39:20,200 Speaker 1: was going to free to play because I had actually 706 00:39:20,400 --> 00:39:22,919 Speaker 1: bought a I think it was like a twelve month 707 00:39:22,960 --> 00:39:28,760 Speaker 1: subscription in advance. But so Star Wars the Old Republic 708 00:39:28,800 --> 00:39:32,279 Speaker 1: takes place thousands of years before the events of the 709 00:39:32,320 --> 00:39:36,200 Speaker 1: Star Wars movie series. Um. But it puts you in 710 00:39:36,480 --> 00:39:41,959 Speaker 1: either a a Sith role or a Republic role, and 711 00:39:42,480 --> 00:39:44,719 Speaker 1: you have different storylines that we play out based upon 712 00:39:44,760 --> 00:39:47,640 Speaker 1: the type of character you were playing. I think part 713 00:39:47,680 --> 00:39:49,600 Speaker 1: of the problem was that it, even though it was 714 00:39:49,640 --> 00:39:53,360 Speaker 1: an m m O RPG, more frequently than not it 715 00:39:53,480 --> 00:39:56,080 Speaker 1: felt to me like a single player game. It felt 716 00:39:56,120 --> 00:39:59,040 Speaker 1: like another sequel to Cotur, which isn't a bad thing. 717 00:39:59,200 --> 00:40:01,560 Speaker 1: The Coach board game were great. I very much enjoyed them, 718 00:40:02,040 --> 00:40:05,920 Speaker 1: even though the second Cotur game obviously had an entire 719 00:40:05,960 --> 00:40:09,040 Speaker 1: section that was left unfinished because you could see it 720 00:40:09,080 --> 00:40:11,200 Speaker 1: on your map, but you couldn't get to it in 721 00:40:11,360 --> 00:40:15,160 Speaker 1: uh in the actual game. Anyway, the Old Republic felt 722 00:40:15,160 --> 00:40:17,960 Speaker 1: like another sequel to that. It didn't feel as much 723 00:40:18,120 --> 00:40:20,520 Speaker 1: like an M M O RPG. You didn't have as 724 00:40:20,560 --> 00:40:23,680 Speaker 1: many people partying up together and kind of interactions that 725 00:40:23,680 --> 00:40:27,920 Speaker 1: you would normally expect from and not after the initial launched, 726 00:40:27,920 --> 00:40:30,160 Speaker 1: Like there was a lot of interest in it very 727 00:40:30,160 --> 00:40:32,480 Speaker 1: early on, but that kind of dropped off quickly. And 728 00:40:32,480 --> 00:40:34,640 Speaker 1: part of the problem was that people were completing the 729 00:40:34,800 --> 00:40:38,600 Speaker 1: storylines for the characters very very quickly, and once you 730 00:40:38,640 --> 00:40:41,600 Speaker 1: did that, you didn't really have any incentive to keep playing. 731 00:40:42,160 --> 00:40:43,719 Speaker 1: So it was just like if you had played a 732 00:40:43,760 --> 00:40:45,520 Speaker 1: single player game all the way through and then you're thinking, 733 00:40:45,560 --> 00:40:47,080 Speaker 1: all right, well, that was fun, but now I want 734 00:40:47,160 --> 00:40:50,120 Speaker 1: to sell this game and get some money back, and 735 00:40:50,160 --> 00:40:52,200 Speaker 1: then I'm going to buy another new game. That's kind 736 00:40:52,200 --> 00:40:56,440 Speaker 1: of what people were thinking. Well, subscribers started to drop 737 00:40:56,480 --> 00:40:59,520 Speaker 1: off from this game, and e A's response was that, well, 738 00:40:59,760 --> 00:41:02,280 Speaker 1: you know, we could either pull the plug on it entirely, 739 00:41:03,040 --> 00:41:06,279 Speaker 1: or we could try and switch our strategy and get 740 00:41:06,280 --> 00:41:10,080 Speaker 1: more people interested in this game. But obviously the subscription 741 00:41:10,120 --> 00:41:12,239 Speaker 1: models not really working. So what if we dropped the 742 00:41:12,280 --> 00:41:14,680 Speaker 1: subscription and go to free to play and instead of 743 00:41:14,719 --> 00:41:19,200 Speaker 1: making money through people subscribing, we make money by selling 744 00:41:19,280 --> 00:41:23,040 Speaker 1: items in the game for real money, small amounts of 745 00:41:23,080 --> 00:41:28,120 Speaker 1: money micro transactions, but um, and you could still play 746 00:41:28,120 --> 00:41:31,680 Speaker 1: it for free without buying anything, but you wouldn't have 747 00:41:31,719 --> 00:41:33,840 Speaker 1: access to the entire game. There'll be sections of the 748 00:41:33,840 --> 00:41:35,759 Speaker 1: game you could not get to because you would have 749 00:41:35,880 --> 00:41:38,080 Speaker 1: to purchase them in order to have access. And all 750 00:41:38,080 --> 00:41:42,400 Speaker 1: of the micro transaction items were the super powerful cool 751 00:41:42,440 --> 00:41:45,000 Speaker 1: things with rainbows and unicorns or whatever the you know 752 00:41:45,160 --> 00:41:49,400 Speaker 1: Star Wars equivalent of rainbows and called lightsabers. So I 753 00:41:49,440 --> 00:41:52,839 Speaker 1: realize you're not familiar with the venerable franchise known as 754 00:41:52,840 --> 00:41:55,800 Speaker 1: Star Wars. Yeah no, never never seen any of those 755 00:41:55,880 --> 00:42:00,520 Speaker 1: scruffy looking at um. So yeah, they that was the 756 00:42:00,560 --> 00:42:03,040 Speaker 1: whole response there was to switch over to free to 757 00:42:03,080 --> 00:42:06,719 Speaker 1: play and do micro transactions. Now, this is another thing 758 00:42:06,800 --> 00:42:09,239 Speaker 1: that e a has received a lot of criticism for 759 00:42:09,440 --> 00:42:12,600 Speaker 1: is the whole micro transaction approach. I can't say the 760 00:42:12,600 --> 00:42:18,799 Speaker 1: word criticism either, obviously, but the micro transactions are that's 761 00:42:18,800 --> 00:42:20,920 Speaker 1: another way to try and generate revenue, and if you 762 00:42:20,960 --> 00:42:23,520 Speaker 1: make your game free to play, it may be the 763 00:42:23,560 --> 00:42:27,000 Speaker 1: only way unless you incorporate lots of advertising, and either 764 00:42:27,080 --> 00:42:29,919 Speaker 1: way most players kind of react in a negative way. Yeah, 765 00:42:30,000 --> 00:42:32,160 Speaker 1: that has also been something that e A has gotten 766 00:42:32,200 --> 00:42:34,360 Speaker 1: a lot of flak for, is the the inclusion of 767 00:42:34,840 --> 00:42:38,200 Speaker 1: kind of kind of annoying out there advertising in the 768 00:42:38,200 --> 00:42:42,080 Speaker 1: middle of their games. Right. Well, the disappointing performance of 769 00:42:42,120 --> 00:42:45,360 Speaker 1: Star Wars may have also contributed to another dip in 770 00:42:45,440 --> 00:42:49,920 Speaker 1: e AS stock prices in although, but before we move on, 771 00:42:50,040 --> 00:42:52,640 Speaker 1: just thank you Chaz our listener from Twitter for for 772 00:42:52,680 --> 00:42:55,560 Speaker 1: writing in about that. Yes, thank you very much, and 773 00:42:55,800 --> 00:42:57,799 Speaker 1: we have a few more questions we will address at 774 00:42:57,840 --> 00:43:00,360 Speaker 1: the end of this episode as well. Also in twenty eleven, 775 00:43:00,400 --> 00:43:03,960 Speaker 1: something else big happened to e A. E A had 776 00:43:04,000 --> 00:43:08,080 Speaker 1: the honor is the wrong word for it, had had 777 00:43:08,160 --> 00:43:14,880 Speaker 1: the unfortunate um role as Lull's SEC final target. LULLS 778 00:43:14,920 --> 00:43:18,400 Speaker 1: SEC being laugh out Loud Security was kind of a 779 00:43:18,400 --> 00:43:25,040 Speaker 1: an offshoot of Anonymous. It was not necessarily related directly 780 00:43:25,120 --> 00:43:28,719 Speaker 1: to anonymous, but it was a group of of hackers 781 00:43:28,760 --> 00:43:31,160 Speaker 1: who decided that they were going to cause as much 782 00:43:31,200 --> 00:43:35,040 Speaker 1: trouble as possible really for the main reason they wanted 783 00:43:35,080 --> 00:43:37,839 Speaker 1: to do it was to show that they could. And Uh, boy, 784 00:43:37,840 --> 00:43:40,160 Speaker 1: I bet they're regretting that decision right now because as 785 00:43:40,280 --> 00:43:43,239 Speaker 1: the recording of this podcast, uh, four of them have 786 00:43:43,360 --> 00:43:47,080 Speaker 1: been sentenced to between a year and two years in 787 00:43:47,320 --> 00:43:53,279 Speaker 1: various uh jails or juvenile facilities. Well, so, yikes, I 788 00:43:53,280 --> 00:43:57,200 Speaker 1: guess they weren't quite as anonymous as they thought. Uh. Anyway, 789 00:43:57,320 --> 00:44:01,080 Speaker 1: they hit e A as their final target for disbanding, 790 00:44:01,719 --> 00:44:05,440 Speaker 1: and uh they ended up releasing the log in information 791 00:44:05,560 --> 00:44:09,520 Speaker 1: of thousands of people who were playing Battlefield Heroes. So 792 00:44:10,040 --> 00:44:12,120 Speaker 1: uh that was a big black I. E A had 793 00:44:12,120 --> 00:44:14,560 Speaker 1: to reset all that and send emails out to everybody saying, 794 00:44:14,600 --> 00:44:17,640 Speaker 1: you know, it was compromised and you need to change 795 00:44:17,680 --> 00:44:20,919 Speaker 1: passwords and all that kind of stuff. Uh. In twelve 796 00:44:21,520 --> 00:44:27,440 Speaker 1: e he wins another awful uh distinguishing feature here they 797 00:44:27,480 --> 00:44:30,280 Speaker 1: were called they they they were named the worst company 798 00:44:30,320 --> 00:44:32,960 Speaker 1: in America by the Consumerist And this is a this 799 00:44:33,040 --> 00:44:35,480 Speaker 1: is a thing that that the consumers does every year. 800 00:44:35,480 --> 00:44:37,319 Speaker 1: They've been doing it for a while. They gave a 801 00:44:37,360 --> 00:44:42,080 Speaker 1: Golden Poo award. Yes they do. It's a very distinguished 802 00:44:42,680 --> 00:44:44,560 Speaker 1: Uh yeah. The way it works is that they set 803 00:44:44,560 --> 00:44:48,240 Speaker 1: it up like a tournament bracket and they let people 804 00:44:48,360 --> 00:44:51,680 Speaker 1: vote on which company they think should progress in the bracket. 805 00:44:52,160 --> 00:44:55,560 Speaker 1: And that year e A took home the Golden Pooh. 806 00:44:55,760 --> 00:44:59,160 Speaker 1: It's final opponent was the Bank of America. Now keep 807 00:44:59,200 --> 00:45:02,120 Speaker 1: in mind this is all from reader votes, it's not. 808 00:45:02,239 --> 00:45:04,400 Speaker 1: I mean, I think I think the consumers is the 809 00:45:04,440 --> 00:45:07,120 Speaker 1: one that ultimately decides which ones are in the brackets, 810 00:45:07,120 --> 00:45:10,480 Speaker 1: but the readers are the ones who determine which companies progress, right, 811 00:45:10,520 --> 00:45:12,520 Speaker 1: And this is the Internet, and there are some gamers 812 00:45:12,560 --> 00:45:14,600 Speaker 1: on the internet, so so I'm sure that that is 813 00:45:14,760 --> 00:45:17,279 Speaker 1: part of why e A made it that far. But 814 00:45:17,280 --> 00:45:21,000 Speaker 1: but also, I mean was when Occupy was happening, so 815 00:45:21,000 --> 00:45:23,440 Speaker 1: so think I mean there were thousands of people on 816 00:45:23,520 --> 00:45:28,640 Speaker 1: the streets protesting the actions of corporations like Bank of America, 817 00:45:28,960 --> 00:45:32,840 Speaker 1: and e A still still beat them out. Yeah, by 818 00:45:33,040 --> 00:45:36,279 Speaker 1: I think it was like close to to you know, 819 00:45:36,680 --> 00:45:39,480 Speaker 1: twenty six or something like that. It's really like that, 820 00:45:39,640 --> 00:45:42,719 Speaker 1: So it was it wasn't even close. It's a runaway 821 00:45:42,760 --> 00:45:45,880 Speaker 1: but again, you know the platforms the Internet. Gamers like 822 00:45:45,960 --> 00:45:48,080 Speaker 1: the Internet, so you know, keep that all in mind. 823 00:45:48,280 --> 00:45:50,600 Speaker 1: It's kind of it was kind of skewed to e A, 824 00:45:50,600 --> 00:45:54,040 Speaker 1: is what we're saying. Probably, So why did it win 825 00:45:54,160 --> 00:45:58,280 Speaker 1: Worst Company? Well, some of the the suggestions were because 826 00:45:58,400 --> 00:46:00,320 Speaker 1: it had stripped the video game in the story of 827 00:46:00,400 --> 00:46:04,200 Speaker 1: talent through all those acquisitions and then shutting down competitions. 828 00:46:04,600 --> 00:46:08,080 Speaker 1: Are shutting down competing studios, I should say. So they 829 00:46:08,239 --> 00:46:10,560 Speaker 1: not only bought up competing studios but then shut them down, 830 00:46:10,600 --> 00:46:14,120 Speaker 1: which then meant that that talent and those games would 831 00:46:14,320 --> 00:46:18,240 Speaker 1: often become inaccessible. There would never be another one because 832 00:46:18,360 --> 00:46:21,040 Speaker 1: e A would own the intellectual property, but not have 833 00:46:21,120 --> 00:46:24,400 Speaker 1: anyone to actually develop the games anymore. At least the 834 00:46:24,440 --> 00:46:26,359 Speaker 1: people who had developed it were gone, so it would 835 00:46:26,360 --> 00:46:29,399 Speaker 1: be a completely different experience. Uh. Then there was also 836 00:46:29,560 --> 00:46:32,360 Speaker 1: citing of the use of micro transactions, just like I said, 837 00:46:33,360 --> 00:46:36,480 Speaker 1: especially for any games where you already had to buy 838 00:46:36,520 --> 00:46:38,919 Speaker 1: a game and then on top of it, have micro 839 00:46:39,000 --> 00:46:41,760 Speaker 1: transactions within the games that were not free to begin with. Yeah, 840 00:46:41,800 --> 00:46:44,120 Speaker 1: so the idea of buying like a sixty dollar game 841 00:46:44,160 --> 00:46:46,359 Speaker 1: and then having to spend more money within the game 842 00:46:46,400 --> 00:46:48,759 Speaker 1: in order for it to be a satisfying experience. That 843 00:46:48,800 --> 00:46:50,880 Speaker 1: did not sit well with a lot of people who 844 00:46:51,000 --> 00:46:53,759 Speaker 1: voted in this Also, the one of the things they 845 00:46:53,840 --> 00:46:57,040 Speaker 1: cited were the exclusivity deals that e A had made 846 00:46:57,040 --> 00:47:01,160 Speaker 1: with organizations like the NFL. Now that big deal. Now 847 00:47:01,160 --> 00:47:03,160 Speaker 1: for e A, it made perfect sense. That meant that 848 00:47:03,239 --> 00:47:06,359 Speaker 1: they had tied up the NFL license that they were 849 00:47:06,360 --> 00:47:09,600 Speaker 1: the only company that could put out an official NFL 850 00:47:09,719 --> 00:47:12,520 Speaker 1: affiliated football game. And the same thing is true for 851 00:47:12,600 --> 00:47:16,160 Speaker 1: other sports as well. They made exclusivity agreements with other 852 00:47:16,239 --> 00:47:21,239 Speaker 1: sports agencies, but NFL is an easy example. So e 853 00:47:21,360 --> 00:47:26,200 Speaker 1: A then shuts down competition because no other game company 854 00:47:26,280 --> 00:47:29,919 Speaker 1: can make an official NFL licensed game. They can't use 855 00:47:30,040 --> 00:47:33,520 Speaker 1: the actual team player names or anything. And although you know, 856 00:47:33,880 --> 00:47:37,080 Speaker 1: another football strategy game could certainly be enjoyable, when you 857 00:47:37,080 --> 00:47:39,560 Speaker 1: don't have that brand recognition behind it, it becomes a 858 00:47:39,600 --> 00:47:41,600 Speaker 1: lot harder to market, right. I mean, why if if 859 00:47:41,640 --> 00:47:44,320 Speaker 1: you're a fan of football and you want to play 860 00:47:44,480 --> 00:47:48,000 Speaker 1: as your favorite football team with with the actual players 861 00:47:48,000 --> 00:47:50,760 Speaker 1: who are on that team as your as your players, 862 00:47:51,120 --> 00:47:53,319 Speaker 1: then you had to go with the A because no 863 00:47:53,360 --> 00:47:55,879 Speaker 1: one else had the licensing agreement that would allow them 864 00:47:55,920 --> 00:47:58,759 Speaker 1: to do that and so that you know, people said, like, 865 00:47:58,800 --> 00:48:01,960 Speaker 1: you're essentially saying we're the only game in town. Yeah, 866 00:48:02,000 --> 00:48:06,000 Speaker 1: you're you're further further shutting down the opportunities of other studios. Right, 867 00:48:06,040 --> 00:48:08,719 Speaker 1: So that was another reason why they got a lot 868 00:48:08,719 --> 00:48:14,320 Speaker 1: of votes. Uh So the tournaments came out pretty badly 869 00:48:14,520 --> 00:48:17,279 Speaker 1: for e A. Uh, it showed that that had a 870 00:48:17,320 --> 00:48:20,560 Speaker 1: real problem with public perception of the company. Um and 871 00:48:20,640 --> 00:48:24,839 Speaker 1: e A tried to kind of uh respond to that, 872 00:48:24,960 --> 00:48:27,120 Speaker 1: and and a lot of people thought that their response 873 00:48:27,200 --> 00:48:30,640 Speaker 1: was lackluster. This would happen again, but we'll get to it. Yeah, 874 00:48:30,719 --> 00:48:33,439 Speaker 1: I don't want to spoil it, but yeah. That year 875 00:48:33,560 --> 00:48:36,759 Speaker 1: also was when e A released Mass Effect three, which 876 00:48:36,800 --> 00:48:39,400 Speaker 1: may also have affected its standings as Worst Company in 877 00:48:39,440 --> 00:48:41,920 Speaker 1: America because, as I recall, there were a lot of 878 00:48:41,960 --> 00:48:44,320 Speaker 1: people who were not happy with the way that game ended. 879 00:48:44,560 --> 00:48:46,560 Speaker 1: Yeah didn't they didn't they wasn't that the one that 880 00:48:46,600 --> 00:48:49,840 Speaker 1: they released a different ending too that you could you 881 00:48:49,880 --> 00:48:52,799 Speaker 1: could download. There were, as I recall, there were there 882 00:48:52,840 --> 00:48:54,560 Speaker 1: may have been. I think there might have been, but 883 00:48:54,600 --> 00:48:56,799 Speaker 1: I know there were at least three different endings that 884 00:48:56,880 --> 00:48:59,799 Speaker 1: were already in the game. But some people argued that 885 00:48:59,840 --> 00:49:02,759 Speaker 1: the three different endings were not distinct enough that you know, 886 00:49:02,960 --> 00:49:05,520 Speaker 1: you would have small details that were different, but that 887 00:49:05,960 --> 00:49:08,080 Speaker 1: in the grand scheme it felt like what you had 888 00:49:08,160 --> 00:49:11,640 Speaker 1: done in the series of games. Yeah, it defeats the 889 00:49:11,760 --> 00:49:14,200 Speaker 1: entire purpose of the Mass Effect series exactly. It felt 890 00:49:14,239 --> 00:49:17,280 Speaker 1: like like, while while the whole game makes it feel 891 00:49:17,280 --> 00:49:20,680 Speaker 1: like you're going to have this huge impact, ultimately, if 892 00:49:20,760 --> 00:49:24,319 Speaker 1: the differences aren't that great, then it means that you know, 893 00:49:24,360 --> 00:49:26,399 Speaker 1: what you did didn't really matter in the grand scheme 894 00:49:26,400 --> 00:49:28,360 Speaker 1: of things, which from an existential point of view is 895 00:49:28,400 --> 00:49:32,319 Speaker 1: kind of interesting. But from a gamer player, uh, you know, experience, 896 00:49:32,480 --> 00:49:34,879 Speaker 1: maybe not so much fun. Right, It's not called nic 897 00:49:35,080 --> 00:49:38,160 Speaker 1: the game so therefore so so people said that they 898 00:49:38,200 --> 00:49:41,120 Speaker 1: felt that the game had what the end game in particular, 899 00:49:41,120 --> 00:49:43,160 Speaker 1: had been rushed, and that it just wasn't a fitting 900 00:49:43,440 --> 00:49:48,480 Speaker 1: capper to it. UH and Penny Arcades Ben Kuchera and 901 00:49:48,640 --> 00:49:52,400 Speaker 1: I apologize if I'm miss uh mispronouncing his name. He 902 00:49:52,520 --> 00:49:55,760 Speaker 1: criticized the company for concentrating on free to play games 903 00:49:55,760 --> 00:49:58,480 Speaker 1: and micro transactions, and he also said that the company 904 00:49:58,520 --> 00:50:01,200 Speaker 1: was failing to create compel in retail games. So you're 905 00:50:01,239 --> 00:50:04,040 Speaker 1: saying that the games that you are selling for sixty 906 00:50:04,080 --> 00:50:07,440 Speaker 1: dollars aren't really good good and the ones that are 907 00:50:07,440 --> 00:50:10,360 Speaker 1: free to play with micro transactions are irritating. Right. So 908 00:50:11,239 --> 00:50:14,320 Speaker 1: Penny Arcade, by the way, has nine hundred and twenty 909 00:50:14,320 --> 00:50:17,200 Speaker 1: two comics that are tagged e A in their system, 910 00:50:17,320 --> 00:50:19,879 Speaker 1: which as of the recording of this podcast, yes, as 911 00:50:19,880 --> 00:50:22,879 Speaker 1: a well, yeah, as of as of Tuesday, I think 912 00:50:22,880 --> 00:50:26,000 Speaker 1: actually Tuesday or Wednesday this week, so there there. There 913 00:50:26,080 --> 00:50:30,239 Speaker 1: might have been more UH since then, but it just 914 00:50:30,320 --> 00:50:32,960 Speaker 1: which just goes to show that the gaming community has 915 00:50:33,000 --> 00:50:34,880 Speaker 1: had a lot to say and a lot of crisis 916 00:50:35,000 --> 00:50:38,319 Speaker 1: criticism to lob against the company over the years. And 917 00:50:38,440 --> 00:50:43,360 Speaker 1: UH and John Richard tell O stepped down as CEO 918 00:50:43,680 --> 00:50:46,040 Speaker 1: and as a member of the board. UH. Here's a 919 00:50:46,080 --> 00:50:48,440 Speaker 1: direct quote from one of the blog posts that was 920 00:50:48,480 --> 00:50:50,960 Speaker 1: written that he wrote about this. He said, I am 921 00:50:51,000 --> 00:50:54,040 Speaker 1: writing with some tough news. I have resigned my position 922 00:50:54,040 --> 00:50:56,520 Speaker 1: as e A s CEO. I will be around for 923 00:50:56,560 --> 00:50:58,200 Speaker 1: a couple of weeks and I hope to have it 924 00:50:58,600 --> 00:51:01,040 Speaker 1: the chance to say goodbye to many of you. Larry 925 00:51:01,080 --> 00:51:03,719 Speaker 1: Probest will be stepping in as executive chairman to help 926 00:51:03,800 --> 00:51:08,400 Speaker 1: smooth the transition. UH. E A also continued to layoff 927 00:51:08,440 --> 00:51:12,240 Speaker 1: employees in part as a streamlining effort at this time, 928 00:51:12,960 --> 00:51:15,120 Speaker 1: and so Probest comes back in. You know, he had 929 00:51:15,120 --> 00:51:20,680 Speaker 1: stepped down and now he was interim CEO. Uh and 930 00:51:20,880 --> 00:51:23,920 Speaker 1: uh that's as of the recording of this podcast, that's 931 00:51:23,920 --> 00:51:27,080 Speaker 1: still the case. They hadn't found a permanent replacement yet. Yeah, 932 00:51:27,120 --> 00:51:29,080 Speaker 1: but they yeah, that was that was another ten percent 933 00:51:29,080 --> 00:51:32,160 Speaker 1: of global staff that was laid off as of May 934 00:51:32,280 --> 00:51:35,640 Speaker 1: of this year. So tough times over at e A. 935 00:51:36,080 --> 00:51:39,000 Speaker 1: They also said that they planned to open a Dice 936 00:51:39,280 --> 00:51:43,600 Speaker 1: l A office, uh, where they would be developing games, 937 00:51:43,640 --> 00:51:46,800 Speaker 1: including Star Wars games because they made a deal with Disney, 938 00:51:46,840 --> 00:51:50,720 Speaker 1: which of course acquired the rights to the Lucas Arts 939 00:51:50,880 --> 00:51:56,680 Speaker 1: stuff earlier. And they won the Worst Company in America 940 00:51:56,760 --> 00:51:59,360 Speaker 1: for the second year in a row. And most of 941 00:51:59,400 --> 00:52:01,879 Speaker 1: the reasons is the first time that any company has 942 00:52:01,920 --> 00:52:04,080 Speaker 1: ever done this, by the way, done a two for 943 00:52:04,680 --> 00:52:07,359 Speaker 1: and they they the reasons are pretty much the same 944 00:52:07,360 --> 00:52:11,080 Speaker 1: as twelve. But also there was another controversy that happened 945 00:52:11,719 --> 00:52:14,800 Speaker 1: between those two times that ended up costing the company 946 00:52:14,840 --> 00:52:17,680 Speaker 1: big time, which was the launch of sim City five, 947 00:52:17,800 --> 00:52:21,200 Speaker 1: one of the most anticipated games in a long time. 948 00:52:21,239 --> 00:52:23,480 Speaker 1: I mean, like there's certain titles that when you hear 949 00:52:23,480 --> 00:52:27,360 Speaker 1: about them coming out, people old school gamers get really excited. 950 00:52:27,640 --> 00:52:30,239 Speaker 1: Diablo three is a great example of a game that 951 00:52:30,320 --> 00:52:33,480 Speaker 1: got a lot of people talking months before it came out. 952 00:52:33,520 --> 00:52:36,279 Speaker 1: Sim City five is another one of those where people 953 00:52:36,320 --> 00:52:38,800 Speaker 1: who are fans of the sim City franchise were really 954 00:52:38,840 --> 00:52:43,319 Speaker 1: excited by this game. But the big issue was that 955 00:52:43,400 --> 00:52:45,640 Speaker 1: sim City five was a game that requires you to 956 00:52:45,640 --> 00:52:47,719 Speaker 1: have a persistent connection to the Internet in order to 957 00:52:47,760 --> 00:52:50,400 Speaker 1: play it. Even if you're just playing single payer, single 958 00:52:50,400 --> 00:52:52,920 Speaker 1: player offline, it's just you and your computer, but you 959 00:52:52,960 --> 00:52:55,719 Speaker 1: still have to have a persistent Internet connection. And they 960 00:52:55,760 --> 00:52:58,879 Speaker 1: had some server issues when the game launched, which meant 961 00:52:58,880 --> 00:53:01,160 Speaker 1: that people couldn't play the game they had just bought. 962 00:53:01,200 --> 00:53:04,080 Speaker 1: They had spent the money, the game was in their hands. 963 00:53:04,120 --> 00:53:06,520 Speaker 1: They wanted to play a single player game, and they 964 00:53:06,600 --> 00:53:10,120 Speaker 1: couldn't do it because the servers weren't working. Now, that 965 00:53:10,920 --> 00:53:13,520 Speaker 1: tells you that this is a huge problem that that's 966 00:53:13,520 --> 00:53:17,160 Speaker 1: another example of why the persistent Internet connection thing is 967 00:53:17,200 --> 00:53:21,040 Speaker 1: an argument that people say makes for bad gaming experience, 968 00:53:21,040 --> 00:53:23,560 Speaker 1: because when you have a technical issue on the the 969 00:53:23,600 --> 00:53:28,759 Speaker 1: game providers end uh, then it's adding a completely unnecessary 970 00:53:28,760 --> 00:53:30,759 Speaker 1: extra step that a lot of things can go wrong 971 00:53:30,800 --> 00:53:34,359 Speaker 1: with right, And if it's an online game, then that's 972 00:53:34,400 --> 00:53:36,560 Speaker 1: just the way that works, right. But but when it's 973 00:53:36,560 --> 00:53:39,040 Speaker 1: a single player game, then people have a real hard 974 00:53:39,120 --> 00:53:43,080 Speaker 1: time feeling. And uh, you know again, a lot of 975 00:53:43,120 --> 00:53:45,400 Speaker 1: people say that the whole reason for this was just 976 00:53:45,480 --> 00:53:48,800 Speaker 1: so that e A could have another kind of DRM 977 00:53:48,840 --> 00:53:52,600 Speaker 1: there that you know, that's not e A has denied that. 978 00:53:52,680 --> 00:53:54,920 Speaker 1: They said, that's not the reason, but that's the reason 979 00:53:55,000 --> 00:53:59,480 Speaker 1: everyone says, says is a lot of people suggest that's 980 00:53:59,520 --> 00:54:02,080 Speaker 1: the real Let me put it that way. Sure. They 981 00:54:02,120 --> 00:54:04,719 Speaker 1: also made headlines in February and March when um, the 982 00:54:04,800 --> 00:54:08,240 Speaker 1: CFO Blake Jorgensen announced that all future titles would involve 983 00:54:08,280 --> 00:54:11,919 Speaker 1: micro transactions. Uh he back pedaled really hard a week later. 984 00:54:12,200 --> 00:54:14,040 Speaker 1: Um yeah, let it. That did not get a great 985 00:54:14,080 --> 00:54:17,960 Speaker 1: reaction now and again that's probably what contributed to it 986 00:54:18,000 --> 00:54:21,239 Speaker 1: winning the Worst company in America again. Yeah. Despite all 987 00:54:21,280 --> 00:54:25,439 Speaker 1: of this, their their stock has been rising dramatically over 988 00:54:25,440 --> 00:54:30,240 Speaker 1: the course of of so far. Um and uh really 989 00:54:30,320 --> 00:54:34,200 Speaker 1: really interestingly, as of as of this week, the a 990 00:54:34,200 --> 00:54:36,560 Speaker 1: couple of the really high level people have been selling 991 00:54:36,600 --> 00:54:40,600 Speaker 1: off a lot of their shares in their own company's stock, 992 00:54:40,719 --> 00:54:45,920 Speaker 1: like fifties seven thousand of their shares. Wow, that is uh, 993 00:54:46,040 --> 00:54:48,960 Speaker 1: I'm actually looking it up right now because it's actually 994 00:54:48,960 --> 00:54:50,600 Speaker 1: a little lower than it was when I wrote it down. 995 00:54:50,640 --> 00:54:52,840 Speaker 1: Because originally we were going to record this episode the 996 00:54:52,920 --> 00:54:55,320 Speaker 1: day before. We're actually recording it right We're going to 997 00:54:55,400 --> 00:55:01,280 Speaker 1: record it yesterday. But on May fifteenth, fifteenth, the stock 998 00:55:01,320 --> 00:55:03,759 Speaker 1: price was at twenty two dollars and fifty cents when 999 00:55:03,760 --> 00:55:07,920 Speaker 1: I looked at originally. Uh, right now on May sixteenth, 1000 00:55:08,200 --> 00:55:11,719 Speaker 1: at four forty four pm Eastern time, more information than 1001 00:55:11,760 --> 00:55:14,400 Speaker 1: you need to know, it's at two and two cents. 1002 00:55:14,400 --> 00:55:17,640 Speaker 1: So it's dropped almost fifty cents, right around fifty cents 1003 00:55:18,239 --> 00:55:22,480 Speaker 1: since I checked it yesterday. So it's still and it's 1004 00:55:22,480 --> 00:55:27,120 Speaker 1: obviously not at that pre August two eight high when 1005 00:55:27,120 --> 00:55:29,719 Speaker 1: it was in the high forties and lower fifties, but 1006 00:55:29,719 --> 00:55:33,040 Speaker 1: it's but it's dropped a great deal since then. Um, 1007 00:55:32,320 --> 00:55:35,560 Speaker 1: I think I think that that well as of as 1008 00:55:35,600 --> 00:55:38,440 Speaker 1: of wednesday, as of the May fifteenth, anyway, shares where 1009 00:55:38,440 --> 00:55:42,799 Speaker 1: your shares were up very nearly for the course. Yeah, 1010 00:55:42,840 --> 00:55:47,600 Speaker 1: so it's it's I think volatile is a safe wordy use, Yes, Yes, 1011 00:55:47,880 --> 00:55:51,560 Speaker 1: that that's there's a lot of very very important financial 1012 00:55:51,600 --> 00:55:53,799 Speaker 1: publications that are talking about e A right now, which 1013 00:55:53,840 --> 00:55:55,880 Speaker 1: I which I always find fascinating, and all of them 1014 00:55:55,920 --> 00:55:58,719 Speaker 1: are going like, be cautious, don't actually invest, we don't 1015 00:55:58,760 --> 00:56:00,759 Speaker 1: know about this thing. Yeah, there does seem to be 1016 00:56:00,760 --> 00:56:06,360 Speaker 1: a real problem with consumer confidence in an investor confidence 1017 00:56:06,400 --> 00:56:08,520 Speaker 1: in a e A. And again that can really affect that. 1018 00:56:08,800 --> 00:56:12,000 Speaker 1: You know, e A is a multibillion dollar industry company 1019 00:56:12,120 --> 00:56:15,400 Speaker 1: right now. It's you know, it's revenues can be over 1020 00:56:15,480 --> 00:56:18,200 Speaker 1: a billion dollars, can be over three billion dollars in 1021 00:56:18,239 --> 00:56:20,960 Speaker 1: a good year, and so when you're talking about that, 1022 00:56:21,080 --> 00:56:24,200 Speaker 1: it's kind of weird to think that it's it's value 1023 00:56:24,239 --> 00:56:26,520 Speaker 1: as a company is in question. That suggests that there's 1024 00:56:26,560 --> 00:56:30,040 Speaker 1: been some pretty serious missteps or that something's really funky 1025 00:56:30,120 --> 00:56:32,319 Speaker 1: with the industry in general, right right, Well, you know, 1026 00:56:32,360 --> 00:56:34,480 Speaker 1: it's I think it's just basically that thing where they're 1027 00:56:34,520 --> 00:56:37,440 Speaker 1: not really they're not really heating all of all of 1028 00:56:37,480 --> 00:56:40,400 Speaker 1: this this feedback that they're getting from from all of 1029 00:56:40,440 --> 00:56:43,520 Speaker 1: their their from their fans, and that's you know, like 1030 00:56:43,600 --> 00:56:47,160 Speaker 1: and they also just renew their license with with the 1031 00:56:47,880 --> 00:56:51,800 Speaker 1: Football Association with a FIFA, FIFA and the soccer soccer 1032 00:56:52,160 --> 00:56:58,239 Speaker 1: So yeah, sure, football whatever, go back to France. Um 1033 00:56:58,320 --> 00:57:02,279 Speaker 1: until two? Um so well, and and FIVA is one 1034 00:57:02,280 --> 00:57:06,240 Speaker 1: of those titles that consistently does really well for e A. Sure, 1035 00:57:06,360 --> 00:57:08,600 Speaker 1: And and you know again like it's it's understandable why 1036 00:57:08,640 --> 00:57:13,200 Speaker 1: would they would want that exclusivity? Now, we asked our 1037 00:57:13,239 --> 00:57:15,560 Speaker 1: listeners if they had any specific questions they would like 1038 00:57:15,640 --> 00:57:19,280 Speaker 1: us to address, and uh, we We've talked about some 1039 00:57:19,320 --> 00:57:20,760 Speaker 1: of them already, so I'm not going to go over 1040 00:57:20,840 --> 00:57:23,160 Speaker 1: all of them. But I've got two left that we 1041 00:57:23,200 --> 00:57:26,959 Speaker 1: can chat about really quickly. Peter from Facebook said, what 1042 00:57:27,000 --> 00:57:29,840 Speaker 1: was the most popular e A game? And if you 1043 00:57:29,880 --> 00:57:33,680 Speaker 1: go from the debut of e A till present day 1044 00:57:33,680 --> 00:57:36,600 Speaker 1: and you look at all the units sold, the SIMS 1045 00:57:36,760 --> 00:57:39,440 Speaker 1: comes out on top with a level eleven point twenty 1046 00:57:39,480 --> 00:57:43,800 Speaker 1: three million units sold globally according to VG charts. And 1047 00:57:43,880 --> 00:57:47,280 Speaker 1: second place would go to Need for Speed Underground. Now, 1048 00:57:47,480 --> 00:57:50,680 Speaker 1: UM that that doesn't surprise me because the SIMS is 1049 00:57:50,680 --> 00:57:52,680 Speaker 1: one of those games that had a very wide appeal. 1050 00:57:52,760 --> 00:57:54,240 Speaker 1: I mean I loved it when it came out. I 1051 00:57:54,280 --> 00:57:56,920 Speaker 1: thought this was such a cool, innovative game. Also, I 1052 00:57:56,920 --> 00:57:59,720 Speaker 1: thought it was funny to lock people out of the bathroom. 1053 00:58:00,080 --> 00:58:03,600 Speaker 1: Um yeah, I did. Some pretty cruel things. Good good, 1054 00:58:03,640 --> 00:58:07,720 Speaker 1: good thing to know about you, Jonathan, That's great. Uh. 1055 00:58:07,720 --> 00:58:12,080 Speaker 1: And then Ian he asked also on Facebook if I 1056 00:58:12,080 --> 00:58:14,800 Speaker 1: could give a rundown of some of the PR meltdowns 1057 00:58:14,840 --> 00:58:18,000 Speaker 1: the e A has had. I could, but that's a 1058 00:58:18,040 --> 00:58:21,000 Speaker 1: full episode. So I'm going to give you, Um, I'm 1059 00:58:21,040 --> 00:58:25,520 Speaker 1: gonna give you three examples of PR attempts that e 1060 00:58:25,720 --> 00:58:29,920 Speaker 1: A maybe did not handle very well. This isn't just 1061 00:58:30,080 --> 00:58:33,560 Speaker 1: like coming out and saying, uh, we didn't do this right, 1062 00:58:33,560 --> 00:58:35,600 Speaker 1: We're going to do better. This is this is this 1063 00:58:35,680 --> 00:58:39,520 Speaker 1: goes beyond this. This comes into marketing mistakes. Okay, three 1064 00:58:39,600 --> 00:58:43,040 Speaker 1: big marketing mistakes. Now, keep in mind that this might 1065 00:58:43,080 --> 00:58:46,520 Speaker 1: not be entirely e a's fault. They could have partnered 1066 00:58:46,560 --> 00:58:49,360 Speaker 1: with a marketing firm that came up with a terrible 1067 00:58:49,400 --> 00:58:52,640 Speaker 1: idea and just ran with it. Um. One of them 1068 00:58:52,760 --> 00:58:56,720 Speaker 1: was when e A was marketing the game Dante's Inferno, 1069 00:58:58,320 --> 00:59:01,160 Speaker 1: remember that, Yeah, which had all these different characters that 1070 00:59:01,200 --> 00:59:06,320 Speaker 1: were based off the Seven Deadly Sins. So the promotion 1071 00:59:06,440 --> 00:59:10,080 Speaker 1: for the Sin of Lust came around and right around 1072 00:59:10,120 --> 00:59:13,560 Speaker 1: the same time as Comic Con An e A had 1073 00:59:13,840 --> 00:59:18,040 Speaker 1: a booth at Comic Con where they had some young 1074 00:59:18,240 --> 00:59:23,360 Speaker 1: ladies dressed in costume models colloquially known as booth babes 1075 00:59:23,960 --> 00:59:29,000 Speaker 1: to promote their games, and they had their Sin to 1076 00:59:29,120 --> 00:59:34,160 Speaker 1: Win campaign, which was a contest that encouraged people to 1077 00:59:34,480 --> 00:59:39,920 Speaker 1: quote commit acts of lust unquote with costumed reps at 1078 00:59:39,960 --> 00:59:43,520 Speaker 1: e A's booth. Later on, the team clarified this as 1079 00:59:43,560 --> 00:59:47,320 Speaker 1: saying that they were just trying to tell people to 1080 00:59:47,800 --> 00:59:51,920 Speaker 1: take photos with these reps and then tweet and share 1081 00:59:51,920 --> 00:59:56,080 Speaker 1: them in various ways. But no, that doesn't sound like 1082 00:59:56,160 --> 01:00:02,640 Speaker 1: that thing. Yeah, I'm I I remember I had completely 1083 01:00:02,640 --> 01:00:05,720 Speaker 1: blocked that from my memory, but I remember exactly how 1084 01:00:05,760 --> 01:00:08,760 Speaker 1: offended I was by that because it was really offended. 1085 01:00:08,800 --> 01:00:12,600 Speaker 1: Actually yeah, yeah, not a great move. Okay, So here's 1086 01:00:12,600 --> 01:00:15,520 Speaker 1: another one. This one, This one really makes me scratch 1087 01:00:15,600 --> 01:00:18,480 Speaker 1: my head. So theyre for a promotional campaign for the 1088 01:00:18,480 --> 01:00:23,080 Speaker 1: game Mercenaries to e A converted a London gas station 1089 01:00:23,840 --> 01:00:26,480 Speaker 1: to make it look like a military depot, so it 1090 01:00:26,600 --> 01:00:28,480 Speaker 1: was like a depot that you would see in the 1091 01:00:28,480 --> 01:00:30,600 Speaker 1: game Mercenaries to which is kind of cool. I mean, 1092 01:00:30,600 --> 01:00:35,400 Speaker 1: we've seen promotions like that, like the Simpsons, Quickie mark 1093 01:00:35,480 --> 01:00:38,920 Speaker 1: type stuff. They had a bunch of a bunch of 1094 01:00:39,120 --> 01:00:42,160 Speaker 1: life size column dolls on London Underground for a while. 1095 01:00:42,600 --> 01:00:46,480 Speaker 1: That clever stuff. So what's the big deal about converting 1096 01:00:46,480 --> 01:00:50,320 Speaker 1: a gas station into a military depot. Well, they had 1097 01:00:50,360 --> 01:00:54,320 Speaker 1: this campaign where anyone stopping at the military depot slash 1098 01:00:54,360 --> 01:00:58,880 Speaker 1: gas station would get seventy dollars worth of gas for free. 1099 01:01:00,080 --> 01:01:02,360 Speaker 1: Keep in mind that the game doesn't cost that much, 1100 01:01:02,920 --> 01:01:05,240 Speaker 1: which meant that even if every single person who stopped 1101 01:01:05,280 --> 01:01:08,280 Speaker 1: at that gas station then went out and bought a 1102 01:01:08,280 --> 01:01:12,520 Speaker 1: copy of Mercenaries, to still at losing money. And they 1103 01:01:13,040 --> 01:01:17,000 Speaker 1: ended up screwing up traffic patterns so badly in London 1104 01:01:17,040 --> 01:01:19,240 Speaker 1: once people found out they could get free gas at 1105 01:01:19,240 --> 01:01:24,320 Speaker 1: this station that it caused a massive traffic snarl and 1106 01:01:24,440 --> 01:01:28,880 Speaker 1: even ended up with government censure of e A cost 1107 01:01:28,960 --> 01:01:31,920 Speaker 1: him about fifty to convert the gas station into a 1108 01:01:31,920 --> 01:01:36,280 Speaker 1: military depot. Seventy bucks of gas per person who stopped. Yeah, 1109 01:01:36,640 --> 01:01:39,400 Speaker 1: not the most effective use of your marketing dollars, you 1110 01:01:39,800 --> 01:01:44,080 Speaker 1: might argue. And here's the third one. So godfather to 1111 01:01:44,720 --> 01:01:48,600 Speaker 1: the game coming out and e A, like many companies, 1112 01:01:48,800 --> 01:01:53,560 Speaker 1: tries to court the gaming press by sending out publicity kits. 1113 01:01:53,920 --> 01:01:57,720 Speaker 1: They have various little gifts in them. Right horses head, No, 1114 01:01:57,720 --> 01:02:02,080 Speaker 1: no horses had no fish. Okay, no, knowly brass knuckles. 1115 01:02:03,120 --> 01:02:06,439 Speaker 1: They send out brass, actual brass knuckles, actual breast knuckles, which, 1116 01:02:06,720 --> 01:02:11,400 Speaker 1: by the way, not legal and also illegal to send 1117 01:02:11,680 --> 01:02:15,160 Speaker 1: by May. So then they had to send a message 1118 01:02:15,200 --> 01:02:17,680 Speaker 1: to everyone they had sent a package to saying could 1119 01:02:17,680 --> 01:02:20,959 Speaker 1: you please send back those breast knuckles and please don't 1120 01:02:21,440 --> 01:02:26,320 Speaker 1: sue us. Three examples of marketing failures on e A's part. Now, 1121 01:02:26,840 --> 01:02:28,880 Speaker 1: there are plenty of other examples of e A coming 1122 01:02:28,880 --> 01:02:32,520 Speaker 1: out and apologizing or not apologizing for something, like when 1123 01:02:32,520 --> 01:02:35,680 Speaker 1: they won the America's Worst Company the second time. There 1124 01:02:35,680 --> 01:02:38,040 Speaker 1: was a blog post that essentially said we can do better, 1125 01:02:38,520 --> 01:02:40,520 Speaker 1: but a lot of people viewed it as kind of 1126 01:02:40,520 --> 01:02:45,640 Speaker 1: a backhanded slap at gamers, and not not like so 1127 01:02:45,720 --> 01:02:49,280 Speaker 1: much as owning up to problems, but rather saying, uh, 1128 01:02:49,800 --> 01:02:52,080 Speaker 1: you know, people perceive it as this, so we can 1129 01:02:52,160 --> 01:02:58,080 Speaker 1: change their perception. So uh and I'm paraphrasing obviously, but 1130 01:02:58,080 --> 01:03:00,440 Speaker 1: but nonetheless it no, they've they've they've not always had 1131 01:03:00,440 --> 01:03:02,600 Speaker 1: the best attitude about that sort of thing, or at 1132 01:03:02,680 --> 01:03:05,640 Speaker 1: least that that seems to be the implication anyway, you know, 1133 01:03:05,680 --> 01:03:08,120 Speaker 1: because we're all reading this through our own lens and 1134 01:03:08,160 --> 01:03:09,960 Speaker 1: perhaps the way they intended it and the way that 1135 01:03:10,000 --> 01:03:12,880 Speaker 1: we're interpreting it are just wildly different. Oh. Absolutely, And 1136 01:03:13,120 --> 01:03:17,360 Speaker 1: you know, and it's an understanding, understandably upsetting situation to 1137 01:03:17,440 --> 01:03:19,400 Speaker 1: be in UM to to have to be the company's 1138 01:03:19,440 --> 01:03:22,240 Speaker 1: representative coming off of something like that. Yeah, there's there's 1139 01:03:22,240 --> 01:03:24,600 Speaker 1: ever you know, it's you know that that's the kind 1140 01:03:24,600 --> 01:03:26,040 Speaker 1: of thing that if if I had to write that, 1141 01:03:26,120 --> 01:03:28,280 Speaker 1: I would draft it like nine and a half times 1142 01:03:28,280 --> 01:03:30,000 Speaker 1: and get everyone in the office to read it and 1143 01:03:30,000 --> 01:03:31,960 Speaker 1: make sure there was absolutely no way that it could 1144 01:03:32,000 --> 01:03:35,080 Speaker 1: be perceived as being negative to the fans that I 1145 01:03:35,080 --> 01:03:38,560 Speaker 1: had piste off so much to begin with. Yeah, that's fair. Well, 1146 01:03:38,600 --> 01:03:42,000 Speaker 1: and that's our rundown of Electronic Arts, the history of 1147 01:03:42,040 --> 01:03:44,920 Speaker 1: the company and what they have managed in the industry, 1148 01:03:44,920 --> 01:03:48,480 Speaker 1: how they've been influential, both in good and bad ways. 1149 01:03:49,360 --> 01:03:51,440 Speaker 1: I thought it was a really interesting story. It's it's 1150 01:03:51,480 --> 01:03:54,880 Speaker 1: kind of fascinating. I'm curious to see where the company 1151 01:03:54,880 --> 01:03:58,040 Speaker 1: goes from here. I will be going to the Electronic 1152 01:03:58,200 --> 01:04:02,440 Speaker 1: Arts Keynote presentation at E three this year, so UM 1153 01:04:02,480 --> 01:04:04,479 Speaker 1: I will give a full report on what I saw 1154 01:04:04,480 --> 01:04:07,200 Speaker 1: when I come back. We're already we've already planned that episode. 1155 01:04:07,240 --> 01:04:09,360 Speaker 1: So when I come back the day I come back 1156 01:04:09,360 --> 01:04:12,440 Speaker 1: from E three, we'll be going into the studio and 1157 01:04:12,560 --> 01:04:15,479 Speaker 1: I will be sleep walking my way through talking about 1158 01:04:15,520 --> 01:04:18,080 Speaker 1: what I saw the three red Red Eye flight and 1159 01:04:18,120 --> 01:04:21,439 Speaker 1: then then podcasting. Yeah. I land at six am, come 1160 01:04:21,480 --> 01:04:25,120 Speaker 1: to the office, and I just rock star lifestyle. Yeah. 1161 01:04:26,640 --> 01:04:29,320 Speaker 1: Sure does feel good to be a gangster. So guys, 1162 01:04:29,360 --> 01:04:32,920 Speaker 1: if you have any suggestions for future episodes of text Stuff, 1163 01:04:33,080 --> 01:04:37,120 Speaker 1: I highly recommend you let us know because otherwise we won't. 1164 01:04:37,720 --> 01:04:41,480 Speaker 1: So write us our addresses tech stuff at Discovery dot 1165 01:04:41,520 --> 01:04:43,560 Speaker 1: com or get in touch with us on Facebook or Twitter. 1166 01:04:43,840 --> 01:04:46,760 Speaker 1: Our handle of both those locations is text Stuff H. S. 1167 01:04:47,000 --> 01:04:48,800 Speaker 1: W and Lauren and I will talk to you again 1168 01:04:49,240 --> 01:04:58,760 Speaker 1: really soon for more on this and thousands of other 1169 01:04:58,840 --> 01:05:10,040 Speaker 1: topics because it has to of works dot Com