WEBVTT - The Electronic Arts Story: Part One

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<v Speaker 1>Get in touch with technology with Textile from how stuff

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<v Speaker 1>works dot com. Hey there, everyone, and welcome to tech Stuff.

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<v Speaker 1>I'm Jonathan Strickland and I'm Lauren Bock Obama, and we

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<v Speaker 1>thought we'd take another one of our looks at a

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<v Speaker 1>big company that's in the world of tech and uh

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<v Speaker 1>and you know, it's been a while since we've done

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<v Speaker 1>one of these, And we also thought we talked about

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<v Speaker 1>a company that's involved in video games. It's one that

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<v Speaker 1>has a long history in video games and a controversial

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<v Speaker 1>one at times. This also has been something that numerous

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<v Speaker 1>listeners have requested over the years. If you do not

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<v Speaker 1>like video games, you have our permission to just, you know,

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<v Speaker 1>listen to an old episode. Wait, but we promised that

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<v Speaker 1>we're going to try to make it interesting, even for

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<v Speaker 1>those of you who don't care that much. Yeah, because

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<v Speaker 1>there's a lot of impact that this has on the

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<v Speaker 1>entire industry. And it's really this particular story is pretty interesting.

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<v Speaker 1>We're specifically talking about Electronic Arts or e A, which

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<v Speaker 1>a lot of people view these days as some sort

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<v Speaker 1>of megalomaniacal corporation bent on dominating the entire video game industry. Yeah,

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<v Speaker 1>and it's uh, yeah, well, I mean we'll we'll get

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<v Speaker 1>into it later on, but but it but it is

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<v Speaker 1>one worst company in America twice, two years in a row,

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<v Speaker 1>two years in a row. Yeah yeah. But but to

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<v Speaker 1>start off, you know, it's it didn't start off as

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<v Speaker 1>as this uh company that was bent on on having

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<v Speaker 1>a stranglehold on the video game industry. And I'm not

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<v Speaker 1>saying that that's what he has now or that's goal,

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<v Speaker 1>that's what's goal is, but that's what that's the popular

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<v Speaker 1>perception that is. Well, you know, to be fair, it

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<v Speaker 1>does as twenty five million registered players and is operating

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<v Speaker 1>out of seventy five countries, so it's not doing to shadowy.

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<v Speaker 1>But but it had had interesting beginnings. Now to really

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<v Speaker 1>understand how A started, you actually have to go way

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<v Speaker 1>back before e A was a thing. Uh. And my

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<v Speaker 1>first date that I wrote down was in nineteen fifty

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<v Speaker 1>three because that's when William M. Trip Hawkins the Third

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<v Speaker 1>was born. Now, this guy is going to be the

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<v Speaker 1>founder of e A when we get up to that point,

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<v Speaker 1>but um, he was. It was his idea to start

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<v Speaker 1>up a video game company, and uh, and you know

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<v Speaker 1>the way he came about this was as he was

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<v Speaker 1>growing up and going to school, he started to get

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<v Speaker 1>really interested in uh, computers in general and games as well.

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<v Speaker 1>In fact, in nineteen seventy he designed a board game.

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<v Speaker 1>It was a football board game called ACU stat Pro Football. Yeah.

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<v Speaker 1>He borrowed five thousand dollars from his father to get

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<v Speaker 1>this off the ground. And it was a complete commercial failure. Right.

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<v Speaker 1>It was his first entrepreneurial attempt and it and it failed,

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<v Speaker 1>which often we can learn a lot more from our

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<v Speaker 1>failures than our successes. But it teaches us a couple

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<v Speaker 1>of things about Hawkins that he's interested in games, and

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<v Speaker 1>he's interested in football in particular, which becomes extremely evident.

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<v Speaker 1>And during the the evolution of e A right, right,

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<v Speaker 1>and he had started kind of designing stuff. He was

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<v Speaker 1>a big D and D player from what I understand

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<v Speaker 1>and um and was really interested in how all of

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<v Speaker 1>the math and statistics worked. But noticed that a lot

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<v Speaker 1>of his friends were not interested in doing that at all,

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<v Speaker 1>and so he was kind of thinking like, hey, what if. Yeah,

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<v Speaker 1>he was looking at at different ways of creating sets

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<v Speaker 1>of rules and statistics and and also at the same

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<v Speaker 1>time he was starting to get interested in computers. Now

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<v Speaker 1>in the early seventies. This is predating the personal computer.

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<v Speaker 1>If you were interested in computers, it's because you had

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<v Speaker 1>a job at Uh, there were computers at your job,

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<v Speaker 1>or maybe you were attending university and they were computers

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<v Speaker 1>there right right in in seventy when he had his

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<v Speaker 1>first interaction ever with a prototype micro computer, this was

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<v Speaker 1>over a friend's house and uh, and that kind of

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<v Speaker 1>set him up for a couple of years later. Yeah,

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<v Speaker 1>in nineteen seventy three, he has access to a d

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<v Speaker 1>E C PDP eleven mini computer and he creates a

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<v Speaker 1>program written in the Basic programming language that was designed

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<v Speaker 1>to run simulations of football games, so exactly a fully

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<v Speaker 1>interactive gaming experience. More like, if I put in every

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<v Speaker 1>player's stats and then set this to go and have

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<v Speaker 1>it play out as if it were a game, what

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<v Speaker 1>would the results be? And he tested it by running

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<v Speaker 1>a simulation of what was going to be at that time,

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<v Speaker 1>the nineteen seventy four Super Bowl game, and it turned

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<v Speaker 1>out that his his game ended up predicting the final

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<v Speaker 1>score fairly closely. Uh. In his game, it said that

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<v Speaker 1>the Dolphins would win over Minnesota twenty three to six,

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<v Speaker 1>and the real score was actually twenty four to seven.

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<v Speaker 1>So at least in that sense, the statistics seemed to

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<v Speaker 1>hold true. Now, of course, we all know that in reality,

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<v Speaker 1>from a day to day basis, statistics can give you

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<v Speaker 1>an indication of how things might go, but there's no

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<v Speaker 1>guarantee that's how they will go, right, Yeah, So so

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<v Speaker 1>Luck could have certainly been involved in that one, but

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<v Speaker 1>you know not. Nonetheless, he was a student at Harvard

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<v Speaker 1>at the time. He graduated with a self designed major

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<v Speaker 1>in a strategy and applied game theory. That's an interesting

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<v Speaker 1>major right there. Especially fore right, he says that he

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<v Speaker 1>spent a couple of years convincing Harvard to to let

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<v Speaker 1>him get that degree because that was what he wanted.

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<v Speaker 1>And I would go on to get an MBA from Stanford. Yep.

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<v Speaker 1>And when he graduated in ninet with that NBA, he

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<v Speaker 1>went to work for a little company called Apple, and

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<v Speaker 1>at that time it really was a little company. Yeah,

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<v Speaker 1>they had just just about fifty employees at the time, Yeah,

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<v Speaker 1>fifty employees. He had joined early on. This is, of course,

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<v Speaker 1>you know, right at the very onset of the personal

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<v Speaker 1>computer era. The Apple two was the first computer from

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<v Speaker 1>Apple to really hit it off in the market. The

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<v Speaker 1>first Apple was mostly adopted by people who were hobbyists

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<v Speaker 1>or really had a fascination with computers, but it was

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<v Speaker 1>not a commercial success. What didn't run away with the market,

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<v Speaker 1>Apple two was a totally different story. That was the

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<v Speaker 1>one that a larger niche began to get interested in

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<v Speaker 1>personal computers. It's still was still, you know, kind of

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<v Speaker 1>in the hobbyist era, but uh, it was a looser

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<v Speaker 1>definition of hobbyists at that point, not just people who

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<v Speaker 1>were obsessed with computers. And I mean that in the

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<v Speaker 1>nicest way. I come from a family that's part of

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<v Speaker 1>this niche. So yeah, Hawkins has said that in seven

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<v Speaker 1>he saw an Apple two at a computer fair and

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<v Speaker 1>realized that this was kind of you know, he had

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<v Speaker 1>been churning around this this concept of of games and

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<v Speaker 1>computers and programming for a couple of years and decided

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<v Speaker 1>that Apple was, yes, the way to go. He's not

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<v Speaker 1>the only one either. There were a lot of early

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<v Speaker 1>game developers who were looking at personal computers as the

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<v Speaker 1>platform of choice, and many of them, uh showed an

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<v Speaker 1>early preference for the Apple to Richard Garriott of Origin

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<v Speaker 1>also had that same fascination. So Hawkins works for Apple.

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<v Speaker 1>By two, he was the director of strategy and marketing

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<v Speaker 1>at Apple Computers. So from yeah, that those humble beginnings,

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<v Speaker 1>and of course by then Apple was doing very very

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<v Speaker 1>well and had already had its initial public offering, which

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<v Speaker 1>netted Hawkins quite a bit of money. And so he

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<v Speaker 1>made a big, risky decision. He decided that his fascination

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<v Speaker 1>of games and computers needed to really be indulged, and

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<v Speaker 1>so he left Apple Computer. Well, he supposedly had had

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<v Speaker 1>decided almost a decade prior that in two would be

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<v Speaker 1>the year for him to start a business, to start

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<v Speaker 1>a computer business, and that that that would be the

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<v Speaker 1>year that that the home computing market had caught up

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<v Speaker 1>to his desire to plan it. Now, now, I both

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<v Speaker 1>of us honestly don't know whether or not that's truly

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<v Speaker 1>what he thought. That's some of the stuff. Some of

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<v Speaker 1>the stuff he says, he says, well after the time, right,

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<v Speaker 1>it could be retcond is all I'm saying. I'm not

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<v Speaker 1>saying he definitely did do that. I'm just I have

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<v Speaker 1>a little bit of skepticism either either way. On two

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<v Speaker 1>fun fact, the day before I was born, Um, in

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<v Speaker 1>case anyone needed to feel really old right now, thank

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<v Speaker 1>you you're welcome. Um. He he incorporated Electronic Arts, and

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<v Speaker 1>and this was not going This was not the original

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<v Speaker 1>name that he had thought of for the company. No, no,

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<v Speaker 1>he actually originally wanted to call it Amazing Software, but

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<v Speaker 1>that just didn't seem to really click. He got a

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<v Speaker 1>bunch of people together to try and uh brainstorm and idea.

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<v Speaker 1>He had actually used two thousand dollars of his own

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<v Speaker 1>money to fund this early part of the company, UH

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<v Speaker 1>and he they started thinking about other possible names. One

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<v Speaker 1>of the names they came up with was soft Art,

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<v Speaker 1>but the head of another company that was called Software

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<v Speaker 1>Software Arts asked him if he would reconsider naming his

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<v Speaker 1>company that just to avoid any confusion, and he agreed

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<v Speaker 1>to do that. Had another brainstorming session and that came

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<v Speaker 1>up with Electronic Arts. Along with a team of other

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<v Speaker 1>folks and marketing people as well an outside marketing company,

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<v Speaker 1>and Electronic Arts was born. They would actually receive by

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<v Speaker 1>the end of nineteen eight two two million dollars in

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<v Speaker 1>venture capital from Sequoia Capital, and Sequoia Capital even gave

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<v Speaker 1>them some office space to work out of before they

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<v Speaker 1>had any sort of physical headquarters right right. Very Originally,

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<v Speaker 1>I think he worked out of his own home when

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<v Speaker 1>he was hiring his first couple of people, and uh,

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<v Speaker 1>all of these people that he was hiring at the time,

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<v Speaker 1>and and the naming of the company kind of came

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<v Speaker 1>about because he really wanted UM. He really believed that

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<v Speaker 1>computer games are an art form and wanted UM wanted

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<v Speaker 1>the game company to operate kind of like a music

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<v Speaker 1>label UM. And this is really evident in some of

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<v Speaker 1>their early marketing campaigns and attempts. You know, they would

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<v Speaker 1>get these game developers together and pose them like rock

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<v Speaker 1>stars have, have rock music photographers come in and do

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<v Speaker 1>these gorgeous photographs of them and and really concentrate on

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<v Speaker 1>the software artist. Yeah, even the art they would use

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<v Speaker 1>in their the games they sold, which in those days

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<v Speaker 1>games didn't come in boxes yet. They were in usually

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<v Speaker 1>plastic bags, and you had some r that would be included.

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<v Speaker 1>But it it looked pretty looked like a lot of Yeah,

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<v Speaker 1>it looked like a lot of these games came out

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<v Speaker 1>of someone's garage. And here's here's a fun fact. A

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<v Speaker 1>lot of them did. UM. But uh e A. They

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<v Speaker 1>took an approach where they really put a lot of

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<v Speaker 1>graphic design work into the art that was included with

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<v Speaker 1>the games, and there were several sources I read that

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<v Speaker 1>likened the the art on the games too. Album you

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<v Speaker 1>would see on what we used to you know, buy

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<v Speaker 1>music on, which were these giant vinyl albums. I actually

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<v Speaker 1>kids are doing that again now. But there was a

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<v Speaker 1>while where I would say vinyl album and I just

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<v Speaker 1>get that blank stare um. Those days appeared to have

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<v Speaker 1>disappeared again for at least a while, but I'll see

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<v Speaker 1>that keeps up. Uh. They actually moved to the headquarters

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<v Speaker 1>in San Mateo, California, and they were there for quite

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<v Speaker 1>a few years. Ultimately they ended up moving again. But

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<v Speaker 1>and also you know, e A expanded greatly, But we'll

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<v Speaker 1>get into all of at So they're early early efforts

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<v Speaker 1>were concentrated on a few titles, uh, and they wanted

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<v Speaker 1>to produce all of their games. Internally, they wanted to

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<v Speaker 1>be a publisher, a developer, and a distributor. So these

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<v Speaker 1>are all different parts of the the video game industry.

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<v Speaker 1>And you can have a company that's just one of

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<v Speaker 1>these things, or you can have a company that does

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<v Speaker 1>multiple roles here, but to break it down, essentially, you

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<v Speaker 1>have publishers that these are the companies that fund the

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<v Speaker 1>development of video games. Now, they might have a development

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<v Speaker 1>team within the publisher, or they may pay an independent

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<v Speaker 1>developer to create a game. But they are the ones

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<v Speaker 1>who say, here's some money, we believe in the project

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<v Speaker 1>that you have pitched, why don't you go ahead and

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<v Speaker 1>build that game. Then you give us the game, and

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<v Speaker 1>we will make sure the game gets to distributors who

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<v Speaker 1>will then make sure the game gets two stores. And

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<v Speaker 1>then the way it generally works, if it if you're

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<v Speaker 1>talking about a dependent developer and a publisher, the publisher

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<v Speaker 1>will give an advance to the developer, and that advance

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<v Speaker 1>is against any future royalties that the game sells until

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<v Speaker 1>you pay off that advance, and then you usually have

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<v Speaker 1>some sort of royalty sharing program where the publisher gets

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<v Speaker 1>a certain amount of the money from sales and the

0:12:16.920 --> 0:12:20.600
<v Speaker 1>developer gets another, you know, a percentage of those sales

0:12:20.640 --> 0:12:23.760
<v Speaker 1>as well, But the advance has to be paid off first,

0:12:23.800 --> 0:12:26.880
<v Speaker 1>because that's the initial investment the publisher makes to the developer.

0:12:27.240 --> 0:12:29.760
<v Speaker 1>Developers are of course, those are the people who developed

0:12:29.800 --> 0:12:32.040
<v Speaker 1>the games, are the ones who actually build the games.

0:12:32.080 --> 0:12:34.280
<v Speaker 1>So again, it can be an independent company, it could

0:12:34.320 --> 0:12:35.920
<v Speaker 1>be part of a publisher, it could be part of

0:12:35.920 --> 0:12:39.200
<v Speaker 1>a distributor. Uh. Either are all different types of models

0:12:39.200 --> 0:12:41.440
<v Speaker 1>out there, but these are the people actually building the code,

0:12:41.520 --> 0:12:46.079
<v Speaker 1>making the art, writing the games. That's that's yeah. Then

0:12:46.080 --> 0:12:48.640
<v Speaker 1>you've got the distributors. Now, these are the people who

0:12:48.679 --> 0:12:53.040
<v Speaker 1>are responsible for delivering finished games from publishers and delivering

0:12:53.080 --> 0:12:57.760
<v Speaker 1>them to retail establishments and other outlets, so they sell gain.

0:12:57.880 --> 0:13:00.480
<v Speaker 1>The publishers sell their games to distributors, and then the

0:13:00.520 --> 0:13:04.640
<v Speaker 1>distributors take those games and sell them to the retail operators,

0:13:04.679 --> 0:13:07.679
<v Speaker 1>who then sell them to the public. So U e. A.

0:13:08.280 --> 0:13:10.800
<v Speaker 1>Was all three of these things right. And at the time,

0:13:10.840 --> 0:13:12.400
<v Speaker 1>Hawkins has said that he had done a lot of

0:13:12.440 --> 0:13:14.480
<v Speaker 1>market research and that a hundred and thirty five of

0:13:14.600 --> 0:13:18.000
<v Speaker 1>his competitors were doing the same thing um, which which

0:13:18.320 --> 0:13:20.480
<v Speaker 1>seems like an awfully large number, although at the time

0:13:21.960 --> 0:13:24.800
<v Speaker 1>we were just on the verge of a little bit

0:13:24.800 --> 0:13:29.000
<v Speaker 1>of a market crash A little bit. A little bit

0:13:29.080 --> 0:13:31.800
<v Speaker 1>is a little bit is understating it. Yeah, but but

0:13:31.800 --> 0:13:33.640
<v Speaker 1>but but during this boom, there were there was a

0:13:33.640 --> 0:13:36.760
<v Speaker 1>lot going on. Um and uh. And also the concept

0:13:36.840 --> 0:13:40.080
<v Speaker 1>reminds me a lot of Apple's Apple is a really

0:13:40.120 --> 0:13:44.040
<v Speaker 1>terrific example of vertical integration and um and from his

0:13:44.080 --> 0:13:46.240
<v Speaker 1>time at Apple, I feel like probably that's one of

0:13:46.320 --> 0:13:50.320
<v Speaker 1>the places where he picked up this concept. Yeah, and

0:13:50.320 --> 0:13:54.000
<v Speaker 1>and those early titles that first came out. The first

0:13:54.200 --> 0:13:59.120
<v Speaker 1>six titles from e A included games called Hard Hat Mac,

0:13:59.160 --> 0:14:04.800
<v Speaker 1>which was kind of like Mario Clone. Um It's or

0:14:04.920 --> 0:14:07.120
<v Speaker 1>Donkey Kong Clone. I really should say not Mario, but

0:14:07.160 --> 0:14:10.240
<v Speaker 1>a Donkey Kong clone. It was a platforming game a

0:14:10.320 --> 0:14:12.520
<v Speaker 1>side not even a side s calling it was, you know,

0:14:12.559 --> 0:14:15.000
<v Speaker 1>it's kind of like Donkey Kong. Then you had the

0:14:15.080 --> 0:14:18.920
<v Speaker 1>pinball construction set. There was a game called which you

0:14:18.920 --> 0:14:22.800
<v Speaker 1>Don't let you build pinball systems. Then you had arcn

0:14:23.200 --> 0:14:27.440
<v Speaker 1>which was kind of a weird fantasy strategy game that

0:14:27.520 --> 0:14:31.520
<v Speaker 1>was part chess, part action game. The idea being that

0:14:31.600 --> 0:14:35.480
<v Speaker 1>you have two sides. Uh. Two sides have different pieces

0:14:35.480 --> 0:14:37.840
<v Speaker 1>that are kind of like chess pieces. Uh. The different

0:14:37.880 --> 0:14:40.680
<v Speaker 1>pieces have different abilities, and you try to take over

0:14:40.720 --> 0:14:44.160
<v Speaker 1>your opponent's territory. Whenever one of your pieces comes in

0:14:44.200 --> 0:14:47.080
<v Speaker 1>contact with an opponent's piece, you then have a little

0:14:47.200 --> 0:14:50.920
<v Speaker 1>arcade like battle between the two right, and depending upon

0:14:50.960 --> 0:14:53.480
<v Speaker 1>what your pieces, you might be able to really whoop

0:14:53.560 --> 0:14:56.480
<v Speaker 1>up on your opponent because you're faster, or your shots

0:14:56.560 --> 0:14:59.360
<v Speaker 1>do a lot more damage. Uh and and so it

0:14:59.440 --> 0:15:01.800
<v Speaker 1>was all about strategy, like I want to make sure

0:15:01.880 --> 0:15:05.160
<v Speaker 1>this piece goes up against my that piece my opponent has,

0:15:05.480 --> 0:15:07.640
<v Speaker 1>so I can I can win the game. You can

0:15:07.680 --> 0:15:09.280
<v Speaker 1>kind of tell that I played the heck out of

0:15:09.280 --> 0:15:12.680
<v Speaker 1>this game by the way. I also owned the Pinball

0:15:12.720 --> 0:15:16.120
<v Speaker 1>Construction set and I owned hard hat Mac. Then there

0:15:16.200 --> 0:15:20.240
<v Speaker 1>was a Mule, which was another strategy game. A lot

0:15:20.280 --> 0:15:24.440
<v Speaker 1>of people who enjoyed this really like things like a

0:15:24.480 --> 0:15:27.440
<v Speaker 1>war gaming where you would have the big table with

0:15:27.600 --> 0:15:30.200
<v Speaker 1>all the hexagons and you move the pieces around. Mule

0:15:30.360 --> 0:15:32.560
<v Speaker 1>was kind of the computer version of that. Yeah. It

0:15:32.600 --> 0:15:34.640
<v Speaker 1>was really built for four players, which at the time

0:15:34.840 --> 0:15:37.320
<v Speaker 1>was was kind of unheard of. Yeah, and I never

0:15:37.360 --> 0:15:40.040
<v Speaker 1>got into it because my brain does not work that way.

0:15:40.480 --> 0:15:42.720
<v Speaker 1>I can. I can do well enough in our con

0:15:43.280 --> 0:15:45.760
<v Speaker 1>because even if my strategy skills aren't that great, my

0:15:45.760 --> 0:15:48.240
<v Speaker 1>twitch skills were good enough to help me get by,

0:15:48.280 --> 0:15:51.440
<v Speaker 1>but Mule not so much. Then there was Worms, which

0:15:51.480 --> 0:15:53.640
<v Speaker 1>was kind of a high concept game where you would

0:15:53.680 --> 0:15:57.760
<v Speaker 1>train these what they called worms, these these these lines

0:15:57.880 --> 0:16:01.160
<v Speaker 1>of light to behave in a certain way in order

0:16:01.200 --> 0:16:05.960
<v Speaker 1>to progress in the game. And it's very difficult to explain.

0:16:06.280 --> 0:16:08.960
<v Speaker 1>And I've always seen people who say, if you want

0:16:08.960 --> 0:16:10.560
<v Speaker 1>to play the game, if you want to try it out,

0:16:10.600 --> 0:16:12.440
<v Speaker 1>find a copy of it and give it a whirl.

0:16:12.720 --> 0:16:14.680
<v Speaker 1>I mean, you can find stuff like this on the internet.

0:16:15.200 --> 0:16:18.080
<v Speaker 1>Uh you should do it without reading the instructions, just

0:16:18.160 --> 0:16:20.160
<v Speaker 1>to see if you can figure out what the heck

0:16:20.280 --> 0:16:23.160
<v Speaker 1>is going on. Um And I mean I read a

0:16:23.200 --> 0:16:24.720
<v Speaker 1>description of this, and I'm not sure I would be

0:16:24.760 --> 0:16:27.600
<v Speaker 1>able to figure it out. But maybe it's more intuitive

0:16:27.600 --> 0:16:31.600
<v Speaker 1>than the descriptions would give you. Uh that, then the

0:16:32.080 --> 0:16:34.840
<v Speaker 1>descriptions seemed to indicate. And then the last of the

0:16:34.920 --> 0:16:37.960
<v Speaker 1>six titles that they launched with when they the company

0:16:38.040 --> 0:16:42.000
<v Speaker 1>was first offering up games was Murder on These zinder Kneuf,

0:16:42.760 --> 0:16:45.720
<v Speaker 1>which I know nothing about. I did not own that one. Yeah,

0:16:45.840 --> 0:16:47.920
<v Speaker 1>I I should put in that I have played zero

0:16:48.120 --> 0:16:51.400
<v Speaker 1>of these games. Well, they you know, right around when

0:16:51.400 --> 0:16:55.280
<v Speaker 1>you were one, so I'm not surprised, uh so. But

0:16:55.360 --> 0:16:57.960
<v Speaker 1>I I had most of these games because they came

0:16:57.960 --> 0:17:01.240
<v Speaker 1>out for the Apple too, and we had an Apple too.

0:17:01.280 --> 0:17:05.440
<v Speaker 1>And actually what happened was a local school had purchased

0:17:05.480 --> 0:17:07.639
<v Speaker 1>a bunch of games and then they gave them to

0:17:07.680 --> 0:17:10.760
<v Speaker 1>me to test and tell them which ones were educational

0:17:10.840 --> 0:17:13.800
<v Speaker 1>and which ones were not really educational. So I did,

0:17:13.840 --> 0:17:15.280
<v Speaker 1>and then I returned all the games and they said,

0:17:15.280 --> 0:17:18.600
<v Speaker 1>all right, you can keep all the ones that aren't educational. Yeah,

0:17:18.640 --> 0:17:23.240
<v Speaker 1>so as a kid, I was like ching and um

0:17:23.320 --> 0:17:25.000
<v Speaker 1>and so yeah, I ended up with a lot of

0:17:25.320 --> 0:17:27.680
<v Speaker 1>a lot of early games. That's also how I ended

0:17:27.760 --> 0:17:30.480
<v Speaker 1>up learning about the Ultimate series because Ultimate two was

0:17:30.520 --> 0:17:34.400
<v Speaker 1>one of those games. But uh uh, yeah, so there

0:17:34.480 --> 0:17:38.800
<v Speaker 1>was That was the initial launching title, but there were

0:17:38.840 --> 0:17:41.760
<v Speaker 1>some other ones that came out shortly thereafter. There was

0:17:41.800 --> 0:17:46.280
<v Speaker 1>the Last gladi Eator, which is a game I also owned. Um,

0:17:46.400 --> 0:17:48.680
<v Speaker 1>so that one didn't come in the batch. I wanted

0:17:48.760 --> 0:17:52.080
<v Speaker 1>that one as a as a part of a lip

0:17:52.119 --> 0:17:56.439
<v Speaker 1>sinking contest. Yeah, well, what pray tell? Were you lip sinking?

0:17:56.960 --> 0:18:00.359
<v Speaker 1>Me and my dad did a lip sinking routine to

0:18:00.600 --> 0:18:05.280
<v Speaker 1>raise stevens the Pirates song, which is all about a

0:18:05.280 --> 0:18:07.880
<v Speaker 1>pirate who wants to sing and dance and wear bright

0:18:07.920 --> 0:18:12.440
<v Speaker 1>shiny pants. Well that's that's a that's awesome. Yeah. We

0:18:12.520 --> 0:18:15.280
<v Speaker 1>won first place, which was a fifty dollar gift certificate

0:18:15.320 --> 0:18:18.719
<v Speaker 1>to a local comics store. And I don't read comic books,

0:18:18.800 --> 0:18:21.920
<v Speaker 1>so I bought all their computer games instead, and one

0:18:21.920 --> 0:18:23.960
<v Speaker 1>of them was The Last Gladiator, And that was a

0:18:24.000 --> 0:18:25.960
<v Speaker 1>game where you play as a little gladiator and all

0:18:26.000 --> 0:18:28.800
<v Speaker 1>these different monsters come out and based upon whatever weapon

0:18:28.840 --> 0:18:31.280
<v Speaker 1>you have at your disposal, you have uh you know,

0:18:31.520 --> 0:18:34.120
<v Speaker 1>decent chances against them. It gets more and more difficult

0:18:34.160 --> 0:18:35.720
<v Speaker 1>as the game goes on. You know, it's kind of

0:18:35.720 --> 0:18:41.919
<v Speaker 1>a typical Arcady experience. Um. They also had they launched

0:18:41.920 --> 0:18:43.479
<v Speaker 1>a game that would end up being sort of the

0:18:43.520 --> 0:18:46.680
<v Speaker 1>genesis of e A sports. Dr J and Larry Bird

0:18:46.760 --> 0:18:49.560
<v Speaker 1>Go one on one. I'm told this is from a

0:18:49.640 --> 0:18:52.919
<v Speaker 1>sport called basketball and so one that's one with the

0:18:52.960 --> 0:18:57.639
<v Speaker 1>orange round thing. Correct. Uh I want to say yes, yeah,

0:18:58.080 --> 0:19:00.720
<v Speaker 1>this this was one of the earliest Uh well, it

0:19:00.840 --> 0:19:03.960
<v Speaker 1>was the earliest sports game from e A and Hawkins

0:19:04.440 --> 0:19:07.000
<v Speaker 1>really struck on a brilliant idea. He had decided to

0:19:07.040 --> 0:19:10.840
<v Speaker 1>try and approach people who were famous in various sports

0:19:11.160 --> 0:19:16.320
<v Speaker 1>and to license their their names. Yeah right, Yeah, they

0:19:16.359 --> 0:19:19.800
<v Speaker 1>get a promotional tie in from famous famous athletes, I

0:19:19.800 --> 0:19:22.680
<v Speaker 1>mean Dr J and Larry Bird or especially at the

0:19:24.200 --> 0:19:27.720
<v Speaker 1>world famous and and which is interesting because the world

0:19:27.720 --> 0:19:30.040
<v Speaker 1>famous since they were playing an American sport that was

0:19:30.080 --> 0:19:35.240
<v Speaker 1>almost exclusively played in America. UM, they ended up that

0:19:35.280 --> 0:19:37.920
<v Speaker 1>they ended up paying off big time. Ended up being

0:19:38.119 --> 0:19:41.080
<v Speaker 1>a strategy that e A still to this day employees.

0:19:41.640 --> 0:19:44.840
<v Speaker 1>They also established a new policy which was to in

0:19:45.000 --> 0:19:48.480
<v Speaker 1>order to keep more of the profits that it would

0:19:48.480 --> 0:19:51.239
<v Speaker 1>get from its uh from the sales, it was going

0:19:51.320 --> 0:19:54.960
<v Speaker 1>to reduce the discount it gave software distributors for its games,

0:19:55.080 --> 0:19:59.080
<v Speaker 1>meaning that UH they were essentially selling their games at

0:19:59.080 --> 0:20:02.879
<v Speaker 1>a higher cost. Two stores saying all right, well, you know,

0:20:02.920 --> 0:20:05.520
<v Speaker 1>we're no longer going to sell this game to you

0:20:05.600 --> 0:20:07.560
<v Speaker 1>at ten dollars a copy. We're gonna sell it to

0:20:07.600 --> 0:20:10.840
<v Speaker 1>you for thirty dollars a copy. And UH, and you

0:20:10.880 --> 0:20:14.240
<v Speaker 1>know it's your trump. Uh, it's your problem to figure

0:20:14.240 --> 0:20:16.640
<v Speaker 1>out how to sell this. So if you're if you

0:20:16.720 --> 0:20:20.080
<v Speaker 1>usually sell your games at forty dollars, now you're paying

0:20:20.119 --> 0:20:22.520
<v Speaker 1>thirty bucks to sell it for forty, your profit margin

0:20:22.560 --> 0:20:27.240
<v Speaker 1>has shrunk. As a software district, a software retail store. UM,

0:20:27.280 --> 0:20:29.320
<v Speaker 1>you know, do you continue trying to do that? Do

0:20:29.359 --> 0:20:31.400
<v Speaker 1>you hike your prices up and hope that people are

0:20:31.400 --> 0:20:34.639
<v Speaker 1>willing to pay it? Uh. E A's point was that, hey,

0:20:34.760 --> 0:20:36.919
<v Speaker 1>we're starting to make a name for ourselves. People know

0:20:37.000 --> 0:20:40.400
<v Speaker 1>our product and they like it. So if if they

0:20:40.440 --> 0:20:42.520
<v Speaker 1>like it and this is the only way they can

0:20:42.560 --> 0:20:45.080
<v Speaker 1>get it, then you're gonna have to play ball with us.

0:20:45.119 --> 0:20:48.119
<v Speaker 1>And this is sort of the first example of e

0:20:48.280 --> 0:20:51.280
<v Speaker 1>A really throwing its weight around. Yeah. This was also

0:20:51.320 --> 0:20:53.600
<v Speaker 1>the year that it made its Conferdence debut at the

0:20:53.640 --> 0:20:57.600
<v Speaker 1>Consumer Electronics Show, and so, yeah, they were really really

0:20:57.640 --> 0:21:01.359
<v Speaker 1>getting out there in the public and starting to make ways. Yeah,

0:21:01.480 --> 0:21:03.320
<v Speaker 1>and keep in mind this is all in the first

0:21:03.359 --> 0:21:06.320
<v Speaker 1>year that they're actually offering games. You know, they had

0:21:06.320 --> 0:21:08.720
<v Speaker 1>been a company for a while, but of course, you know,

0:21:08.760 --> 0:21:10.399
<v Speaker 1>as soon as they became a company, it didn't mean

0:21:10.400 --> 0:21:14.480
<v Speaker 1>that they had games to offer everybody them. Uh. They

0:21:14.560 --> 0:21:17.879
<v Speaker 1>also had established these ideas that you know, every single

0:21:17.960 --> 0:21:20.040
<v Speaker 1>person who worked on the game was going to be credited.

0:21:20.200 --> 0:21:21.920
<v Speaker 1>If you were the creator of a game, your name

0:21:22.000 --> 0:21:26.480
<v Speaker 1>was front and center on the game's uh screens. It

0:21:26.520 --> 0:21:28.399
<v Speaker 1>would let you know that this was a game developed

0:21:28.400 --> 0:21:31.399
<v Speaker 1>by so and so. And that was a response to

0:21:32.160 --> 0:21:35.080
<v Speaker 1>a lot of the the activity they were seeing on

0:21:35.119 --> 0:21:39.440
<v Speaker 1>the console market, particularly with Atari UH, and that there

0:21:39.480 --> 0:21:43.080
<v Speaker 1>were people who were essentially anonymous game developers who had

0:21:43.200 --> 0:21:45.320
<v Speaker 1>put in hours and hours and hours of time to

0:21:45.400 --> 0:21:49.160
<v Speaker 1>create video games, but there was no sign of credit

0:21:49.600 --> 0:21:52.720
<v Speaker 1>for them on on the actual video games. It was

0:21:52.760 --> 0:21:56.040
<v Speaker 1>just you know, is this is you know ex title

0:21:56.240 --> 0:21:59.520
<v Speaker 1>from X company? Sure. Yeah. The word that I've seen

0:21:59.520 --> 0:22:01.879
<v Speaker 1>Tasta owned and a lot of articles about it is

0:22:02.000 --> 0:22:04.680
<v Speaker 1>is surfs. That these people are being treated like surfs.

0:22:04.720 --> 0:22:09.480
<v Speaker 1>Andran and Hawkins was saying that you know, some of

0:22:09.520 --> 0:22:11.440
<v Speaker 1>these kids that he had met out at Apple were

0:22:11.480 --> 0:22:14.880
<v Speaker 1>were and I quote legitimate divas and and that they

0:22:14.920 --> 0:22:18.840
<v Speaker 1>deserved better than that. Yeah, and they Let's make it clear.

0:22:18.920 --> 0:22:21.040
<v Speaker 1>E A was not the only company doing this. There

0:22:21.080 --> 0:22:24.440
<v Speaker 1>were other companies that split off from Atari, for example,

0:22:25.000 --> 0:22:29.800
<v Speaker 1>that were founded by developers who wanted to have more uh,

0:22:30.000 --> 0:22:32.320
<v Speaker 1>more control and more credit for the work that they

0:22:32.320 --> 0:22:35.480
<v Speaker 1>were doing. So e A is one example of that,

0:22:35.560 --> 0:22:39.240
<v Speaker 1>but it's by no means the only example of that now.

0:22:39.840 --> 0:22:45.200
<v Speaker 1>UH In n four, Larry Probst joined the company as

0:22:45.240 --> 0:22:48.440
<v Speaker 1>the vice president of sales, and he will become really

0:22:48.480 --> 0:22:50.920
<v Speaker 1>important to e A. He was already important at that point,

0:22:50.920 --> 0:22:54.040
<v Speaker 1>but becomes even more so over the years. UH and

0:22:54.240 --> 0:22:57.200
<v Speaker 1>e A begins to distribute games from other companies, not

0:22:57.280 --> 0:22:59.719
<v Speaker 1>just their own companies. So now they're becoming a distributor

0:23:00.119 --> 0:23:04.000
<v Speaker 1>for other UH publishers, and one of the first ones

0:23:04.080 --> 0:23:07.600
<v Speaker 1>was Lucasfilm Games. There was also s s I and Interplay.

0:23:07.680 --> 0:23:12.880
<v Speaker 1>They all used Electronic Arts as a distributor. So now

0:23:12.920 --> 0:23:15.639
<v Speaker 1>they're bringing in money not only from the games that

0:23:15.680 --> 0:23:18.760
<v Speaker 1>they are developing in their their own house, but also

0:23:18.880 --> 0:23:22.240
<v Speaker 1>from other developers. Yeah. This was this was the year

0:23:22.280 --> 0:23:25.520
<v Speaker 1>that the that the video game market really crashed or

0:23:25.600 --> 0:23:27.720
<v Speaker 1>was really feeling all of the effects of the crash.

0:23:27.880 --> 0:23:30.320
<v Speaker 1>Um And this was due to a lot of a

0:23:30.359 --> 0:23:32.560
<v Speaker 1>lot of things, but um but but mostly you know,

0:23:32.680 --> 0:23:35.560
<v Speaker 1>Atari had been kind of sort of driving the market

0:23:35.560 --> 0:23:38.280
<v Speaker 1>into the ground for a minute. Yeah, Yeah, the market

0:23:38.359 --> 0:23:43.400
<v Speaker 1>was completely flooded with games, and and not good games necessarily. Yeah,

0:23:43.400 --> 0:23:46.040
<v Speaker 1>there were some there's some great titles that were among

0:23:46.480 --> 0:23:49.040
<v Speaker 1>the ones that came out that year, but there were

0:23:49.359 --> 0:23:53.840
<v Speaker 1>Atari had essentially lowered the bar so far for anyone

0:23:53.920 --> 0:23:57.320
<v Speaker 1>to submit games to the console that it was flooded

0:23:57.359 --> 0:24:01.280
<v Speaker 1>with games that were just rushed the bad art that

0:24:01.359 --> 0:24:05.800
<v Speaker 1>we're poorly constructed, that were impossible to play. Um and

0:24:06.000 --> 0:24:09.960
<v Speaker 1>and this made people stop wanting to buy games because

0:24:10.000 --> 0:24:13.280
<v Speaker 1>they were just not fun. Right. And also there were

0:24:13.320 --> 0:24:15.479
<v Speaker 1>so many consoles on the market, you know, it had

0:24:15.520 --> 0:24:18.000
<v Speaker 1>kind of boomed, and and these things cost four to

0:24:18.080 --> 0:24:21.600
<v Speaker 1>eight hundred dollars in today's in today's concept of the dollar,

0:24:22.359 --> 0:24:24.680
<v Speaker 1>and so you know, yeah, it was it was not

0:24:24.760 --> 0:24:27.280
<v Speaker 1>sustainable at the time with the quality of games that

0:24:27.320 --> 0:24:29.600
<v Speaker 1>were coming out. And there was such an early boom

0:24:29.680 --> 0:24:31.680
<v Speaker 1>that it was just a rush, right, and then the

0:24:31.760 --> 0:24:34.400
<v Speaker 1>rush was followed by a bubble bursting, which we see

0:24:34.440 --> 0:24:36.840
<v Speaker 1>all the time, not just in technology but in all

0:24:37.040 --> 0:24:40.600
<v Speaker 1>kinds of markets. And uh and so you know, as

0:24:40.640 --> 0:24:44.520
<v Speaker 1>of a game company, Electronic Arts had a tough year

0:24:44.560 --> 0:24:47.919
<v Speaker 1>ahead of it because you know that was it was

0:24:47.960 --> 0:24:50.080
<v Speaker 1>affected to even though a lot of its games were

0:24:50.080 --> 0:24:54.680
<v Speaker 1>being made for computers. I was saying PCs, but really

0:24:54.680 --> 0:24:57.080
<v Speaker 1>at this time we weren't really calling the PCs yet,

0:24:57.119 --> 0:24:59.520
<v Speaker 1>but yeah, they were being made for computers, it still

0:24:59.560 --> 0:25:02.479
<v Speaker 1>was effect did because uh, you know, a lot of

0:25:02.600 --> 0:25:05.000
<v Speaker 1>consumers got jaded on the concept of games in the

0:25:05.040 --> 0:25:07.679
<v Speaker 1>first place. That was, however, the year that they published

0:25:07.720 --> 0:25:10.359
<v Speaker 1>a game called The Seven Cities of Gold, which I

0:25:10.400 --> 0:25:15.240
<v Speaker 1>also owned. Uh yeah, I was. I was known for

0:25:15.280 --> 0:25:18.840
<v Speaker 1>being a terrible, terrible colonists colonialist. I guess I should

0:25:18.840 --> 0:25:21.800
<v Speaker 1>say I would go in and reek havoc on the

0:25:21.880 --> 0:25:28.200
<v Speaker 1>various Mayan and Aztec cultures and plunder them. Yeah, I've

0:25:28.240 --> 0:25:33.240
<v Speaker 1>heard that it was a very educational game, edutainment, edutainment. All. Yeah,

0:25:33.280 --> 0:25:34.840
<v Speaker 1>I want to say that I bought that one and

0:25:34.880 --> 0:25:36.560
<v Speaker 1>that one was not part of the package, because if

0:25:36.560 --> 0:25:38.000
<v Speaker 1>it were part of the package, and then obviously I

0:25:38.000 --> 0:25:41.440
<v Speaker 1>fipped about it being educational. Um. And then e A

0:25:41.600 --> 0:25:44.399
<v Speaker 1>began to switch its strategy at this point when the

0:25:44.480 --> 0:25:47.600
<v Speaker 1>video game market had crashed, and instead of marketing games

0:25:47.640 --> 0:25:50.639
<v Speaker 1>as being from specific creators the way they had been

0:25:50.680 --> 0:25:54.080
<v Speaker 1>where they had made these developers rock stars, Uh, they

0:25:54.080 --> 0:25:58.679
<v Speaker 1>were instead going to look at creating actual brands and genres.

0:25:59.080 --> 0:26:02.160
<v Speaker 1>So instead of saying from the mind of so and so,

0:26:02.480 --> 0:26:04.320
<v Speaker 1>they said, why don't we find a game that really

0:26:04.359 --> 0:26:08.760
<v Speaker 1>resonates with people and then just continue to create games

0:26:08.800 --> 0:26:12.320
<v Speaker 1>within that brand or or even just within that type

0:26:12.320 --> 0:26:16.240
<v Speaker 1>of gameplay. Uh. This would actually end up being something

0:26:16.280 --> 0:26:20.040
<v Speaker 1>that people would criticize the A four years later to

0:26:20.080 --> 0:26:21.800
<v Speaker 1>the point where they well, they've they've taken it to

0:26:21.840 --> 0:26:25.120
<v Speaker 1>something of an extreme, but we'll get into that. Yeah,

0:26:25.520 --> 0:26:28.320
<v Speaker 1>Like yes, and they also decided to start making games

0:26:28.320 --> 0:26:31.840
<v Speaker 1>for lots of different platforms. So besides the Apple two,

0:26:31.880 --> 0:26:34.880
<v Speaker 1>they started looking at the Macintosh, which was brand new

0:26:34.920 --> 0:26:40.320
<v Speaker 1>in uh, the Amiga, the Commodore sixty four IBM compatibles,

0:26:40.320 --> 0:26:43.840
<v Speaker 1>which were just starting to take off right around then. Uh,

0:26:43.880 --> 0:26:47.280
<v Speaker 1>the Atari eight hundred, and the Atari st So that's

0:26:47.320 --> 0:26:50.280
<v Speaker 1>kind of where we are post video game crash, and

0:26:50.320 --> 0:26:52.680
<v Speaker 1>there's a lot more to cover. But before we get

0:26:52.720 --> 0:26:55.800
<v Speaker 1>into the second half of part one of the e

0:26:55.920 --> 0:26:59.240
<v Speaker 1>A story, let's take a quick break and thank our sponsor.

0:27:00.000 --> 0:27:02.919
<v Speaker 1>All Right, we're back, and let's go back into what's

0:27:02.920 --> 0:27:06.879
<v Speaker 1>going on with the e A. So comes round and

0:27:07.160 --> 0:27:09.920
<v Speaker 1>h e A starts releasing a bunch of games, including

0:27:10.119 --> 0:27:15.119
<v Speaker 1>some that were really famous in the fantasy gaming genre. Uh,

0:27:15.200 --> 0:27:18.560
<v Speaker 1>the big one being The Bard's Tale, which I also owned.

0:27:20.080 --> 0:27:23.879
<v Speaker 1>I did, I did not? I think, Well, it was

0:27:24.000 --> 0:27:28.080
<v Speaker 1>very Dungeons and Dragons ish. You would control a party

0:27:28.200 --> 0:27:31.360
<v Speaker 1>of players. You would you would generate characters and then

0:27:31.480 --> 0:27:34.960
<v Speaker 1>put them together in a party, and uh, this was

0:27:35.040 --> 0:27:36.920
<v Speaker 1>kind of standard for a lot of other video games

0:27:36.960 --> 0:27:39.480
<v Speaker 1>at the time. Wizardry was very similar in this respect,

0:27:40.040 --> 0:27:43.359
<v Speaker 1>where you would have certain number of fighters, a certain

0:27:43.400 --> 0:27:45.679
<v Speaker 1>number of magic users, maybe a thief or even a

0:27:45.720 --> 0:27:49.280
<v Speaker 1>bard who could affect the way the party performed by

0:27:49.400 --> 0:27:52.560
<v Speaker 1>playing different songs. That was one of the big innovative

0:27:52.600 --> 0:27:55.680
<v Speaker 1>gameplay elements of The Bard's Tale. So you know, play

0:27:55.680 --> 0:27:57.879
<v Speaker 1>a little song and then everyone gets gets all amped

0:27:57.920 --> 0:28:00.159
<v Speaker 1>up and they fight better, or you play another their

0:28:00.200 --> 0:28:02.240
<v Speaker 1>song and everyone's starting to feel kind of chill and

0:28:02.280 --> 0:28:06.920
<v Speaker 1>they start healing and faster. That's terrific, useful Bards, that's crazy. Yeah, yeah,

0:28:07.080 --> 0:28:11.000
<v Speaker 1>as opposed to and uh, there's this guy guys singing again.

0:28:11.080 --> 0:28:13.600
<v Speaker 1>We can't get them to shut up. We've broken four

0:28:13.680 --> 0:28:16.080
<v Speaker 1>loots and he doesn't get the hint. Uh. Well. The

0:28:16.119 --> 0:28:18.439
<v Speaker 1>other the alternative title for the Bard's Tale was Tales

0:28:18.560 --> 0:28:22.280
<v Speaker 1>of the Unknown Volume one, when it was a fantasy

0:28:22.359 --> 0:28:25.840
<v Speaker 1>RBG and you there was something really creative about the

0:28:25.880 --> 0:28:29.000
<v Speaker 1>Bard's Tale series, which was that you could import players

0:28:29.480 --> 0:28:33.520
<v Speaker 1>from other games all right on certain platforms app Apple

0:28:33.560 --> 0:28:35.680
<v Speaker 1>two is one of them. Yeah, um yeah, you can.

0:28:35.760 --> 0:28:38.000
<v Speaker 1>You could pull in things from from Ultima, which was

0:28:38.080 --> 0:28:41.120
<v Speaker 1>from Origin Systems that was not part of Electronic Arts

0:28:41.120 --> 0:28:43.880
<v Speaker 1>at that time, or from the aforementioned Wizardry, which was

0:28:43.960 --> 0:28:47.560
<v Speaker 1>from Surtech, also not part of e A. So these

0:28:47.560 --> 0:28:52.240
<v Speaker 1>are games made by other companies and allowed interoperability in

0:28:52.240 --> 0:28:54.320
<v Speaker 1>the sense that you could pull like if you had

0:28:54.360 --> 0:28:56.800
<v Speaker 1>played this other game and you had these characters that

0:28:56.840 --> 0:28:59.520
<v Speaker 1>you had developed some sort of emotional attachment to and

0:28:59.560 --> 0:29:02.280
<v Speaker 1>you had really invested in this game, you could then

0:29:02.320 --> 0:29:05.640
<v Speaker 1>pull those characters into The Bard's Tale and use them

0:29:05.680 --> 0:29:08.400
<v Speaker 1>again in a totally different game, which was kind of

0:29:08.440 --> 0:29:12.000
<v Speaker 1>an awesome idea. I will say that from my own

0:29:12.040 --> 0:29:15.720
<v Speaker 1>personal experience from playing Wizardry and then pulling characters in

0:29:15.880 --> 0:29:18.960
<v Speaker 1>from Wizardry into The Bard's Tale, they ended up being

0:29:19.760 --> 0:29:23.760
<v Speaker 1>a tad overpowered, like to the point where the whole

0:29:23.880 --> 0:29:26.880
<v Speaker 1>first section of the game was pointless to play because

0:29:26.920 --> 0:29:31.239
<v Speaker 1>you just would you know, yeah, essentially like if I

0:29:31.280 --> 0:29:34.640
<v Speaker 1>were to encounter a moth and you were to give

0:29:34.640 --> 0:29:37.960
<v Speaker 1>me a sledgehammer. Uh, you know. That's kind of the

0:29:38.000 --> 0:29:40.280
<v Speaker 1>way it felt. But it was still a really cool

0:29:40.760 --> 0:29:45.280
<v Speaker 1>game mechanic. Now in six and in they would release

0:29:45.440 --> 0:29:47.960
<v Speaker 1>sequels to the Bard's Tales. You get bards Tale two

0:29:47.960 --> 0:29:51.440
<v Speaker 1>and Bard's Tale three. I remember Bard's Tale three in particular,

0:29:51.480 --> 0:29:54.480
<v Speaker 1>that was the one I played the most. And in

0:29:54.560 --> 0:29:58.600
<v Speaker 1>two thousand four we saw the release of The Bard's Tale.

0:29:58.920 --> 0:30:01.360
<v Speaker 1>But this is a game that was not released by

0:30:01.400 --> 0:30:04.840
<v Speaker 1>e A nor was it connected directly to the Bard's

0:30:04.840 --> 0:30:07.440
<v Speaker 1>Tale games, but it was created by someone who had

0:30:07.480 --> 0:30:10.200
<v Speaker 1>worked on the first two. That's right, Yeah, that one

0:30:10.240 --> 0:30:12.640
<v Speaker 1>of the people who helped develop the maps in the

0:30:12.720 --> 0:30:16.120
<v Speaker 1>first two bards Tale games was the developer behind the

0:30:16.160 --> 0:30:19.000
<v Speaker 1>Bard's Tale the two thousand four games. So I remember

0:30:19.080 --> 0:30:21.960
<v Speaker 1>being excited when that game came out because I thought, oh,

0:30:22.000 --> 0:30:26.760
<v Speaker 1>they're relaunching this, this franchise that I loved as a kid. Yeah,

0:30:26.800 --> 0:30:29.000
<v Speaker 1>it was more just the name. I was still a

0:30:29.000 --> 0:30:32.520
<v Speaker 1>fantasy RPG and you played a character who was very

0:30:32.560 --> 0:30:37.680
<v Speaker 1>snarky thief. Bard character voiced by Carrie El was. Oh, man,

0:30:37.800 --> 0:30:40.600
<v Speaker 1>well that sounds that sounds worth playing just for just

0:30:40.640 --> 0:30:43.920
<v Speaker 1>for that. It was. It was entertaining. You had first

0:30:43.920 --> 0:30:47.160
<v Speaker 1>five minutes, you had a narrator, and you had Carrie

0:30:47.160 --> 0:30:49.800
<v Speaker 1>Ell was this character, and they would bicker as you played.

0:30:50.520 --> 0:30:53.080
<v Speaker 1>So that was kind of fun. But it again didn't

0:30:53.120 --> 0:30:55.680
<v Speaker 1>relate back to the Bard's Tale games of my youth.

0:30:56.360 --> 0:31:01.600
<v Speaker 1>So I was tricked. They're Tricksy was also an e

0:31:01.760 --> 0:31:07.000
<v Speaker 1>A released their first productivity application, which was called Deluxe Paint.

0:31:08.080 --> 0:31:10.680
<v Speaker 1>It's a program for the Commodore Amiga, which was known

0:31:10.840 --> 0:31:13.760
<v Speaker 1>as a machine that was particularly powerful when it came

0:31:13.760 --> 0:31:17.120
<v Speaker 1>to graphics and sound. When you compared it against the

0:31:17.160 --> 0:31:20.920
<v Speaker 1>other computers, the Amiga blew them away. As far as

0:31:21.000 --> 0:31:23.040
<v Speaker 1>that well, I mean I had a friend who had Amiga,

0:31:23.080 --> 0:31:27.040
<v Speaker 1>and I remember just being completely flabbricased that a computer

0:31:27.120 --> 0:31:28.800
<v Speaker 1>could do what his Amiga could do as far as

0:31:28.840 --> 0:31:31.640
<v Speaker 1>graphics and sound. We're concerned because when you compared it

0:31:31.680 --> 0:31:35.800
<v Speaker 1>to my Apple two or my two eighties six, it

0:31:36.000 --> 0:31:39.240
<v Speaker 1>just it outperformed him hands down in that. So it

0:31:39.280 --> 0:31:43.200
<v Speaker 1>was a great game platform. But this was a painting

0:31:43.240 --> 0:31:46.280
<v Speaker 1>platform or a painting application, I should say, And it

0:31:46.320 --> 0:31:50.800
<v Speaker 1>was based off of an in house art development tool

0:31:50.960 --> 0:31:54.360
<v Speaker 1>that that e A had been using that they called Prism.

0:31:54.400 --> 0:31:57.200
<v Speaker 1>So they essentially took this in house tool and then

0:31:57.240 --> 0:32:00.320
<v Speaker 1>packaged it and changed it a bit for consumers. So hey, kids,

0:32:00.400 --> 0:32:02.320
<v Speaker 1>kids would be into this too. Yeah, like, you know,

0:32:02.400 --> 0:32:04.560
<v Speaker 1>we're using this to develop games, but I think people

0:32:04.560 --> 0:32:07.400
<v Speaker 1>would really be interested in using this for themselves. So

0:32:07.640 --> 0:32:09.720
<v Speaker 1>I'm sure they tweaked it so that would make sense

0:32:09.760 --> 0:32:14.000
<v Speaker 1>to a consumer. But hopefully yeah, or not just release

0:32:14.080 --> 0:32:17.120
<v Speaker 1>it the way it was, Because you know, things, things

0:32:17.160 --> 0:32:19.680
<v Speaker 1>make you have different kinds of tools for people who

0:32:19.720 --> 0:32:21.959
<v Speaker 1>are professionals in an industry and people who are just

0:32:22.600 --> 0:32:25.720
<v Speaker 1>interested in it. Yeah, but yeah, that was an interesting

0:32:25.760 --> 0:32:29.320
<v Speaker 1>departure from just creating games. Um, I don't have anything,

0:32:30.440 --> 0:32:31.800
<v Speaker 1>and I should say I didn't say this at the

0:32:31.840 --> 0:32:33.760
<v Speaker 1>top of the show, but we're not going to cover

0:32:33.920 --> 0:32:37.280
<v Speaker 1>every release e A ever made, because first of all,

0:32:37.280 --> 0:32:39.360
<v Speaker 1>that would take us about five hours, I think, just

0:32:39.440 --> 0:32:42.560
<v Speaker 1>to list every game, And second of all, that would

0:32:42.600 --> 0:32:44.520
<v Speaker 1>that would be a really boring podcast. That would be

0:32:44.520 --> 0:32:47.480
<v Speaker 1>that would be like like, yeah, even for our threshold,

0:32:47.720 --> 0:32:50.200
<v Speaker 1>that would be boring. So we don't want to I'm

0:32:50.280 --> 0:32:53.480
<v Speaker 1>just kidding. I'm just kidding. But no, I I agree entirely.

0:32:53.520 --> 0:32:56.080
<v Speaker 1>And so we're gonna mention some of the big ones, obviously,

0:32:56.240 --> 0:32:58.880
<v Speaker 1>especially the ones that ended up being disruptive to e

0:32:59.040 --> 0:33:01.640
<v Speaker 1>A or to the industry. Re but um, but in

0:33:01.640 --> 0:33:04.160
<v Speaker 1>this case, we're we're just kind of skimming through some

0:33:04.200 --> 0:33:07.000
<v Speaker 1>of the big ones and not hitting every single one.

0:33:07.040 --> 0:33:12.040
<v Speaker 1>Son was when e A set up a European division

0:33:12.200 --> 0:33:14.960
<v Speaker 1>to market PC games. Now, at this point it was

0:33:15.080 --> 0:33:18.040
<v Speaker 1>just to kind of be a marketing firm, not a

0:33:18.120 --> 0:33:23.760
<v Speaker 1>development house, but uh, they saw a lot of opportunity

0:33:24.080 --> 0:33:29.520
<v Speaker 1>to expand into Europe. Uh. The problem with Europe was

0:33:29.520 --> 0:33:31.760
<v Speaker 1>that it was being very it was very slow to

0:33:31.880 --> 0:33:35.640
<v Speaker 1>adopt consoles. It was this is true later on when

0:33:35.880 --> 0:33:38.920
<v Speaker 1>we started getting into the advanced consoles, to the ones

0:33:39.000 --> 0:33:44.880
<v Speaker 1>like are the current generation, Yeah, PlayStation forward Europe. It's

0:33:44.880 --> 0:33:47.760
<v Speaker 1>not that Europe was not interested in it's just it

0:33:47.800 --> 0:33:51.720
<v Speaker 1>was slower to adopt it than other markets. So e

0:33:51.920 --> 0:33:54.480
<v Speaker 1>A was trying to really invest in what they saw

0:33:54.520 --> 0:33:58.920
<v Speaker 1>as being a huge area for opportunity. So so that's

0:33:58.960 --> 0:34:02.240
<v Speaker 1>that was the beginning of that. And in a released

0:34:02.440 --> 0:34:06.400
<v Speaker 1>waste Land, which was a post apocalyptic role playing game

0:34:06.520 --> 0:34:09.800
<v Speaker 1>that's pretty you know, innovative. There were some other post

0:34:09.800 --> 0:34:13.560
<v Speaker 1>apocalyptic RPG type stuff that was out for computers. Some

0:34:13.600 --> 0:34:16.840
<v Speaker 1>of them were just text based games, not even graphics games.

0:34:17.440 --> 0:34:20.160
<v Speaker 1>But but yeah, wait, Wasteland is one that that I

0:34:20.360 --> 0:34:23.080
<v Speaker 1>still we are still not in the era of me

0:34:23.160 --> 0:34:26.480
<v Speaker 1>playing video games that are not um, maybe super Mario Brothers.

0:34:26.560 --> 0:34:30.120
<v Speaker 1>But but but but I but I A lot of

0:34:30.120 --> 0:34:32.080
<v Speaker 1>my friends speak with speak of it with a lot

0:34:32.120 --> 0:34:35.080
<v Speaker 1>of nostalgia. See. The reason why I know so many

0:34:35.120 --> 0:34:38.239
<v Speaker 1>of these e A titles is because I followed the

0:34:38.280 --> 0:34:41.160
<v Speaker 1>same kind of pathway that e A did, and that

0:34:42.280 --> 0:34:46.880
<v Speaker 1>I abandoned consoles shortly after the Atari era and moved

0:34:46.920 --> 0:34:50.319
<v Speaker 1>on to PCs because I saw it as being a

0:34:50.360 --> 0:34:53.400
<v Speaker 1>platform that would allow for more sophisticated types of games.

0:34:53.400 --> 0:34:56.080
<v Speaker 1>And that's something that Hawkins himself had said as well.

0:34:56.239 --> 0:34:58.160
<v Speaker 1>It's one of the reasons why e A in its

0:34:58.200 --> 0:35:02.200
<v Speaker 1>early days focused on comput uters not on consoles. There

0:35:02.200 --> 0:35:04.120
<v Speaker 1>were other reasons as well, like, if you want to

0:35:04.160 --> 0:35:06.880
<v Speaker 1>build a console or a game for a console, it

0:35:06.920 --> 0:35:09.400
<v Speaker 1>gets pretty expensive from a production standpoint, because you have

0:35:09.440 --> 0:35:12.040
<v Speaker 1>to manufacture the cartridges, you have to build the ROMs

0:35:12.080 --> 0:35:15.080
<v Speaker 1>directly onto chips, you have to build the cases, all

0:35:15.120 --> 0:35:18.080
<v Speaker 1>this kind of stuff. Um, and so there were higher

0:35:18.120 --> 0:35:23.239
<v Speaker 1>costs associated with producing a video game cartridge than a

0:35:23.280 --> 0:35:28.439
<v Speaker 1>computer disk. So, uh, they had their own reasons for

0:35:28.600 --> 0:35:32.200
<v Speaker 1>really focusing on computers versus consoles. Also, yeah, the console

0:35:32.239 --> 0:35:35.120
<v Speaker 1>market didn't really recover until until the n S came

0:35:35.120 --> 0:35:38.040
<v Speaker 1>out Tonyeah, yeah, right around the round eighty eight, that's

0:35:38.080 --> 0:35:42.800
<v Speaker 1>when e A started to reevaluate this position of focusing

0:35:42.840 --> 0:35:46.759
<v Speaker 1>on PC only instead of or computers only, since PC

0:35:46.960 --> 0:35:50.040
<v Speaker 1>we tend to think of as anything that runs DOS

0:35:50.160 --> 0:35:54.120
<v Speaker 1>or Windows. But anyway, at that that time, that's when

0:35:54.160 --> 0:35:55.640
<v Speaker 1>e A was starting to really look at the n

0:35:55.640 --> 0:35:58.719
<v Speaker 1>e S and say, well, maybe there's a reason to

0:35:58.760 --> 0:36:01.880
<v Speaker 1>get into this. Uh. Now, entering into any kind of

0:36:01.880 --> 0:36:05.399
<v Speaker 1>agreement with Nintendo was something that Hawkins was a bit

0:36:05.440 --> 0:36:09.919
<v Speaker 1>reluctant to do because Nintendo had very strict licensing agreements

0:36:10.080 --> 0:36:13.160
<v Speaker 1>and standards that you had to meet because Nintendo did

0:36:13.200 --> 0:36:16.480
<v Speaker 1>not want another video game crash. They absolutely they're being

0:36:16.600 --> 0:36:19.279
<v Speaker 1>very careful about what they published exactly. They did not

0:36:19.360 --> 0:36:22.600
<v Speaker 1>want the market flooded with bad games. Not to say

0:36:22.640 --> 0:36:25.719
<v Speaker 1>that every game that came out for the NES was amazing,

0:36:26.239 --> 0:36:28.480
<v Speaker 1>but they were trying to keep as much of a

0:36:28.520 --> 0:36:31.359
<v Speaker 1>control on that as possible. And you know, that's something

0:36:31.400 --> 0:36:35.120
<v Speaker 1>that publishers are or or game developers might view as

0:36:35.160 --> 0:36:37.799
<v Speaker 1>being a barrier. You know, they might go through the

0:36:37.840 --> 0:36:41.120
<v Speaker 1>trouble of developing a game only to hit a roadblock

0:36:41.200 --> 0:36:43.480
<v Speaker 1>with the licensing problem, and then you've got all this

0:36:43.800 --> 0:36:46.040
<v Speaker 1>time and energy and money that was spent on something

0:36:46.080 --> 0:36:49.560
<v Speaker 1>that you can't actually sell. So there was a big

0:36:49.600 --> 0:36:52.200
<v Speaker 1>issue there. But they did decide to start developing games

0:36:52.200 --> 0:36:54.680
<v Speaker 1>for the NES, and the first one was Skate or Die,

0:36:55.360 --> 0:36:57.560
<v Speaker 1>which my friends who had an e S is they

0:36:57.680 --> 0:37:00.600
<v Speaker 1>loved that game. I did not have in ne S,

0:37:00.680 --> 0:37:03.359
<v Speaker 1>so I was largely ignorant of it. I was still

0:37:03.400 --> 0:37:06.719
<v Speaker 1>playing the computer games at that time. UH and UH.

0:37:06.760 --> 0:37:10.719
<v Speaker 1>Instead of just publishing the game directly and distributing it,

0:37:10.760 --> 0:37:13.879
<v Speaker 1>they actually licensed it out to Konami. UH and then

0:37:13.920 --> 0:37:16.480
<v Speaker 1>Hawkins said that the console market was still just unproven,

0:37:16.600 --> 0:37:21.080
<v Speaker 1>that that the crash from before was so devastating that

0:37:21.120 --> 0:37:23.719
<v Speaker 1>you could not be certain it wouldn't happen again, and

0:37:23.760 --> 0:37:27.279
<v Speaker 1>also again said that consoles were kind of underpowered when

0:37:27.280 --> 0:37:30.919
<v Speaker 1>you compared them to computers. UM. Now they would later

0:37:31.320 --> 0:37:35.520
<v Speaker 1>really revisit this, especially once the Sega Genesis came out,

0:37:36.160 --> 0:37:39.640
<v Speaker 1>UH and and their their tune changes dramatically, but at

0:37:39.640 --> 0:37:42.040
<v Speaker 1>that time they were really saying, computers are really that's

0:37:42.080 --> 0:37:44.880
<v Speaker 1>that's our main focus, consoles or something we might do

0:37:44.920 --> 0:37:49.480
<v Speaker 1>as a side project. So they released a game that

0:37:49.560 --> 0:37:53.560
<v Speaker 1>became one of the most important franchises in the company's history.

0:37:54.000 --> 0:37:57.320
<v Speaker 1>And I am, of course talking about John Madden Football

0:37:58.000 --> 0:38:00.600
<v Speaker 1>UH Hawkins has a lot of There are a lot

0:38:00.600 --> 0:38:03.240
<v Speaker 1>of interviews with Hawkins where he talks about his fond

0:38:03.320 --> 0:38:07.160
<v Speaker 1>memories of developing that game, about bringing John Madden into

0:38:07.239 --> 0:38:09.680
<v Speaker 1>the experience, and saying that you know, we would show

0:38:09.760 --> 0:38:11.399
<v Speaker 1>him how we were doing things, and then he would

0:38:11.400 --> 0:38:13.520
<v Speaker 1>spend the next twenty minutes yelling at us about how

0:38:13.520 --> 0:38:16.000
<v Speaker 1>we got it wrong. And but it was always in

0:38:16.320 --> 0:38:18.680
<v Speaker 1>an effort to make sure the game was as good

0:38:18.719 --> 0:38:22.319
<v Speaker 1>as it possibly could be. So while Madden's approach was

0:38:22.480 --> 0:38:27.319
<v Speaker 1>what some people might call aggressive and meant that they

0:38:27.320 --> 0:38:30.160
<v Speaker 1>were working on making a really good football game, or

0:38:30.160 --> 0:38:32.400
<v Speaker 1>at least that was there. That was the goal, and

0:38:32.440 --> 0:38:35.600
<v Speaker 1>it did become one of the most successful franchises in

0:38:36.280 --> 0:38:39.640
<v Speaker 1>his history. Yeah, as their twenty four games out and

0:38:39.960 --> 0:38:44.279
<v Speaker 1>it's sold million units. Now we'll talk more about some

0:38:44.360 --> 0:38:47.759
<v Speaker 1>controversy with Madden Football, but that really plays in a

0:38:47.800 --> 0:38:51.560
<v Speaker 1>few years down the line. Uh in Night nine, they

0:38:51.600 --> 0:38:54.279
<v Speaker 1>began to develop games for the Sega Genesis console, and

0:38:54.360 --> 0:38:56.840
<v Speaker 1>this is when they started to really rethink that approach

0:38:56.840 --> 0:39:00.000
<v Speaker 1>and say, all right, maybe consoles are actually important enough

0:39:00.040 --> 0:39:03.280
<v Speaker 1>for us to consider it being a main line of business,

0:39:03.280 --> 0:39:05.640
<v Speaker 1>not just some little side business where we can make

0:39:05.640 --> 0:39:08.040
<v Speaker 1>a little extra money. There might be some serious cash

0:39:08.200 --> 0:39:11.759
<v Speaker 1>in this business. Hawkins has said that that this deal

0:39:11.800 --> 0:39:13.279
<v Speaker 1>that he made with with Sega was kind of a

0:39:13.320 --> 0:39:17.080
<v Speaker 1>crowning moment and has has said that he had been

0:39:17.200 --> 0:39:20.319
<v Speaker 1>um kind of stealthily reverse engineering the sixty pit Pecho

0:39:20.360 --> 0:39:23.320
<v Speaker 1>Genesis for a couple of years, and that when Sega

0:39:23.320 --> 0:39:27.400
<v Speaker 1>found out about this, um, you know, it's it's it

0:39:27.440 --> 0:39:29.439
<v Speaker 1>could have gone one of two ways. Either Sega could

0:39:29.480 --> 0:39:32.400
<v Speaker 1>have sued him a whole lot, or they could have

0:39:32.480 --> 0:39:36.880
<v Speaker 1>created this this kind of awesome contract for for creating

0:39:36.920 --> 0:39:40.239
<v Speaker 1>games and and it went. Hawkins has said that, yes,

0:39:40.239 --> 0:39:42.640
<v Speaker 1>that this is one of his big wins in life.

0:39:42.719 --> 0:39:46.880
<v Speaker 1>He essentially said that that he negotiated an incredibly favorable

0:39:47.000 --> 0:39:49.880
<v Speaker 1>deal for electronic arts. This was something he could not

0:39:49.960 --> 0:39:52.560
<v Speaker 1>do in Nintendo because Nintendo held so much of the

0:39:52.640 --> 0:39:55.920
<v Speaker 1>power in that relationship. And uh, you know, when it

0:39:55.920 --> 0:39:58.640
<v Speaker 1>comes to big business guys, you know whoever holds the

0:39:58.640 --> 0:40:02.000
<v Speaker 1>power that that becomes an importan and part of any deal.

0:40:02.560 --> 0:40:05.520
<v Speaker 1>And it was certainly something that Hawkins was very concerned about.

0:40:05.560 --> 0:40:07.640
<v Speaker 1>Even if you think back to the days of him saying,

0:40:07.960 --> 0:40:09.799
<v Speaker 1>you know, I want this company to be about video

0:40:09.840 --> 0:40:12.880
<v Speaker 1>games and art, you can tell there's still a cutthroat

0:40:12.920 --> 0:40:17.920
<v Speaker 1>businessman lurking underneath that artist exterior there and um, and

0:40:18.000 --> 0:40:21.239
<v Speaker 1>so yeah, this was a great example of that. And uh,

0:40:21.280 --> 0:40:24.600
<v Speaker 1>in the Fall of nine, that's when Electronic Arts held

0:40:24.680 --> 0:40:27.480
<v Speaker 1>its initial public offering, the I p OH, that's when

0:40:27.480 --> 0:40:32.080
<v Speaker 1>it became a publicly traded company. And uh, Hawkins decided,

0:40:32.320 --> 0:40:35.360
<v Speaker 1>in order to really justify going public and to to

0:40:36.120 --> 0:40:39.800
<v Speaker 1>get investors excited and invested in the company, and to

0:40:40.160 --> 0:40:44.239
<v Speaker 1>really increase the value of the company, to initiate a

0:40:44.320 --> 0:40:47.759
<v Speaker 1>policy where every single month he expected there to be

0:40:47.880 --> 0:40:52.759
<v Speaker 1>three new games entering into the development process, not not completed,

0:40:52.840 --> 0:40:55.799
<v Speaker 1>but so you know that that would mean that as

0:40:55.840 --> 0:40:58.120
<v Speaker 1>time goes on, you have more and more overlapping games

0:40:58.160 --> 0:41:00.920
<v Speaker 1>until some come out for publication. Others are entering the

0:41:00.920 --> 0:41:05.400
<v Speaker 1>development process. It Uh, it's set a pretty tough standard.

0:41:05.880 --> 0:41:09.000
<v Speaker 1>But and also they were handling games from other developers

0:41:09.000 --> 0:41:12.800
<v Speaker 1>at this point too, so that this didn't even include

0:41:12.800 --> 0:41:15.160
<v Speaker 1>those games, right right. The company at the time it's

0:41:15.160 --> 0:41:18.680
<v Speaker 1>worth about sixty million. Yeah, and uh, and of course

0:41:18.719 --> 0:41:20.960
<v Speaker 1>the the value of the company now is in the billions.

0:41:21.000 --> 0:41:23.799
<v Speaker 1>But will again address that when we get further up

0:41:23.840 --> 0:41:27.719
<v Speaker 1>into the timeline. And in ninety one, that is a

0:41:27.800 --> 0:41:31.279
<v Speaker 1>momentous year for both Hawkins and for e A. That's

0:41:31.280 --> 0:41:35.560
<v Speaker 1>when Trip Hawkins decided to leave e A. He had

0:41:35.600 --> 0:41:38.359
<v Speaker 1>felt that he had accomplished all he wanted with the

0:41:38.440 --> 0:41:40.319
<v Speaker 1>company and that it was time for him to move

0:41:40.360 --> 0:41:43.160
<v Speaker 1>on to something new and challenging. And that new and

0:41:43.280 --> 0:41:47.719
<v Speaker 1>challenging thing ended up being three D O, which was

0:41:48.360 --> 0:41:49.759
<v Speaker 1>you know, the whole idea was he was going to

0:41:49.760 --> 0:41:52.320
<v Speaker 1>create a video game console that would lead the market.

0:41:52.360 --> 0:41:56.640
<v Speaker 1>It would be the most powerful, uh console, and it

0:41:56.719 --> 0:42:01.160
<v Speaker 1>actually it was predictive of the consoles that we see today.

0:42:01.480 --> 0:42:03.800
<v Speaker 1>It was meant to be sort of an entertainment center,

0:42:03.880 --> 0:42:08.080
<v Speaker 1>not just a video game console. But it was really expensive,

0:42:08.719 --> 0:42:11.560
<v Speaker 1>uh At. Also, the games that first came out for

0:42:11.640 --> 0:42:13.880
<v Speaker 1>the three D O didn't get a lot of critical

0:42:14.120 --> 0:42:17.280
<v Speaker 1>acclaim and a lot of them relied heavily on full

0:42:17.320 --> 0:42:19.600
<v Speaker 1>motion video. That was when full motion video was just

0:42:19.680 --> 0:42:23.560
<v Speaker 1>becoming possible in the computer and console worlds, so people

0:42:23.600 --> 0:42:25.880
<v Speaker 1>were using it a lot, to the point where it

0:42:25.960 --> 0:42:28.239
<v Speaker 1>became a gimmick. You know, you thought that, oh, this

0:42:28.280 --> 0:42:31.000
<v Speaker 1>scheme is good because as full motion video in it then,

0:42:31.120 --> 0:42:33.720
<v Speaker 1>and you know, full motion video, like any other tool,

0:42:33.840 --> 0:42:35.480
<v Speaker 1>is just a tool. It's just a tool. Yeah, if

0:42:35.480 --> 0:42:37.719
<v Speaker 1>you're if you're using three D for example, these days,

0:42:37.760 --> 0:42:40.560
<v Speaker 1>it's just just a gimmick. It's just a gimmick. Yeah, exactly,

0:42:40.640 --> 0:42:43.160
<v Speaker 1>so and that was the that was the ultimate problem

0:42:43.160 --> 0:42:46.520
<v Speaker 1>with three d O which spoiler alert, did not take off.

0:42:46.960 --> 0:42:51.960
<v Speaker 1>It actually it. Yeah. Meanwhile, back at e A, Larry

0:42:52.000 --> 0:42:55.319
<v Speaker 1>Probst steps in. He becomes the CEO of e A,

0:42:56.000 --> 0:42:59.000
<v Speaker 1>UH and uh. Nintendo that same year and nine one

0:42:59.080 --> 0:43:02.400
<v Speaker 1>launched the Super Nintendo Entertainment System, the S and E

0:43:02.680 --> 0:43:07.839
<v Speaker 1>s or ness if you insist on pronouncing it that way,

0:43:08.120 --> 0:43:10.719
<v Speaker 1>And then e A began to develop games both for

0:43:10.760 --> 0:43:14.080
<v Speaker 1>the Genesis and for Nintendo and in an effort to

0:43:14.120 --> 0:43:16.759
<v Speaker 1>really kind of hit as many fans as possible. They

0:43:16.840 --> 0:43:21.200
<v Speaker 1>also said they prefer there to be lots of different

0:43:21.320 --> 0:43:23.799
<v Speaker 1>consoles competing in the market because that means there's not

0:43:23.960 --> 0:43:27.319
<v Speaker 1>one dominant player that can use the leverage against them.

0:43:27.920 --> 0:43:29.480
<v Speaker 1>You know, when there are a lot of different players

0:43:29.480 --> 0:43:33.279
<v Speaker 1>out there, then e A has the advantage, which has

0:43:33.320 --> 0:43:36.880
<v Speaker 1>been an important part of the company's it's really clever

0:43:37.239 --> 0:43:39.840
<v Speaker 1>business business standpoint. Yeah, it's another one of those things

0:43:39.840 --> 0:43:43.080
<v Speaker 1>that some people get a little I think people want

0:43:43.120 --> 0:43:45.480
<v Speaker 1>games to be fun and they don't want to think

0:43:45.480 --> 0:43:48.239
<v Speaker 1>about the business end of it because the business end

0:43:48.320 --> 0:43:52.160
<v Speaker 1>is not necessarily fun. It can be pretty pretty pretty

0:43:52.200 --> 0:43:56.560
<v Speaker 1>grand m Yeah, but anyway, that that was that was

0:43:57.200 --> 0:44:00.640
<v Speaker 1>starting to take off right in ninety one, and um

0:44:00.680 --> 0:44:04.239
<v Speaker 1>that was when e A made its first real acquisition,

0:44:04.840 --> 0:44:09.560
<v Speaker 1>which was Distinctive Software. So they bought an outside development studio.

0:44:09.880 --> 0:44:13.040
<v Speaker 1>The idea was to kind of they saw talent out

0:44:13.080 --> 0:44:15.360
<v Speaker 1>there that they wanted to get, and instead of trying

0:44:15.360 --> 0:44:17.520
<v Speaker 1>to hire the talent away, they thought, well, we're a

0:44:17.600 --> 0:44:21.279
<v Speaker 1>larger company. Now, we're publicly traded, we're highly valued. Let's

0:44:21.480 --> 0:44:25.120
<v Speaker 1>use this opportunity to purchase this other company and make

0:44:25.160 --> 0:44:29.480
<v Speaker 1>it part of what we do. And Distinctive Software was

0:44:29.520 --> 0:44:33.440
<v Speaker 1>the company that had created the test Drive series for Accolade,

0:44:34.200 --> 0:44:37.719
<v Speaker 1>which of course was a competing company to Electronic Arts.

0:44:38.280 --> 0:44:42.080
<v Speaker 1>And so this same division ended up creating a new

0:44:42.239 --> 0:44:45.400
<v Speaker 1>line of games for Electronic Arts called Need for Speed.

0:44:45.719 --> 0:44:49.440
<v Speaker 1>You may have played those games. Uh. And then eventually

0:44:49.600 --> 0:44:53.600
<v Speaker 1>Distinctive Studios was renamed e A Canada and it's it's

0:44:53.640 --> 0:44:56.120
<v Speaker 1>because it was located at in a British Columbia that's correct,

0:44:56.160 --> 0:45:00.719
<v Speaker 1>over in Vancouver. And uh yeah, that was also the

0:45:00.800 --> 0:45:04.560
<v Speaker 1>year that the e A established a sports as a division. Yeah,

0:45:04.719 --> 0:45:08.879
<v Speaker 1>so now we finally have an actual formal division within

0:45:08.920 --> 0:45:12.920
<v Speaker 1>Electronic Arts that is overseeing the development of sports titles,

0:45:13.160 --> 0:45:15.600
<v Speaker 1>and a lot of big sports titles came out of

0:45:15.640 --> 0:45:20.560
<v Speaker 1>that division, Madden Football, FIFA games that were related to hockey,

0:45:20.600 --> 0:45:23.600
<v Speaker 1>to basketball, um, and of course that will become more

0:45:23.600 --> 0:45:27.440
<v Speaker 1>important as well, But for now, I think one is

0:45:27.440 --> 0:45:29.160
<v Speaker 1>a good time for us to leave off. That was

0:45:29.200 --> 0:45:32.239
<v Speaker 1>that big year, you know, Hawkins leaving and Probes taking over,

0:45:32.520 --> 0:45:35.680
<v Speaker 1>and we can pick up again in n in part

0:45:35.760 --> 0:45:38.680
<v Speaker 1>two of our story of e A. So, guys, if

0:45:38.680 --> 0:45:41.160
<v Speaker 1>you have a suggestion for future episodes of tech Stuff,

0:45:41.160 --> 0:45:43.920
<v Speaker 1>whether it's a company we should cover, or a particular

0:45:43.960 --> 0:45:46.480
<v Speaker 1>type of technology, or just a concept that you think

0:45:46.480 --> 0:45:49.120
<v Speaker 1>we need to really explore, let us know. You can

0:45:49.160 --> 0:45:53.000
<v Speaker 1>send us email our addresses tech Stuff at Discovery dot

0:45:53.040 --> 0:45:55.400
<v Speaker 1>com or drop us a line on Facebook or Twitter.

0:45:55.440 --> 0:45:57.960
<v Speaker 1>Are handled there as tech Stuff H. S. W and

0:45:58.040 --> 0:46:00.279
<v Speaker 1>Lauren and I will talk to you again about as

0:46:00.320 --> 0:46:09.480
<v Speaker 1>it turns out really soon for more on this and

0:46:09.560 --> 0:46:12.120
<v Speaker 1>thousands of other topics. Is it how stuff works dot

0:46:12.160 --> 0:46:21.600
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