1 00:00:04,400 --> 00:00:07,760 Speaker 1: Welcome to text Stuff, a production from I Heart Radio. 2 00:00:12,000 --> 00:00:14,600 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,720 --> 00:00:17,479 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:17,520 --> 00:00:19,560 Speaker 1: and a love all things tech, and it is time 5 00:00:19,600 --> 00:00:25,440 Speaker 1: for a tech Stuff classic episode. This episode originally published 6 00:00:25,560 --> 00:00:29,720 Speaker 1: on May two thousand thirteen. It is part one of 7 00:00:29,760 --> 00:00:34,320 Speaker 1: a two parter and it is called The Electronic Arts Story. 8 00:00:34,440 --> 00:00:36,040 Speaker 1: This is clearly one that I'm going to have to 9 00:00:36,080 --> 00:00:38,560 Speaker 1: do an update for a lot has happened in seven years, 10 00:00:39,000 --> 00:00:40,760 Speaker 1: and there's a lot more to say about e A. 11 00:00:41,479 --> 00:00:44,440 Speaker 1: But we have to have a start somewhere, right, So 12 00:00:44,560 --> 00:00:47,680 Speaker 1: let's go back and listen to the Electronic Arts Story, 13 00:00:47,880 --> 00:00:51,400 Speaker 1: Part one. This particular story is pretty interesting. We're specifically 14 00:00:51,400 --> 00:00:54,840 Speaker 1: talking about Electronic Arts or e A, which a lot 15 00:00:54,840 --> 00:00:58,640 Speaker 1: of people view these days as some sort of megalomaniacal 16 00:00:58,920 --> 00:01:03,800 Speaker 1: corporation on dominating the entire video game industry. Yeah, and 17 00:01:03,880 --> 00:01:05,959 Speaker 1: it's uh yeah, well, I mean, well we'll get into 18 00:01:06,000 --> 00:01:07,560 Speaker 1: it later on, but but it but it is one 19 00:01:07,600 --> 00:01:10,720 Speaker 1: worst company in America twice, two years in a row, 20 00:01:10,720 --> 00:01:12,760 Speaker 1: two years in a row. Yeah. Yeah, But but to 21 00:01:12,840 --> 00:01:15,120 Speaker 1: start off, you know, it's it didn't start off as 22 00:01:15,480 --> 00:01:20,000 Speaker 1: this UH company that was bent on on having a 23 00:01:20,080 --> 00:01:23,160 Speaker 1: stranglehold on the video game industry. And I'm not saying 24 00:01:23,200 --> 00:01:26,000 Speaker 1: that that's what he has now or that's goal, that's 25 00:01:26,040 --> 00:01:28,200 Speaker 1: what's goal is, but that's what that's the popular perception 26 00:01:28,240 --> 00:01:29,520 Speaker 1: that is. Well, you know, to be fair, it does 27 00:01:29,560 --> 00:01:34,920 Speaker 1: as twenty five million registered players and is operating out 28 00:01:34,959 --> 00:01:39,240 Speaker 1: of seventy five countries, so it's not doing too shadows company. 29 00:01:39,520 --> 00:01:42,840 Speaker 1: But but it had had interesting beginnings. Now to really 30 00:01:42,920 --> 00:01:45,720 Speaker 1: understand how A started, you actually have to go way 31 00:01:45,760 --> 00:01:48,760 Speaker 1: back before e A was a thing. Uh. And my 32 00:01:48,880 --> 00:01:51,280 Speaker 1: first date that I wrote down was in nineteen fifty 33 00:01:51,320 --> 00:01:56,160 Speaker 1: three because that's when William M. Trip Hawkins the third 34 00:01:56,720 --> 00:01:59,520 Speaker 1: was born. Now, this guy is going to be the 35 00:01:59,560 --> 00:02:01,680 Speaker 1: founder of EA when we get up to that point, 36 00:02:01,720 --> 00:02:06,320 Speaker 1: but um, he was. It was his idea to start 37 00:02:06,360 --> 00:02:10,640 Speaker 1: up a video game company and UH. And you know 38 00:02:10,720 --> 00:02:12,400 Speaker 1: the way he came about this was as he was 39 00:02:12,440 --> 00:02:15,440 Speaker 1: growing up and going to school, he started to get 40 00:02:15,480 --> 00:02:20,240 Speaker 1: really interested in uh, computers in general and games as well. 41 00:02:20,280 --> 00:02:24,960 Speaker 1: In fact, in nineteen seventy he designed a board game. 42 00:02:25,160 --> 00:02:30,520 Speaker 1: It was a football board game called ACU stat Pro Football. Yeah, 43 00:02:30,520 --> 00:02:32,839 Speaker 1: he borrowed five thousand dollars from his father to get 44 00:02:32,840 --> 00:02:35,600 Speaker 1: this off the ground. And it was a complete commercial failure. Right. 45 00:02:35,720 --> 00:02:39,400 Speaker 1: It was his first entrepreneurial attempt and it and it failed, 46 00:02:39,639 --> 00:02:42,079 Speaker 1: which often we can learn a lot more from our 47 00:02:42,080 --> 00:02:45,640 Speaker 1: failures than our successes. But it teaches us a couple 48 00:02:45,680 --> 00:02:48,680 Speaker 1: of things about Hawkins. That he's interested in games, and 49 00:02:48,720 --> 00:02:53,079 Speaker 1: he's interested in football in particular, which becomes extremely evident. 50 00:02:53,200 --> 00:02:56,280 Speaker 1: And during the evolution of e A right, right, and 51 00:02:56,600 --> 00:02:58,760 Speaker 1: he had started kind of designing stuff. He was a 52 00:02:58,760 --> 00:03:01,600 Speaker 1: big D and D player from I understand, and and 53 00:03:01,919 --> 00:03:03,720 Speaker 1: was really interested in how all of the math and 54 00:03:03,760 --> 00:03:06,359 Speaker 1: statistics worked. But noticed that a lot of his friends 55 00:03:06,400 --> 00:03:08,880 Speaker 1: were not interested in doing that at all, and so 56 00:03:08,919 --> 00:03:12,000 Speaker 1: he was kind of thinking like, hey, what if. Yeah, 57 00:03:12,040 --> 00:03:15,600 Speaker 1: he was looking at at different ways of creating sets 58 00:03:15,639 --> 00:03:19,400 Speaker 1: of rules and statistics. And and also at the same time, 59 00:03:20,120 --> 00:03:22,200 Speaker 1: he was starting to get interested in computers. Now in 60 00:03:22,240 --> 00:03:25,720 Speaker 1: the early seventies, this is predating the personal computer. If 61 00:03:25,760 --> 00:03:27,960 Speaker 1: you were interested in computers, it's because you had a 62 00:03:28,040 --> 00:03:31,160 Speaker 1: job that there were computers at your job, or maybe 63 00:03:31,160 --> 00:03:34,120 Speaker 1: you were attending university and they were computers there right 64 00:03:34,240 --> 00:03:36,720 Speaker 1: right in in seventy when he had his first interaction 65 00:03:36,800 --> 00:03:39,200 Speaker 1: ever with a prototype a micro computer. This was over 66 00:03:39,240 --> 00:03:41,200 Speaker 1: at a friend's house and uh, and that kind of 67 00:03:41,240 --> 00:03:43,440 Speaker 1: set him up for a couple of years later. Yeah, 68 00:03:43,480 --> 00:03:46,640 Speaker 1: in nineteen seventy three, he has access to a d 69 00:03:46,760 --> 00:03:50,640 Speaker 1: E C PDP eleven mini computer and he creates a 70 00:03:50,640 --> 00:03:55,040 Speaker 1: program written in the Basic programming language that was designed 71 00:03:55,040 --> 00:03:57,840 Speaker 1: to run simulations of football games. So not exactly a 72 00:03:57,880 --> 00:04:01,839 Speaker 1: fully interactive gaming experience. It's more like, if I put 73 00:04:01,840 --> 00:04:05,360 Speaker 1: in every player's stats and then set this to go 74 00:04:06,040 --> 00:04:08,400 Speaker 1: and have it play out as if it were a game, 75 00:04:08,440 --> 00:04:10,960 Speaker 1: what would the results be? And he tested it by 76 00:04:11,040 --> 00:04:13,400 Speaker 1: running a simulation of what was going to be at 77 00:04:13,440 --> 00:04:16,680 Speaker 1: that time, the nineteen seventy four Super Bowl game, and 78 00:04:16,760 --> 00:04:20,560 Speaker 1: it turned out that his his game ended up predicting 79 00:04:21,160 --> 00:04:25,960 Speaker 1: the final score fairly closely. In his game, it said 80 00:04:25,960 --> 00:04:29,760 Speaker 1: that the Dolphins would win over Minnesota twenty three to six, 81 00:04:30,279 --> 00:04:32,719 Speaker 1: and the real score was actually twenty four to seven, 82 00:04:33,160 --> 00:04:37,159 Speaker 1: So at least in that sense, the statistics seemed to 83 00:04:37,240 --> 00:04:41,479 Speaker 1: hold true. Now, of course, we all know that in reality, 84 00:04:41,520 --> 00:04:43,680 Speaker 1: from a day to day basis, statistics can give you 85 00:04:43,760 --> 00:04:46,920 Speaker 1: an indication of how things might go, but there's no 86 00:04:47,040 --> 00:04:50,599 Speaker 1: guarantee that's how they will go, right. Yeah, So so 87 00:04:50,880 --> 00:04:53,159 Speaker 1: Luck could have certainly been involved in that one, but 88 00:04:53,440 --> 00:04:55,679 Speaker 1: you know not. Nonetheless, he was a student at Harvard 89 00:04:55,720 --> 00:04:59,719 Speaker 1: at the time. He graduated with a self designed major 90 00:04:59,800 --> 00:05:04,120 Speaker 1: in strategy and applied game theory. That's an interesting major 91 00:05:04,279 --> 00:05:08,240 Speaker 1: right there, especially fore right, so he says that he 92 00:05:08,320 --> 00:05:10,400 Speaker 1: spent a couple of years convincing Harvard to to let 93 00:05:10,480 --> 00:05:12,640 Speaker 1: him get that degree because that was what he wanted. 94 00:05:12,640 --> 00:05:15,719 Speaker 1: And I would go on to get an MBA from Stanford. Yep. 95 00:05:15,800 --> 00:05:18,800 Speaker 1: And when he graduated in nineteen with that NBA, he 96 00:05:18,880 --> 00:05:22,240 Speaker 1: went to work for a little company called Apple. And 97 00:05:22,240 --> 00:05:25,240 Speaker 1: at that time it really was a little company. Yeah, 98 00:05:25,279 --> 00:05:27,720 Speaker 1: they had just just about fifty employees at the time. Yeah, 99 00:05:27,760 --> 00:05:30,839 Speaker 1: fifty employees. He had joined early on. This is, of course, 100 00:05:30,880 --> 00:05:33,799 Speaker 1: you know, right at the very onset of the personal 101 00:05:33,800 --> 00:05:37,160 Speaker 1: computer era. The Apple two was the first computer from 102 00:05:37,240 --> 00:05:40,039 Speaker 1: Apple to really hit it off in the market. The 103 00:05:40,160 --> 00:05:43,800 Speaker 1: first Apple was mostly adopted by people who were hobbyists 104 00:05:43,920 --> 00:05:46,240 Speaker 1: or really had a fascination with computers, but it was 105 00:05:46,279 --> 00:05:49,440 Speaker 1: not a commercial success. What didn't run away with the market, 106 00:05:49,600 --> 00:05:51,640 Speaker 1: Apple two was a totally different story. That was the 107 00:05:51,640 --> 00:05:56,240 Speaker 1: one that a larger niche began to get interested in 108 00:05:56,279 --> 00:05:58,880 Speaker 1: personal computers. It still was still you know, kind of 109 00:05:58,920 --> 00:06:03,560 Speaker 1: in the hobbyist air, rah, but it was a looser 110 00:06:03,640 --> 00:06:05,800 Speaker 1: definition of hobbyists at that point, not just people who 111 00:06:05,800 --> 00:06:08,440 Speaker 1: were obsessed with computers. And I mean that in the 112 00:06:08,520 --> 00:06:11,560 Speaker 1: nicest way. I come from a family that's part of 113 00:06:11,600 --> 00:06:15,599 Speaker 1: this niche. So yeah, Hawkins has said that in seven 114 00:06:15,640 --> 00:06:18,360 Speaker 1: he saw an Apple two at a computer fair and 115 00:06:18,480 --> 00:06:20,280 Speaker 1: realized that this was kind of you know, he had 116 00:06:20,279 --> 00:06:23,320 Speaker 1: been churning around this, this concept of of games and 117 00:06:23,400 --> 00:06:26,720 Speaker 1: computers and programming for a couple of years and decided 118 00:06:26,760 --> 00:06:29,159 Speaker 1: that Apple was, yes, the way to go. He's not 119 00:06:29,240 --> 00:06:31,279 Speaker 1: the only one either. There were a lot of early 120 00:06:31,400 --> 00:06:34,680 Speaker 1: game developers who were looking at personal computers as the 121 00:06:34,720 --> 00:06:39,120 Speaker 1: platform of choice, and many of them, uh showed an 122 00:06:39,120 --> 00:06:42,640 Speaker 1: early preference for the Apple to Richard Garriott of Origin 123 00:06:42,800 --> 00:06:46,800 Speaker 1: also had that same fascination. So Hawkins works for Apple. 124 00:06:46,960 --> 00:06:51,240 Speaker 1: By two, he was the director of strategy and marketing 125 00:06:51,279 --> 00:06:55,720 Speaker 1: at Apple Computers. So from yeah, that those humble beginnings, 126 00:06:55,720 --> 00:06:58,080 Speaker 1: and of course by then Apple was doing very very 127 00:06:58,120 --> 00:07:02,039 Speaker 1: well and had already at its initial public offering, which 128 00:07:02,480 --> 00:07:06,560 Speaker 1: netted Hawkins quite a bit of money and so he 129 00:07:06,839 --> 00:07:10,480 Speaker 1: made a big, risky decision. He decided that his fascination 130 00:07:10,520 --> 00:07:15,120 Speaker 1: of games and computers needed to really be indulged, and 131 00:07:15,160 --> 00:07:18,760 Speaker 1: so he left Apple Computer. Well, he supposedly had had 132 00:07:18,800 --> 00:07:23,080 Speaker 1: decided almost a decade prior that in two would be 133 00:07:23,120 --> 00:07:25,640 Speaker 1: the year for him to start a business, to start 134 00:07:25,920 --> 00:07:28,800 Speaker 1: a computer business, and that that that would be the 135 00:07:28,880 --> 00:07:31,280 Speaker 1: year that that the home computing market had caught up 136 00:07:31,280 --> 00:07:35,080 Speaker 1: to his desire to plan it. Now, now, I both 137 00:07:35,120 --> 00:07:37,320 Speaker 1: of us honestly don't know whether or not that's truly 138 00:07:37,360 --> 00:07:39,120 Speaker 1: what he thought that some of the stuff, some of 139 00:07:39,120 --> 00:07:43,200 Speaker 1: the stuff he says, he says, well, after the time rights, 140 00:07:44,080 --> 00:07:47,560 Speaker 1: it could be retcond is all I'm saying. I'm not 141 00:07:47,600 --> 00:07:50,440 Speaker 1: saying he definitely did do that. I'm just I have 142 00:07:50,520 --> 00:07:55,120 Speaker 1: a little bit of skepticism either either way. On two 143 00:07:55,200 --> 00:07:57,720 Speaker 1: fun fact, the day before I was born, Um, in 144 00:07:57,720 --> 00:08:00,440 Speaker 1: case any he needed to feel really old. Right now, 145 00:08:00,600 --> 00:08:06,240 Speaker 1: thank you, La, You're welcome. Um, he he incorporated Electronic 146 00:08:06,360 --> 00:08:08,080 Speaker 1: Arts and And this was not going to This was 147 00:08:08,160 --> 00:08:09,800 Speaker 1: not the original name that he had thought of for 148 00:08:09,800 --> 00:08:12,440 Speaker 1: the company. No, No, he actually originally wanted to call 149 00:08:12,440 --> 00:08:18,680 Speaker 1: it Amazing Software, but that just didn't seem to really click. 150 00:08:19,320 --> 00:08:21,600 Speaker 1: He got a bunch of people together to try and 151 00:08:21,960 --> 00:08:25,160 Speaker 1: uh brainstorm and idea. He had actually used two thousand 152 00:08:25,160 --> 00:08:28,000 Speaker 1: dollars of his own money to fund this early part 153 00:08:28,040 --> 00:08:31,480 Speaker 1: of the company, UH, and he they started thinking about 154 00:08:31,520 --> 00:08:33,720 Speaker 1: other possible names. One of the names they came up 155 00:08:33,760 --> 00:08:36,520 Speaker 1: with was soft Art, but the head of another company 156 00:08:36,559 --> 00:08:40,120 Speaker 1: that was called Software Software Arts asked him if he 157 00:08:40,160 --> 00:08:43,480 Speaker 1: would reconsider naming his company that just to avoid any confusion, 158 00:08:43,520 --> 00:08:46,360 Speaker 1: and he agreed to do that. Had another brainstorming session 159 00:08:46,360 --> 00:08:49,080 Speaker 1: and that came up with Electronic Arts. Along with a 160 00:08:49,120 --> 00:08:51,400 Speaker 1: team of other folks and marketing people as well an 161 00:08:51,400 --> 00:08:55,040 Speaker 1: outside marketing company, and Electronic Arts was born. They would 162 00:08:55,080 --> 00:08:59,240 Speaker 1: actually receive by the end of nine two two million 163 00:08:59,559 --> 00:09:03,480 Speaker 1: dollars in venture capital from Sequoia Capital, and Sequoia Capital 164 00:09:03,520 --> 00:09:05,680 Speaker 1: even gave them some office space to work out of 165 00:09:05,800 --> 00:09:08,640 Speaker 1: before they had any sort of physical headquarters, right right, 166 00:09:09,200 --> 00:09:11,080 Speaker 1: very originally, I think he worked out of his own 167 00:09:11,120 --> 00:09:13,760 Speaker 1: home when he was hiring his first couple of people, 168 00:09:14,200 --> 00:09:17,280 Speaker 1: and UH, all of these people that he was hiring 169 00:09:17,320 --> 00:09:20,280 Speaker 1: at the time, and the naming of the company kind 170 00:09:20,280 --> 00:09:22,920 Speaker 1: of came about because he really wanted, um, he really 171 00:09:22,960 --> 00:09:26,319 Speaker 1: believed that computer games are an art form and wanted 172 00:09:26,520 --> 00:09:29,520 Speaker 1: UM wanted the game company to operate kind of like 173 00:09:29,520 --> 00:09:32,040 Speaker 1: a music label. UM. And this is really evident in 174 00:09:32,040 --> 00:09:34,920 Speaker 1: some of their early marketing campaigns and attempts. You know, 175 00:09:35,040 --> 00:09:37,160 Speaker 1: they would get these game developers together and pose them 176 00:09:37,160 --> 00:09:41,080 Speaker 1: like rock stars have, have rock music photographers come in 177 00:09:41,160 --> 00:09:44,000 Speaker 1: and do these gorgeous photographs of them and and really 178 00:09:44,160 --> 00:09:47,360 Speaker 1: concentrate on the software artist. Yeah, even the art they 179 00:09:47,400 --> 00:09:50,560 Speaker 1: would use in their the games they sold, which in 180 00:09:50,600 --> 00:09:54,080 Speaker 1: those days, games didn't come in boxes yet. They were 181 00:09:54,120 --> 00:09:57,480 Speaker 1: in usually plastic bags, and you had some art that 182 00:09:57,520 --> 00:10:01,040 Speaker 1: would be included. But it it looked pretty look like 183 00:10:01,080 --> 00:10:02,840 Speaker 1: a lot of Yeah, it look like a lot of 184 00:10:02,880 --> 00:10:05,800 Speaker 1: these games came out of someone's garage. And here's here's 185 00:10:05,800 --> 00:10:08,320 Speaker 1: a fun fact. A lot of them did. UM but 186 00:10:09,040 --> 00:10:11,400 Speaker 1: uh e A. They took an approach where they really 187 00:10:11,440 --> 00:10:15,480 Speaker 1: put a lot of graphic design work into the art 188 00:10:15,640 --> 00:10:19,400 Speaker 1: that was included with the games. And there were several 189 00:10:19,679 --> 00:10:23,200 Speaker 1: sources I read that likened the the art on the 190 00:10:23,240 --> 00:10:27,680 Speaker 1: games to album you would see on what we used 191 00:10:27,679 --> 00:10:29,880 Speaker 1: to you know, buy music on, which were these giant 192 00:10:30,000 --> 00:10:32,600 Speaker 1: vinyl albums. I actually kids are doing that again now, 193 00:10:32,679 --> 00:10:35,839 Speaker 1: but bund there was a while where I would say 194 00:10:35,920 --> 00:10:39,079 Speaker 1: vinyl album and I just get that blank stare um. 195 00:10:39,600 --> 00:10:41,880 Speaker 1: Those days appeared to have disappeared again for at least 196 00:10:41,880 --> 00:10:45,600 Speaker 1: a while, but I'll see that keeps up. They actually 197 00:10:45,640 --> 00:10:49,559 Speaker 1: moved to the headquarters in San Mateo, California, and they 198 00:10:49,559 --> 00:10:52,520 Speaker 1: were there for quite a few years. Ultimately they ended 199 00:10:52,600 --> 00:10:55,319 Speaker 1: up moving again. But and also you know, e A 200 00:10:55,440 --> 00:10:58,160 Speaker 1: expanded greatly, But we'll get into all of that. So 201 00:10:58,760 --> 00:11:04,840 Speaker 1: they're early early efforts were concentrated on a few titles, uh, 202 00:11:04,920 --> 00:11:08,160 Speaker 1: and they wanted to produce all of their games internally. 203 00:11:08,200 --> 00:11:12,640 Speaker 1: They wanted to be a publisher, a developer, and a distributor. 204 00:11:13,040 --> 00:11:18,000 Speaker 1: So these are all different parts of the video game industry. 205 00:11:18,040 --> 00:11:20,760 Speaker 1: And you can have a company that's just one of 206 00:11:20,760 --> 00:11:22,600 Speaker 1: these things, or you can have a company that does 207 00:11:23,000 --> 00:11:27,240 Speaker 1: multiple roles here. But to break it down, essentially, you 208 00:11:27,320 --> 00:11:30,520 Speaker 1: have publishers that these are the companies that fund the 209 00:11:30,559 --> 00:11:33,600 Speaker 1: development of video games. Now, they might have a development 210 00:11:33,679 --> 00:11:36,760 Speaker 1: team within the publisher, or they may pay an independent 211 00:11:36,840 --> 00:11:39,920 Speaker 1: developer to create a game, but they are the ones 212 00:11:39,960 --> 00:11:43,559 Speaker 1: who say, here's some money, we believe in the project 213 00:11:43,640 --> 00:11:45,960 Speaker 1: that you have pitched, why don't you go ahead and 214 00:11:45,960 --> 00:11:48,440 Speaker 1: build that game. Then you give us the game, and 215 00:11:48,480 --> 00:11:52,040 Speaker 1: we will make sure the game gets to distributors, who 216 00:11:52,080 --> 00:11:54,559 Speaker 1: will then make sure the game gets two stores. And 217 00:11:54,600 --> 00:11:56,880 Speaker 1: then the way it generally works if if you're talking 218 00:11:56,880 --> 00:11:59,800 Speaker 1: about an independent developer and a publisher, the publisher will 219 00:11:59,840 --> 00:12:02,840 Speaker 1: give an advance to the developer, and that advance is 220 00:12:02,880 --> 00:12:06,679 Speaker 1: against any future royalties that the game sells until you 221 00:12:06,760 --> 00:12:08,800 Speaker 1: pay off that advance, and then you usually have some 222 00:12:08,840 --> 00:12:12,040 Speaker 1: sort of royalty sharing program where the publisher gets a 223 00:12:12,080 --> 00:12:14,680 Speaker 1: certain amount of the money from sales and the developer 224 00:12:14,720 --> 00:12:18,440 Speaker 1: gets another you know, a percentage of those sales as well, 225 00:12:18,920 --> 00:12:21,439 Speaker 1: but the advance has to be paid off first because 226 00:12:21,440 --> 00:12:24,200 Speaker 1: that's the initial investment the publisher makes to the developer. 227 00:12:24,600 --> 00:12:27,080 Speaker 1: Developers are of course, those are the people who developed 228 00:12:27,120 --> 00:12:29,360 Speaker 1: the games, are the ones who actually build the games. 229 00:12:29,400 --> 00:12:31,640 Speaker 1: So again, it can be an independent company, it could 230 00:12:31,640 --> 00:12:33,240 Speaker 1: be part of a publisher, it could be part of 231 00:12:33,240 --> 00:12:36,520 Speaker 1: a distributor. Uh, either are all different types of models 232 00:12:36,520 --> 00:12:38,800 Speaker 1: out there, but these are the people actually building the code, 233 00:12:38,880 --> 00:12:43,400 Speaker 1: making the art, writing the games. That's that's yeah. Then 234 00:12:43,440 --> 00:12:45,960 Speaker 1: you've got the distributors. Now, these are the people who 235 00:12:46,000 --> 00:12:50,360 Speaker 1: are responsible for delivering finished games from publishers and delivering 236 00:12:50,400 --> 00:12:55,080 Speaker 1: them to retail establishments and other outlets, so they sell gain. 237 00:12:55,200 --> 00:12:57,800 Speaker 1: The publishers sell their games to distributors, and then the 238 00:12:57,880 --> 00:13:01,480 Speaker 1: distributors take those games and sell them to the retail 239 00:13:01,520 --> 00:13:04,760 Speaker 1: operators who then sell them to the public. So e 240 00:13:04,960 --> 00:13:07,640 Speaker 1: A was all three of these things right. And at 241 00:13:07,640 --> 00:13:09,480 Speaker 1: the time, Hawkins has said that he had done a 242 00:13:09,520 --> 00:13:11,520 Speaker 1: lot of market research and that a hundred and thirty 243 00:13:11,520 --> 00:13:14,679 Speaker 1: five of his competitors were doing the same thing um 244 00:13:14,760 --> 00:13:17,560 Speaker 1: which which seems like an awfully large number, although at 245 00:13:17,559 --> 00:13:21,400 Speaker 1: the time we were just on the verge of a 246 00:13:21,800 --> 00:13:25,880 Speaker 1: little bit of a market crash a little bit, a 247 00:13:25,920 --> 00:13:28,600 Speaker 1: little bit as a little bit is understating it. Yeah, 248 00:13:28,679 --> 00:13:30,760 Speaker 1: but but but but during this boom there were there 249 00:13:30,800 --> 00:13:33,079 Speaker 1: was a lot going on um and And also the 250 00:13:33,760 --> 00:13:37,200 Speaker 1: concept reminds me a lot of Apple's Apple is a 251 00:13:37,200 --> 00:13:41,240 Speaker 1: really terrific example of vertical integration and um and from 252 00:13:41,280 --> 00:13:43,480 Speaker 1: his time at Apple, I feel like probably that's one 253 00:13:43,480 --> 00:13:47,440 Speaker 1: of the places where he picked up this concept. We'll 254 00:13:47,480 --> 00:13:49,640 Speaker 1: be back to talk more about e A in just 255 00:13:49,720 --> 00:13:59,600 Speaker 1: a moment, but first let's take a quick break. The 256 00:13:59,640 --> 00:14:04,400 Speaker 1: first six titles from e A included games called Hard 257 00:14:04,440 --> 00:14:08,160 Speaker 1: Hat mac which was kind of like a Mario clone. 258 00:14:08,920 --> 00:14:12,480 Speaker 1: Um it's or Donkey Kong clone. I really should say 259 00:14:12,480 --> 00:14:15,200 Speaker 1: not Mario, but a Donkey Kong clone. It was a 260 00:14:15,200 --> 00:14:18,080 Speaker 1: platforming game a side not even a side scralling. It 261 00:14:18,160 --> 00:14:20,600 Speaker 1: was you know, it's kind of like Donkey Kong. Then 262 00:14:20,640 --> 00:14:24,200 Speaker 1: you had the pinball construction set. There was a game 263 00:14:24,240 --> 00:14:27,680 Speaker 1: called which you don't let you build pinball systems. Then 264 00:14:27,720 --> 00:14:32,240 Speaker 1: you had arcn which was kind of a weird fantasy 265 00:14:32,400 --> 00:14:36,800 Speaker 1: strategy game that was part chess, part action game. The 266 00:14:36,840 --> 00:14:40,360 Speaker 1: idea being that you have two sides. Uh. Two sides 267 00:14:40,400 --> 00:14:43,040 Speaker 1: have different pieces that are kind of like chess pieces. 268 00:14:43,440 --> 00:14:46,120 Speaker 1: The different pieces have different abilities, and you try to 269 00:14:46,160 --> 00:14:49,840 Speaker 1: take over your opponent's territory. Whenever one of your pieces 270 00:14:49,840 --> 00:14:52,640 Speaker 1: comes in contact with an opponent's piece, you then have 271 00:14:52,720 --> 00:14:56,280 Speaker 1: a little arcade like battle between the two. Right and 272 00:14:56,320 --> 00:14:58,840 Speaker 1: depending upon what your pieces, you might be able to 273 00:14:58,880 --> 00:15:01,840 Speaker 1: really whoop up on your opponent because you're faster or 274 00:15:01,880 --> 00:15:04,920 Speaker 1: your shots do a lot more damage. Uh and and 275 00:15:04,960 --> 00:15:07,360 Speaker 1: so it was all about strategy, like I want to 276 00:15:07,400 --> 00:15:10,240 Speaker 1: make sure this piece goes up against my that piece 277 00:15:10,320 --> 00:15:12,960 Speaker 1: my opponent has, so I can I can win the game. 278 00:15:13,360 --> 00:15:15,000 Speaker 1: You can kind of tell that I played the heck 279 00:15:15,000 --> 00:15:18,200 Speaker 1: out of this game. By the way, I also owned 280 00:15:18,240 --> 00:15:20,800 Speaker 1: the Pinball Construction set and I owned hard Hat Mac. 281 00:15:21,640 --> 00:15:25,200 Speaker 1: Then there was a Mule, which was another strategy game. 282 00:15:25,880 --> 00:15:29,440 Speaker 1: A lot of people who enjoyed this really like things 283 00:15:29,480 --> 00:15:32,600 Speaker 1: like a war gaming where you would have the big 284 00:15:32,640 --> 00:15:35,640 Speaker 1: table with all the hexagons, we move the pieces around. 285 00:15:35,920 --> 00:15:38,440 Speaker 1: Mule was kind of the computer version of that. Yeah, 286 00:15:38,440 --> 00:15:40,320 Speaker 1: it was really built for four players, which at the 287 00:15:40,360 --> 00:15:43,080 Speaker 1: time was was kind of unheard of. Yeah, and I 288 00:15:43,120 --> 00:15:45,520 Speaker 1: never got into it because my brain does not work 289 00:15:45,600 --> 00:15:48,280 Speaker 1: that way. I can I can do well enough in 290 00:15:48,320 --> 00:15:51,640 Speaker 1: our con because even if my strategy skills aren't that great, 291 00:15:51,640 --> 00:15:54,160 Speaker 1: my twitch skills were good enough to help me get by, 292 00:15:54,240 --> 00:15:57,360 Speaker 1: but Mule not so much. Then there was Worms, which 293 00:15:57,440 --> 00:15:59,600 Speaker 1: was kind of a high concept game where you would 294 00:15:59,640 --> 00:16:03,760 Speaker 1: train these what they called worms, these these these lines 295 00:16:03,840 --> 00:16:07,120 Speaker 1: of light to behave in a certain way in order 296 00:16:07,200 --> 00:16:11,920 Speaker 1: to progress in the game. And it's very difficult to explain. 297 00:16:12,280 --> 00:16:14,920 Speaker 1: And I've always seen people who say, if you want 298 00:16:14,960 --> 00:16:16,520 Speaker 1: to play the game, if you want to try it out, 299 00:16:16,560 --> 00:16:18,400 Speaker 1: find a copy of it and give it a whirl. 300 00:16:18,680 --> 00:16:21,400 Speaker 1: I mean, you can find stuff like this on the internet. Uh, 301 00:16:21,760 --> 00:16:24,200 Speaker 1: you should do it without reading the instructions, just to 302 00:16:24,240 --> 00:16:26,320 Speaker 1: see if you can figure out what the heck is 303 00:16:26,360 --> 00:16:29,640 Speaker 1: going on. Um. And I mean I read a description 304 00:16:29,640 --> 00:16:30,880 Speaker 1: of this, and I'm not sure I would be able 305 00:16:30,920 --> 00:16:33,760 Speaker 1: to figure it out. But maybe it's more intuitive than 306 00:16:33,960 --> 00:16:38,520 Speaker 1: the descriptions would give you. Uh that then the description 307 00:16:38,560 --> 00:16:41,120 Speaker 1: seemed to indicate. And then the last of the six 308 00:16:41,160 --> 00:16:44,440 Speaker 1: titles that they launched with when the company was first 309 00:16:44,520 --> 00:16:48,960 Speaker 1: offering up games was Murder on These zinder Kneuf, which 310 00:16:49,000 --> 00:16:51,720 Speaker 1: I know nothing about. I did not own that one. Yeah, 311 00:16:51,800 --> 00:16:53,880 Speaker 1: I I should put in that I have played zero 312 00:16:54,080 --> 00:16:57,320 Speaker 1: of these games. Well, they you know, right around when 313 00:16:57,360 --> 00:17:01,400 Speaker 1: you were one, so I'm not surprised. So but I 314 00:17:02,280 --> 00:17:04,199 Speaker 1: had most of these games because they came out for 315 00:17:04,200 --> 00:17:07,480 Speaker 1: the Apple too, and we had an Apple too. And 316 00:17:08,080 --> 00:17:11,520 Speaker 1: actually what happened was a local school had purchased a 317 00:17:11,560 --> 00:17:13,720 Speaker 1: bunch of games and then they gave them to me 318 00:17:13,840 --> 00:17:16,879 Speaker 1: to test and tell them which ones were educational and 319 00:17:16,920 --> 00:17:19,879 Speaker 1: which ones were not really educational. So I did, and 320 00:17:19,920 --> 00:17:21,520 Speaker 1: then I returned all the games and they said, all right, 321 00:17:21,560 --> 00:17:24,520 Speaker 1: you can keep all the ones that aren't educational. Yeah, 322 00:17:24,600 --> 00:17:29,240 Speaker 1: So as a kid, I was like ching and um, 323 00:17:29,280 --> 00:17:30,960 Speaker 1: and so yeah, I ended up with a lot of 324 00:17:31,320 --> 00:17:33,640 Speaker 1: a lot of early games. That's also how I ended 325 00:17:33,720 --> 00:17:36,480 Speaker 1: up learning about the Ultimate series because Ultimate two was 326 00:17:36,480 --> 00:17:40,520 Speaker 1: one of those games. But uh yeah, so there was 327 00:17:41,200 --> 00:17:44,919 Speaker 1: that was the initial launching title, but there were some 328 00:17:44,960 --> 00:17:47,840 Speaker 1: other ones that came out shortly thereafter. There was The 329 00:17:47,920 --> 00:17:52,240 Speaker 1: Last Gladiator, which is a game I also owned. Um 330 00:17:52,400 --> 00:17:54,520 Speaker 1: that that one didn't come in the batch. I won 331 00:17:54,720 --> 00:17:58,040 Speaker 1: that one as a as a part of a lip 332 00:17:58,080 --> 00:18:03,000 Speaker 1: syncing contest. What pray tell, were you lip sinking? Me 333 00:18:03,200 --> 00:18:06,800 Speaker 1: and my dad did a lip sinking routine to raise 334 00:18:06,880 --> 00:18:11,560 Speaker 1: Stevens the Pirates song, which is all about a pirate 335 00:18:11,600 --> 00:18:14,720 Speaker 1: who wants to sing and dance and wear bright shiny pants. 336 00:18:15,400 --> 00:18:19,200 Speaker 1: Well that's that's a that's awesome. Yeah. We won first place, 337 00:18:19,240 --> 00:18:21,879 Speaker 1: which was a fifty dollar gift certificate to a local 338 00:18:21,960 --> 00:18:25,080 Speaker 1: comics store. And I don't read comic books, so I 339 00:18:25,119 --> 00:18:28,160 Speaker 1: bought all their computer games instead, and one of them 340 00:18:28,240 --> 00:18:30,440 Speaker 1: was The Last Gladiator, And that was a game where 341 00:18:30,440 --> 00:18:32,439 Speaker 1: you play as a little gladiator and all these different 342 00:18:32,440 --> 00:18:35,000 Speaker 1: monsters come out and based upon whatever weapon you have 343 00:18:35,040 --> 00:18:38,200 Speaker 1: at your disposal, you have uh you know, decent chances 344 00:18:38,240 --> 00:18:40,359 Speaker 1: against them. It gets more and more difficult as the 345 00:18:40,359 --> 00:18:42,600 Speaker 1: game goes on. You know, it's kind of a typical 346 00:18:42,840 --> 00:18:48,160 Speaker 1: Arcady experience. Um. They also had they launched a game 347 00:18:48,160 --> 00:18:50,119 Speaker 1: that would end up being sort of the genesis of 348 00:18:50,160 --> 00:18:53,240 Speaker 1: e A sports. Dr J and Larry Bird Go one 349 00:18:53,280 --> 00:18:56,240 Speaker 1: on one. I'm told this is from a sport called 350 00:18:56,280 --> 00:19:00,920 Speaker 1: basketball and so on. That's one with the orange round thing. Correct, Uh, 351 00:19:01,520 --> 00:19:04,879 Speaker 1: I want to say yes, yeah, this this was one 352 00:19:04,920 --> 00:19:07,919 Speaker 1: of the earliest. Uh well, it was the earliest sports 353 00:19:07,920 --> 00:19:11,240 Speaker 1: game from e A and Hawkins really struck on a 354 00:19:11,280 --> 00:19:14,680 Speaker 1: brilliant idea. He had decided to try and approach people 355 00:19:14,720 --> 00:19:19,000 Speaker 1: who were famous in various sports and to license their 356 00:19:19,080 --> 00:19:22,120 Speaker 1: their names to get that media tie in. Yeah right, Yeah, 357 00:19:22,160 --> 00:19:25,679 Speaker 1: they get a promotional tie in from famous famous athletes, 358 00:19:25,720 --> 00:19:28,600 Speaker 1: I mean Dr J and Larry Bird or especially at 359 00:19:28,600 --> 00:19:33,159 Speaker 1: the world famous and and which is interesting because the 360 00:19:33,440 --> 00:19:35,919 Speaker 1: world famous since they were playing an American sport that 361 00:19:35,960 --> 00:19:40,680 Speaker 1: was almost exclusively played in America. Um. They ended up 362 00:19:41,080 --> 00:19:43,880 Speaker 1: that they ended up paying off big time and being 363 00:19:44,119 --> 00:19:47,040 Speaker 1: a strategy that e A still to this day employees. 364 00:19:47,600 --> 00:19:50,879 Speaker 1: They also established a new policy which was to in 365 00:19:50,960 --> 00:19:54,440 Speaker 1: order to keep more of the profits that it would 366 00:19:54,480 --> 00:19:57,240 Speaker 1: get from its uh from the sales it was going 367 00:19:57,280 --> 00:20:00,919 Speaker 1: to reduce the discount it gave software distributor sports games, 368 00:20:01,080 --> 00:20:05,040 Speaker 1: meaning that uh, they were essentially selling their games at 369 00:20:05,040 --> 00:20:08,840 Speaker 1: a higher cost. Two stores saying all right, well, you know, 370 00:20:08,880 --> 00:20:11,480 Speaker 1: we're no longer going to sell this game to you 371 00:20:11,560 --> 00:20:13,520 Speaker 1: at ten dollars a copy. We're gonna sell it to 372 00:20:13,560 --> 00:20:16,800 Speaker 1: you for thirty dollars a copy. And uh, and you 373 00:20:16,840 --> 00:20:20,200 Speaker 1: know it's your truck. Uh, it's your problem to figure 374 00:20:20,200 --> 00:20:22,600 Speaker 1: out how to sell this. So if you're if you 375 00:20:22,720 --> 00:20:26,040 Speaker 1: usually sell your games at forty dollars, now you're paying 376 00:20:26,080 --> 00:20:28,480 Speaker 1: thirty bucks to sell it for forty, your profit margin 377 00:20:28,560 --> 00:20:33,199 Speaker 1: has shrunk as a software disc a software retail store. Um, 378 00:20:33,240 --> 00:20:35,320 Speaker 1: you know, do you continue trying to do that? Do 379 00:20:35,320 --> 00:20:37,359 Speaker 1: you hike your prices up and hope that people are 380 00:20:37,400 --> 00:20:40,600 Speaker 1: willing to pay it? Uh. E A's point was that, hey, 381 00:20:40,720 --> 00:20:42,879 Speaker 1: we're starting to make a name for ourselves. People know 382 00:20:43,000 --> 00:20:46,360 Speaker 1: our product and they like it. So if if they 383 00:20:46,400 --> 00:20:48,520 Speaker 1: like it and this is the only way they can 384 00:20:48,520 --> 00:20:51,040 Speaker 1: get it, then you're gonna have to play ball with us. 385 00:20:51,080 --> 00:20:54,080 Speaker 1: And this is sort of the first example of e 386 00:20:54,240 --> 00:20:57,240 Speaker 1: A really throwing its weight around. Yeah. This was also 387 00:20:57,280 --> 00:20:59,560 Speaker 1: the year that it made its conference debut at the 388 00:20:59,600 --> 00:21:03,640 Speaker 1: Consumer Electronics Show, and so, yeah, they were really really 389 00:21:03,640 --> 00:21:06,040 Speaker 1: getting out there in the public and starting to make 390 00:21:06,320 --> 00:21:08,719 Speaker 1: make waves. Yeah, and keep in mind this is all 391 00:21:08,760 --> 00:21:11,760 Speaker 1: in the first year that they're actually offering games. You know, 392 00:21:11,840 --> 00:21:14,480 Speaker 1: they had been a company for a while, but of course, 393 00:21:14,520 --> 00:21:15,960 Speaker 1: you know, as soon as they became a company, it 394 00:21:16,000 --> 00:21:20,200 Speaker 1: didn't mean that they had games to offer everybody them. Uh. 395 00:21:20,280 --> 00:21:23,520 Speaker 1: They also had established these ideas that you know, every 396 00:21:23,520 --> 00:21:25,359 Speaker 1: single person who worked on the game was going to 397 00:21:25,400 --> 00:21:27,440 Speaker 1: be credited. If you were the creator of a game, 398 00:21:27,440 --> 00:21:32,280 Speaker 1: your name was front and center on the game's screens. 399 00:21:32,400 --> 00:21:33,960 Speaker 1: It would let you know that this was a game 400 00:21:34,000 --> 00:21:36,840 Speaker 1: developed by so and so. And that was a response 401 00:21:37,280 --> 00:21:40,960 Speaker 1: to a lot of the the activity they were seeing 402 00:21:40,960 --> 00:21:44,960 Speaker 1: on the console market, particularly with Atari. Uh, and that 403 00:21:45,240 --> 00:21:48,760 Speaker 1: there were people who were essentially anonymous game developers who 404 00:21:48,840 --> 00:21:51,200 Speaker 1: had put in hours and hours and hours of time 405 00:21:51,200 --> 00:21:54,600 Speaker 1: to create video games, but there was no sign of 406 00:21:54,720 --> 00:21:58,560 Speaker 1: credit for them on on the actual video games. It 407 00:21:58,640 --> 00:22:02,000 Speaker 1: was just you know, is this is you ex title 408 00:22:02,200 --> 00:22:05,480 Speaker 1: from X company? Sure. Yeah. The word that I've seen 409 00:22:05,520 --> 00:22:07,960 Speaker 1: tossed around in a lot of articles about it is 410 00:22:07,960 --> 00:22:10,640 Speaker 1: is surfs that these people were being treated like surfs 411 00:22:10,760 --> 00:22:15,399 Speaker 1: and and Hawkins was was saying that you know, some 412 00:22:15,400 --> 00:22:17,080 Speaker 1: of these kids that he had met out at Apple 413 00:22:17,200 --> 00:22:20,639 Speaker 1: were were and I quote legitimate divas, and and that 414 00:22:20,680 --> 00:22:24,399 Speaker 1: they deserved better than that. Yeah, and they Let's make 415 00:22:24,440 --> 00:22:26,800 Speaker 1: it clear, e A was not the only company doing this. 416 00:22:26,880 --> 00:22:30,440 Speaker 1: There were other companies that split off from Atari, for example, 417 00:22:30,960 --> 00:22:35,960 Speaker 1: that were founded by developers who wanted to have more 418 00:22:36,000 --> 00:22:38,280 Speaker 1: more control and more credit for the work that they 419 00:22:38,280 --> 00:22:41,480 Speaker 1: were doing. So e A is one example of that, 420 00:22:41,520 --> 00:22:44,400 Speaker 1: but it's by no means the only example of that. 421 00:22:44,960 --> 00:22:51,160 Speaker 1: Now UH in four Larry Probst joined the company as 422 00:22:51,200 --> 00:22:54,440 Speaker 1: the vice president of sales, and he will become really 423 00:22:54,440 --> 00:22:56,879 Speaker 1: important to e A. He was already important at that point, 424 00:22:56,920 --> 00:23:00,119 Speaker 1: but becomes even more so over the years. UH and 425 00:23:00,240 --> 00:23:03,160 Speaker 1: e A begins to distribute games from other companies, not 426 00:23:03,240 --> 00:23:06,000 Speaker 1: just their own companies. So now they're becoming a distributor 427 00:23:06,080 --> 00:23:09,960 Speaker 1: for other UH publishers. And one of the first ones 428 00:23:10,040 --> 00:23:13,560 Speaker 1: was Lucasfilm Games. There was also s s I and Interplay. 429 00:23:13,640 --> 00:23:18,840 Speaker 1: They all used Electronic Arts as a distributor. So now 430 00:23:18,880 --> 00:23:21,639 Speaker 1: they're bringing in money not only from the games that 431 00:23:21,680 --> 00:23:24,720 Speaker 1: they are developing in their their own house, but also 432 00:23:24,880 --> 00:23:28,359 Speaker 1: from developers. Yeah, this was this was the year that 433 00:23:28,359 --> 00:23:31,639 Speaker 1: the that the video game market really crashed or was 434 00:23:31,720 --> 00:23:34,119 Speaker 1: really feeling all of the effects of the crash. Um. 435 00:23:34,200 --> 00:23:36,480 Speaker 1: And this was due to a lot of a lot 436 00:23:36,520 --> 00:23:39,040 Speaker 1: of things, but um, but but mostly you know, Atari 437 00:23:39,200 --> 00:23:41,720 Speaker 1: had been kind of sort of driving the market into 438 00:23:41,760 --> 00:23:44,399 Speaker 1: the ground for a minute. Yeah, yeah, the market was 439 00:23:44,760 --> 00:23:49,160 Speaker 1: completely flooded with games, and and not good games necessarily. 440 00:23:49,359 --> 00:23:52,040 Speaker 1: There were some there's some great titles that were among 441 00:23:52,440 --> 00:23:55,000 Speaker 1: the ones that came out that year, but there were 442 00:23:55,320 --> 00:23:59,800 Speaker 1: Atari had essentially lowered the bar so far for anyone 443 00:23:59,840 --> 00:24:03,320 Speaker 1: to submit games to the console that it was flooded 444 00:24:03,359 --> 00:24:06,840 Speaker 1: with games that were just rushed, that had bad art, 445 00:24:07,119 --> 00:24:11,440 Speaker 1: that were poorly constructed, that were impossible to play. Um. 446 00:24:11,720 --> 00:24:15,920 Speaker 1: And this made people stop wanting to buy games because 447 00:24:15,960 --> 00:24:19,240 Speaker 1: they were just not fun. Right. And also there were 448 00:24:19,280 --> 00:24:21,439 Speaker 1: so many consoles on the market, you know, it had 449 00:24:21,520 --> 00:24:23,960 Speaker 1: kind of boomed, and and these things cost four to 450 00:24:24,040 --> 00:24:28,080 Speaker 1: eight hundred dollars in today's in today's concept of the dollar, right, 451 00:24:28,320 --> 00:24:30,639 Speaker 1: and so you know, yeah, it was it was not 452 00:24:30,760 --> 00:24:33,280 Speaker 1: sustainable at the time without the quality of games that 453 00:24:33,280 --> 00:24:35,560 Speaker 1: were coming out, and there was such an early boom 454 00:24:35,680 --> 00:24:37,639 Speaker 1: that it was just a rush, right, and then the 455 00:24:37,720 --> 00:24:40,359 Speaker 1: rush was followed by a bubble bursting, which we see 456 00:24:40,400 --> 00:24:42,840 Speaker 1: all the time, not just in technology but in all 457 00:24:43,000 --> 00:24:46,600 Speaker 1: kinds of markets. And uh and so you know, as 458 00:24:46,600 --> 00:24:50,520 Speaker 1: of a game company, Electronic Arts had a tough year 459 00:24:50,560 --> 00:24:53,879 Speaker 1: ahead of it because you know that was it was 460 00:24:53,920 --> 00:24:55,920 Speaker 1: affected to it. Even though a lot of its games 461 00:24:55,920 --> 00:25:00,280 Speaker 1: were being made for specters. I was saying p seas 462 00:25:00,320 --> 00:25:02,320 Speaker 1: but really at this time we weren't really calling the 463 00:25:02,400 --> 00:25:04,960 Speaker 1: PCs yet, but yeah, they were being made for computers. 464 00:25:05,119 --> 00:25:08,320 Speaker 1: It still was affected because uh, you know, a lot 465 00:25:08,359 --> 00:25:10,879 Speaker 1: of consumers got jaded on the concept of games in 466 00:25:10,880 --> 00:25:13,280 Speaker 1: the first place. That was, however, the year that they 467 00:25:13,280 --> 00:25:16,240 Speaker 1: published a game called The Seven Cities of Gold, which 468 00:25:16,240 --> 00:25:21,080 Speaker 1: I also owned. Uh yeah, I was. I was known 469 00:25:21,119 --> 00:25:24,520 Speaker 1: for being a terrible, terrible columnists colonialist. I guess I 470 00:25:24,560 --> 00:25:27,600 Speaker 1: should say I would go in and wreak havoc on 471 00:25:27,680 --> 00:25:32,840 Speaker 1: the various Mayan and az tech cultures and plunder them. Yeah. 472 00:25:33,880 --> 00:25:37,119 Speaker 1: I've heard that it was a very educational game, edutainment 473 00:25:37,560 --> 00:25:40,320 Speaker 1: edutainment toll. Yeah. I want to say that I bought 474 00:25:40,400 --> 00:25:42,159 Speaker 1: that one, and that one was not part of the package, 475 00:25:42,200 --> 00:25:43,879 Speaker 1: because if it were part of the package. Then obviously 476 00:25:43,880 --> 00:25:47,200 Speaker 1: I fipped about it being educational. Um. And then e 477 00:25:47,359 --> 00:25:50,200 Speaker 1: A began to switch its strategy at this point, when 478 00:25:50,280 --> 00:25:53,159 Speaker 1: the video game market had crashed, and instead of marketing 479 00:25:53,200 --> 00:25:56,440 Speaker 1: games as being from specific creators the way they had 480 00:25:56,480 --> 00:25:59,840 Speaker 1: been where they had made these developers rock stars, uh, 481 00:25:59,840 --> 00:26:03,560 Speaker 1: they were instead going to look at creating actual brands 482 00:26:03,760 --> 00:26:07,480 Speaker 1: and genres. So instead of saying from the mind of 483 00:26:07,560 --> 00:26:09,639 Speaker 1: so and so, they said, why don't we find a 484 00:26:09,720 --> 00:26:13,600 Speaker 1: game that really resonates with people and then just continue 485 00:26:13,640 --> 00:26:17,200 Speaker 1: to create games within that brand title or more even 486 00:26:17,280 --> 00:26:20,880 Speaker 1: just within that type of gameplay. Uh. This would actually 487 00:26:21,320 --> 00:26:24,320 Speaker 1: end up being something that people would criticize e A 488 00:26:24,480 --> 00:26:27,120 Speaker 1: four years later to the point where they well, they've 489 00:26:27,119 --> 00:26:29,560 Speaker 1: they've taken it to something of an extreme, but we'll 490 00:26:29,560 --> 00:26:33,399 Speaker 1: get into that. Yeah, Like yes, and they also decided 491 00:26:33,440 --> 00:26:36,440 Speaker 1: to start making games for lots of different platforms. So 492 00:26:36,840 --> 00:26:39,919 Speaker 1: besides the Apple two, they started looking at the Macintosh, 493 00:26:39,920 --> 00:26:44,120 Speaker 1: which was brand new in uh, the Amiga, the Commodore 494 00:26:44,240 --> 00:26:47,960 Speaker 1: sixty four IBM compatibles, which were just starting to take 495 00:26:48,000 --> 00:26:51,000 Speaker 1: off right around then. Uh, the Atari eight hundred, and 496 00:26:51,040 --> 00:26:54,000 Speaker 1: the Attari st We've got a bit more to say 497 00:26:54,040 --> 00:26:57,440 Speaker 1: about electronic arts. But first, let's take another quick break. 498 00:27:05,200 --> 00:27:08,200 Speaker 1: All right, we're back, and let's go back into what's 499 00:27:08,200 --> 00:27:12,159 Speaker 1: going on with the e A. So comes round and 500 00:27:12,560 --> 00:27:15,600 Speaker 1: e A starts releasing a bunch of games, including some 501 00:27:15,680 --> 00:27:20,160 Speaker 1: that were really famous in the fantasy gaming genre. Uh, 502 00:27:20,480 --> 00:27:23,840 Speaker 1: the big one being The Bard's Tale, which I also owned. 503 00:27:25,359 --> 00:27:29,159 Speaker 1: I did, I did not? I think. Well, it was 504 00:27:29,280 --> 00:27:33,359 Speaker 1: very Dungeons and Dragons ish. You would control a party 505 00:27:33,480 --> 00:27:36,640 Speaker 1: of players. You would you would generate characters and then 506 00:27:36,760 --> 00:27:40,240 Speaker 1: put them together in a party, and uh, this was 507 00:27:40,320 --> 00:27:42,200 Speaker 1: kind of standard for a lot of other video games 508 00:27:42,240 --> 00:27:44,760 Speaker 1: at the time. Wizardry was very similar in this respect, 509 00:27:45,320 --> 00:27:48,640 Speaker 1: where you would have certain number of fighters, a certain 510 00:27:48,680 --> 00:27:50,920 Speaker 1: number of magic users, maybe a thief or even a 511 00:27:51,000 --> 00:27:54,560 Speaker 1: bard who could affect the way the party performed by 512 00:27:54,680 --> 00:27:57,840 Speaker 1: playing different songs. That was one of the big innovative 513 00:27:57,880 --> 00:28:00,920 Speaker 1: gameplay elements of The Bard's Tale. So you know, play 514 00:28:00,960 --> 00:28:03,159 Speaker 1: a little song and then everyone gets gets all amped 515 00:28:03,200 --> 00:28:05,640 Speaker 1: up and they fight better, or you play another song 516 00:28:05,680 --> 00:28:07,679 Speaker 1: and everyone's starting to feel kind of chill and they 517 00:28:07,680 --> 00:28:12,160 Speaker 1: start healing and faster. That's terrific, useful bards, that's crazy. Yeah, yeah, 518 00:28:12,359 --> 00:28:16,280 Speaker 1: as opposed to and uh, there's this guy Guy's singing again. 519 00:28:16,359 --> 00:28:18,880 Speaker 1: We can't get them to shut up. We've broken four 520 00:28:18,960 --> 00:28:21,600 Speaker 1: loots and he doesn't get the hint. Well. The other 521 00:28:21,640 --> 00:28:23,959 Speaker 1: the alternative title for the Bard's Tale was Tales of 522 00:28:24,000 --> 00:28:28,040 Speaker 1: the Unknown Volume one when it was a fantasy RBG 523 00:28:28,440 --> 00:28:31,440 Speaker 1: and you. There was something really creative about the Bard's 524 00:28:31,520 --> 00:28:35,000 Speaker 1: Tale series, which was that you could import players from 525 00:28:35,080 --> 00:28:39,040 Speaker 1: other games all right on certain platforms app Apple two 526 00:28:39,080 --> 00:28:41,080 Speaker 1: is one of them. Yeah, um yeah, you can. You 527 00:28:41,080 --> 00:28:43,479 Speaker 1: can pull in things from from Ultima, which was from 528 00:28:43,560 --> 00:28:46,560 Speaker 1: Origin Systems that was not part of Electronic Arts at 529 00:28:46,560 --> 00:28:50,000 Speaker 1: that time, or from the aforementioned Wizardry, which was from Curtech, 530 00:28:50,160 --> 00:28:53,440 Speaker 1: also not part of e A. So these are games 531 00:28:53,440 --> 00:28:57,880 Speaker 1: made by other companies and allowed interoperability in the sense 532 00:28:57,920 --> 00:29:00,400 Speaker 1: that you could pull like if you had play this 533 00:29:00,440 --> 00:29:02,360 Speaker 1: other game and you had these characters that you had 534 00:29:02,400 --> 00:29:05,320 Speaker 1: developed some sort of emotional attachment to and you had 535 00:29:05,400 --> 00:29:08,000 Speaker 1: really invested in this game, you could then pull those 536 00:29:08,040 --> 00:29:11,600 Speaker 1: characters into The Bard's Tale and use them again in 537 00:29:11,640 --> 00:29:15,280 Speaker 1: a totally different game, which was kind of an awesome idea. 538 00:29:15,880 --> 00:29:18,640 Speaker 1: I will say that from my own personal experience from 539 00:29:18,640 --> 00:29:22,040 Speaker 1: playing Wizardry and then pulling characters in from Wizardry into 540 00:29:22,080 --> 00:29:26,840 Speaker 1: The Bard's Tale. They ended up being a tad overpowered, 541 00:29:27,560 --> 00:29:29,960 Speaker 1: like to the point where the whole first section of 542 00:29:30,000 --> 00:29:32,760 Speaker 1: the game was pointless to play because you just would 543 00:29:32,880 --> 00:29:36,880 Speaker 1: you know blast, Yeah, essentially like if I were to 544 00:29:37,000 --> 00:29:42,120 Speaker 1: encounter a moth and you were to give me a sledgehammer. Uh, 545 00:29:42,160 --> 00:29:44,240 Speaker 1: you know. That's kind of the way it felt. But 546 00:29:44,440 --> 00:29:47,560 Speaker 1: it was still a really cool game mechanic. Now. In 547 00:29:48,480 --> 00:29:52,200 Speaker 1: six and in they would release sequels to the Bard's Tales. 548 00:29:52,280 --> 00:29:54,920 Speaker 1: You get bards Tale two and Bard's Tale three. I 549 00:29:54,960 --> 00:29:57,240 Speaker 1: remember Bard's Tale three in particular, that was the one 550 00:29:57,240 --> 00:30:01,720 Speaker 1: I played the most. And into thousand four we saw 551 00:30:01,760 --> 00:30:05,080 Speaker 1: the release of The Bard's Tale. But this is a 552 00:30:05,120 --> 00:30:07,640 Speaker 1: game that was not released by e A, nor was 553 00:30:07,680 --> 00:30:11,280 Speaker 1: it connected directly to the Bard's Tale games. But it 554 00:30:11,320 --> 00:30:14,240 Speaker 1: was created by someone who had worked on the first two. 555 00:30:14,360 --> 00:30:16,280 Speaker 1: That's right, Yeah, that one of the people who helped 556 00:30:16,400 --> 00:30:19,520 Speaker 1: develop the maps in the first two Bards Tale games 557 00:30:19,600 --> 00:30:22,720 Speaker 1: was the developer behind The Bard's Tale the two thousand 558 00:30:22,800 --> 00:30:26,000 Speaker 1: four games. So I remember being excited when that game 559 00:30:26,040 --> 00:30:28,640 Speaker 1: came out because I thought, oh, they're relaunching this this 560 00:30:28,760 --> 00:30:32,360 Speaker 1: franchise that I loved as a kid. Yeah, it was 561 00:30:32,560 --> 00:30:35,240 Speaker 1: more just the name. I was still a fantasy RPG, 562 00:30:35,720 --> 00:30:39,120 Speaker 1: and you played a character who was very snarky thief. 563 00:30:39,320 --> 00:30:43,280 Speaker 1: Bard character voiced by Carrie El was. Oh man, well 564 00:30:43,280 --> 00:30:46,120 Speaker 1: that sounds that sounds worth playing just for just for that. 565 00:30:46,640 --> 00:30:50,360 Speaker 1: It was. It was entertaining first five minutes. You had 566 00:30:50,360 --> 00:30:53,240 Speaker 1: a narrator and you had Carrie Ell was this character, 567 00:30:53,280 --> 00:30:56,400 Speaker 1: and they would bicker as you played. So that was 568 00:30:56,480 --> 00:30:59,200 Speaker 1: kind of fun. But it again didn't relate back to 569 00:30:59,280 --> 00:31:02,680 Speaker 1: the Bard's Tale Games of My youth, So I was tricked. 570 00:31:03,360 --> 00:31:07,760 Speaker 1: They're tricks. E UH was also an e A released 571 00:31:07,760 --> 00:31:13,520 Speaker 1: their first productivity application, which was called Deluxe Paint. It's 572 00:31:13,560 --> 00:31:16,320 Speaker 1: a program for the Commodore Amiga, which was known as 573 00:31:16,400 --> 00:31:19,120 Speaker 1: a machine that was particularly powerful when it came to 574 00:31:19,200 --> 00:31:23,719 Speaker 1: graphics and sound. When you compared it against the other computers, 575 00:31:23,960 --> 00:31:26,800 Speaker 1: the Amiga blew them away. As far as that well, 576 00:31:26,840 --> 00:31:28,400 Speaker 1: I mean I had a friend who had Amiga, and 577 00:31:28,440 --> 00:31:32,560 Speaker 1: I remember just being completely flabbergasted that a computer could 578 00:31:32,600 --> 00:31:34,600 Speaker 1: do what his Amiga could do as far as graphics 579 00:31:34,600 --> 00:31:37,040 Speaker 1: and sound. We're concerned because when you compared it to 580 00:31:37,080 --> 00:31:41,440 Speaker 1: my Apple two or my two eighties six, it just 581 00:31:42,480 --> 00:31:44,640 Speaker 1: it outperformed him hands down in that So it was 582 00:31:44,640 --> 00:31:49,000 Speaker 1: a great game platform. But this was a painting platform 583 00:31:49,080 --> 00:31:51,719 Speaker 1: or a painting application, I should say, And it was 584 00:31:52,560 --> 00:31:56,640 Speaker 1: based off of an in house art development tool that 585 00:31:56,640 --> 00:31:59,640 Speaker 1: that e A had been using that they called Prism. 586 00:31:59,680 --> 00:32:02,480 Speaker 1: So they essentially took this in health tool and then 587 00:32:02,520 --> 00:32:05,560 Speaker 1: packaged it and changed it a bit for consumers. So hey, kids, 588 00:32:05,640 --> 00:32:07,560 Speaker 1: kids would be into this too. Yeah, like, you know, 589 00:32:07,720 --> 00:32:09,840 Speaker 1: we're using this to develop games, but I think people 590 00:32:09,840 --> 00:32:12,680 Speaker 1: would really be interested in using this for themselves. So 591 00:32:13,040 --> 00:32:15,000 Speaker 1: I'm sure they tweaked it so that would make sense 592 00:32:15,040 --> 00:32:19,280 Speaker 1: to a consumer, but hopefully yeah, or not just release 593 00:32:19,360 --> 00:32:22,400 Speaker 1: it the way it was, because you know, things, things 594 00:32:22,440 --> 00:32:24,959 Speaker 1: make you have different kinds of tools for people who 595 00:32:25,000 --> 00:32:27,239 Speaker 1: are professionals in an industry and people who are just 596 00:32:27,880 --> 00:32:31,000 Speaker 1: interested in it. Yeah, but yeah, that was an interesting 597 00:32:31,040 --> 00:32:34,680 Speaker 1: departure from just creating games. Um, I don't have anything, 598 00:32:35,720 --> 00:32:37,120 Speaker 1: and I should say I didn't say this at the 599 00:32:37,120 --> 00:32:39,040 Speaker 1: top of the show, but we're not going to cover 600 00:32:39,240 --> 00:32:42,560 Speaker 1: every release e A ever made, because first of all, 601 00:32:42,560 --> 00:32:44,640 Speaker 1: that would take us about five hours I think just 602 00:32:44,720 --> 00:32:47,840 Speaker 1: to list every game, and second of all, that would 603 00:32:47,880 --> 00:32:49,760 Speaker 1: that would be a really boring podcast that would be 604 00:32:49,800 --> 00:32:52,720 Speaker 1: that would be like like, yeah, even for our threshold, 605 00:32:53,000 --> 00:32:55,480 Speaker 1: that would be boring. So we don't want to I'm 606 00:32:55,560 --> 00:32:58,760 Speaker 1: just kidding. I'm just kidding, But no, I I agree entirely. 607 00:32:58,800 --> 00:33:01,440 Speaker 1: And so we're gonna mentioned some of the big ones, obviously, 608 00:33:01,520 --> 00:33:04,120 Speaker 1: especially the ones that ended up being disruptive to e 609 00:33:04,320 --> 00:33:07,360 Speaker 1: A or to the industry. But but in this case, 610 00:33:07,400 --> 00:33:09,680 Speaker 1: we're we're just kind of skimming through some of the 611 00:33:09,680 --> 00:33:14,400 Speaker 1: big ones and not hitting every single one. Son was 612 00:33:14,480 --> 00:33:18,040 Speaker 1: when e A set up a European division to market 613 00:33:18,120 --> 00:33:20,720 Speaker 1: PC games. Now, at this point it was just to 614 00:33:21,000 --> 00:33:24,680 Speaker 1: kind of be a marketing firm, not a development house, 615 00:33:25,840 --> 00:33:30,560 Speaker 1: but uh, they saw a lot of opportunity to expand 616 00:33:30,800 --> 00:33:35,120 Speaker 1: into Europe. The problem with Europe was that it was 617 00:33:35,200 --> 00:33:38,719 Speaker 1: being very it was very slow to adopt consoles. It 618 00:33:38,800 --> 00:33:41,840 Speaker 1: was this is true later on when we started getting 619 00:33:41,840 --> 00:33:45,239 Speaker 1: into the advanced consoles, to the ones like are the 620 00:33:45,280 --> 00:33:51,000 Speaker 1: current generation PlayStation forward Europe. It's not that Europe was 621 00:33:51,720 --> 00:33:54,200 Speaker 1: not interested in it's just it was slower to adopt 622 00:33:54,240 --> 00:33:57,960 Speaker 1: it than other markets. So e A was trying to 623 00:33:58,000 --> 00:34:02,480 Speaker 1: really invest in what they saw as being a huge opportunity. Yeah. 624 00:34:03,200 --> 00:34:05,440 Speaker 1: So so that's that was the beginning of that. And 625 00:34:05,480 --> 00:34:10,680 Speaker 1: in A released waste Land, which was a post apocalyptic 626 00:34:10,800 --> 00:34:14,200 Speaker 1: role playing game that's pretty you know, innovative. There were 627 00:34:14,280 --> 00:34:17,879 Speaker 1: some other post apocalyptic RPG type stuff that was out 628 00:34:17,880 --> 00:34:20,720 Speaker 1: for computers. Some of them were just text based games, 629 00:34:20,760 --> 00:34:24,279 Speaker 1: not even graphics games. But but yeah, wait, Wasteland is 630 00:34:24,320 --> 00:34:27,000 Speaker 1: one that that I I still we are still not 631 00:34:27,120 --> 00:34:29,600 Speaker 1: in the era of me playing video games that are 632 00:34:29,640 --> 00:34:34,719 Speaker 1: not um maybe super Mario Brothers. But but but I 633 00:34:34,760 --> 00:34:36,680 Speaker 1: but I A lot of my friends speak with speak 634 00:34:36,680 --> 00:34:38,640 Speaker 1: of it with a lot of nostalgia. See. The reason 635 00:34:38,840 --> 00:34:41,520 Speaker 1: why I know so many of these e A titles 636 00:34:41,600 --> 00:34:45,239 Speaker 1: is because I followed the same kind of pathway that 637 00:34:45,320 --> 00:34:50,160 Speaker 1: e A did, and that I abandoned consoles shortly after 638 00:34:50,200 --> 00:34:53,520 Speaker 1: the Atari era and moved on to PCs because I 639 00:34:53,520 --> 00:34:56,799 Speaker 1: saw it as being a platform that would allow for 640 00:34:56,840 --> 00:34:59,840 Speaker 1: more sophisticated types of games. And that's something that Hawkins 641 00:34:59,840 --> 00:35:02,400 Speaker 1: and self headset as well. It's one of the reasons 642 00:35:02,400 --> 00:35:05,680 Speaker 1: why e A in its early days focused on computers 643 00:35:05,960 --> 00:35:08,719 Speaker 1: not on consoles. There were other reasons as well, like 644 00:35:08,760 --> 00:35:11,239 Speaker 1: if you want to build a console or a game 645 00:35:11,280 --> 00:35:14,240 Speaker 1: for a console, it gets pretty expensive from a production standpoint, 646 00:35:14,280 --> 00:35:16,480 Speaker 1: because you have to manufacture the cartridges, you have to 647 00:35:16,520 --> 00:35:19,520 Speaker 1: build the ROMs directly onto chips, you have to build 648 00:35:19,560 --> 00:35:22,359 Speaker 1: the cases, all this kind of stuff. Um, and so 649 00:35:22,400 --> 00:35:27,080 Speaker 1: there were higher costs associated with producing a video game 650 00:35:27,120 --> 00:35:32,719 Speaker 1: cartridge than a computer disk. So, uh, they had their 651 00:35:32,719 --> 00:35:36,799 Speaker 1: own reasons for really focusing on computers versus consoles. So yeah, 652 00:35:36,800 --> 00:35:39,960 Speaker 1: the console market didn't really recover until until the ny 653 00:35:40,120 --> 00:35:42,520 Speaker 1: S came out, Tony, Yeah, yeah, right around the round 654 00:35:42,560 --> 00:35:46,360 Speaker 1: eighty eight, that's when e A started to reevaluate this 655 00:35:46,600 --> 00:35:51,359 Speaker 1: position of focusing on PC only instead of or computers only, 656 00:35:51,400 --> 00:35:54,400 Speaker 1: since PC we tend to think of as anything that 657 00:35:54,480 --> 00:35:58,960 Speaker 1: runs DOS or Windows. But anyway, at that that time, 658 00:35:59,040 --> 00:36:00,719 Speaker 1: that's when e A was starting to really look at 659 00:36:00,719 --> 00:36:04,000 Speaker 1: the NES and say, well, maybe there's a reason to 660 00:36:04,040 --> 00:36:07,560 Speaker 1: get into this now. Entering into any kind of agreement 661 00:36:07,600 --> 00:36:11,200 Speaker 1: with Nintendo was something that Hawkins was a bit reluctant 662 00:36:11,239 --> 00:36:15,560 Speaker 1: to do because Nintendo had very strict licensing agreements and 663 00:36:16,120 --> 00:36:18,560 Speaker 1: standards that you had to meet. Because Nintendo did not 664 00:36:18,640 --> 00:36:22,040 Speaker 1: want another video game crash. They absolutely they're being very 665 00:36:22,040 --> 00:36:24,839 Speaker 1: careful about what they published exactly. They did not want 666 00:36:24,920 --> 00:36:28,000 Speaker 1: the market flooded with bad games. Not to say that 667 00:36:28,080 --> 00:36:31,000 Speaker 1: every game that came out for the NES was amazing, 668 00:36:31,520 --> 00:36:33,759 Speaker 1: but they were trying to keep as much of a 669 00:36:33,800 --> 00:36:36,640 Speaker 1: control on that as possible. And you know that's something 670 00:36:36,680 --> 00:36:40,399 Speaker 1: that publishers are or or game developers might view as 671 00:36:40,440 --> 00:36:43,080 Speaker 1: being a barrier. You know, they might go through the 672 00:36:43,120 --> 00:36:46,400 Speaker 1: trouble of developing a game only to hit a roadblock 673 00:36:46,480 --> 00:36:48,759 Speaker 1: with the licensing problem, and then you've got all this 674 00:36:49,080 --> 00:36:51,320 Speaker 1: time and energy and money that was spent on something 675 00:36:51,360 --> 00:36:54,840 Speaker 1: that you can't actually sell. So there was a big 676 00:36:54,880 --> 00:36:57,480 Speaker 1: issue there. But they did decide to start developing games 677 00:36:57,480 --> 00:36:59,879 Speaker 1: for the NES, and the first one was Skate or Die, 678 00:37:00,640 --> 00:37:03,320 Speaker 1: which my friends who had any S IS they loved 679 00:37:03,440 --> 00:37:06,120 Speaker 1: that game. I did not have an any S so 680 00:37:06,360 --> 00:37:08,960 Speaker 1: I was largely ignorant of it. I was still playing 681 00:37:09,000 --> 00:37:12,640 Speaker 1: the computer games at that time. UH. And instead of 682 00:37:12,840 --> 00:37:16,560 Speaker 1: just publishing the game directly and distributing it, they actually 683 00:37:16,600 --> 00:37:19,799 Speaker 1: licensed it out to Konami. UH. And then Hawkins said 684 00:37:19,800 --> 00:37:22,279 Speaker 1: that the console market was still just unproven, that that 685 00:37:22,360 --> 00:37:26,719 Speaker 1: the crash from before was so devastating that you could 686 00:37:26,760 --> 00:37:29,960 Speaker 1: not be certain it wouldn't happen again, and also again 687 00:37:30,040 --> 00:37:33,080 Speaker 1: said that consoles were kind of underpowered when you compared 688 00:37:33,120 --> 00:37:38,440 Speaker 1: them to computers. UM. Now. They would later really revisit this, 689 00:37:38,680 --> 00:37:42,560 Speaker 1: especially once the Sega Genesis came out UH and and 690 00:37:42,640 --> 00:37:45,400 Speaker 1: their their tune changes dramatically, but at that time they 691 00:37:45,440 --> 00:37:48,520 Speaker 1: were really saying computers are really that's that's our main focus. 692 00:37:48,760 --> 00:37:51,480 Speaker 1: Consoles or something we might do as a side project. Sure, 693 00:37:51,800 --> 00:37:55,759 Speaker 1: so they released a game that became one of the 694 00:37:55,880 --> 00:37:59,680 Speaker 1: most important franchises in the company's history, and I am 695 00:37:59,719 --> 00:38:04,399 Speaker 1: of was talking about John Madden Football. UH. Hawkins has 696 00:38:04,400 --> 00:38:06,480 Speaker 1: a lot of There are a lot of interviews with 697 00:38:06,520 --> 00:38:09,720 Speaker 1: Hawkins where he talks about his fond memories of developing 698 00:38:09,719 --> 00:38:13,319 Speaker 1: that game, about bringing John Madden into the experience and 699 00:38:13,400 --> 00:38:15,520 Speaker 1: saying that, you know, we would show him how we 700 00:38:15,520 --> 00:38:17,200 Speaker 1: were doing things, and then he would spend the next 701 00:38:17,239 --> 00:38:19,560 Speaker 1: twenty minutes yelling at us about how we got it wrong. 702 00:38:19,600 --> 00:38:22,560 Speaker 1: And but it was always in an effort to make 703 00:38:22,600 --> 00:38:25,120 Speaker 1: sure the game was as good as it possibly could be. 704 00:38:25,440 --> 00:38:29,480 Speaker 1: So while Madden's approach was what some people might call 705 00:38:30,040 --> 00:38:34,279 Speaker 1: aggressive and meant that they were working on making a 706 00:38:34,360 --> 00:38:36,280 Speaker 1: really good football game, or at least that was there. 707 00:38:36,320 --> 00:38:39,000 Speaker 1: That was the goal, and it did become one of 708 00:38:39,040 --> 00:38:43,920 Speaker 1: the most successful franchises his history. Yeah, as their twenty 709 00:38:43,920 --> 00:38:48,680 Speaker 1: four games out and it's sold million units. Now we'll 710 00:38:48,680 --> 00:38:51,400 Speaker 1: talk more about some controversy with Madden Football, but that 711 00:38:51,440 --> 00:38:55,080 Speaker 1: really plays in a few years down the line. Uh. 712 00:38:55,120 --> 00:38:58,560 Speaker 1: In nine, they began to develop games for the Sega 713 00:38:58,600 --> 00:39:01,040 Speaker 1: Genesis console, and this is when they started to really 714 00:39:01,080 --> 00:39:03,640 Speaker 1: rethink that approach and say, all right, maybe consoles are 715 00:39:03,680 --> 00:39:07,200 Speaker 1: actually important enough for us to consider it being a 716 00:39:07,280 --> 00:39:10,400 Speaker 1: main line of business, not just some little side business 717 00:39:10,400 --> 00:39:12,120 Speaker 1: where we can make a little extra money. There might 718 00:39:12,160 --> 00:39:15,879 Speaker 1: be some serious cash in this business. Hawkins has said 719 00:39:15,920 --> 00:39:18,080 Speaker 1: that that this deal that he made with with Sega 720 00:39:18,160 --> 00:39:21,479 Speaker 1: was kind of a crowning moment and has has said 721 00:39:21,480 --> 00:39:24,759 Speaker 1: that he had been um kind of stealthily reverse engineering 722 00:39:24,800 --> 00:39:27,080 Speaker 1: the sixty bit Seco Genesis for a couple of years 723 00:39:27,120 --> 00:39:30,759 Speaker 1: and that when Sega found out about this, um, you 724 00:39:30,800 --> 00:39:33,799 Speaker 1: know it's it's it could have gone one of two ways. 725 00:39:33,840 --> 00:39:36,759 Speaker 1: Either Sega could have sued him a whole lot, or 726 00:39:37,160 --> 00:39:40,600 Speaker 1: they could have created this this kind of awesome contract 727 00:39:40,680 --> 00:39:45,000 Speaker 1: for for creating games, and and it went. Hawkins has 728 00:39:45,040 --> 00:39:46,600 Speaker 1: said that, yes, that this is one of his big 729 00:39:46,640 --> 00:39:50,600 Speaker 1: wins in life. He essentially said that that he negotiated 730 00:39:50,640 --> 00:39:54,680 Speaker 1: an incredibly favorable deal for Electronic Arts. This was something 731 00:39:54,719 --> 00:39:57,319 Speaker 1: he could not do in Nintendo because Nintendo held so 732 00:39:57,440 --> 00:40:00,799 Speaker 1: much of the power in that relationship. And uh, you know, 733 00:40:00,920 --> 00:40:03,520 Speaker 1: when it comes to big business, guys, you know whoever 734 00:40:03,560 --> 00:40:06,160 Speaker 1: holds the power that that becomes an important part of 735 00:40:06,160 --> 00:40:09,800 Speaker 1: of any deal. And it was certainly something that Hawkins 736 00:40:09,920 --> 00:40:11,880 Speaker 1: was very concerned about. Even if you think back to 737 00:40:11,920 --> 00:40:13,960 Speaker 1: the days of him saying, you know, I want this 738 00:40:14,000 --> 00:40:16,520 Speaker 1: company to be about video games and art, you can 739 00:40:16,560 --> 00:40:20,760 Speaker 1: tell there's still a cutthroat businessman lurking underneath that artist 740 00:40:20,920 --> 00:40:24,279 Speaker 1: exterior there and um, and so yeah, this was a 741 00:40:24,320 --> 00:40:28,200 Speaker 1: great example of that. And uh, in the fall of nine, 742 00:40:28,200 --> 00:40:31,920 Speaker 1: that's when Electronic Arts held its initial public offering, the 743 00:40:31,960 --> 00:40:35,240 Speaker 1: I p oh, That's when it became a publicly traded company. 744 00:40:35,480 --> 00:40:39,600 Speaker 1: And uh, Hawkins decided, in order to really justify going 745 00:40:39,680 --> 00:40:44,040 Speaker 1: public and to to get investors excited and invested in 746 00:40:44,080 --> 00:40:48,040 Speaker 1: the company and to really increase the value of the company, 747 00:40:48,080 --> 00:40:52,520 Speaker 1: to initiate a policy where every single month he expected 748 00:40:52,560 --> 00:40:56,280 Speaker 1: there to be three new games entering into the development process, 749 00:40:56,840 --> 00:41:00,160 Speaker 1: not not completed, but entered into So you know that 750 00:41:00,320 --> 00:41:01,920 Speaker 1: that would mean that as time goes on, you have 751 00:41:02,040 --> 00:41:04,560 Speaker 1: more and more overlapping games until some come out for 752 00:41:04,600 --> 00:41:08,960 Speaker 1: publication while others are entering the development process. It Uh, 753 00:41:09,200 --> 00:41:12,319 Speaker 1: it's set a pretty tough standard. But and also they 754 00:41:12,320 --> 00:41:15,200 Speaker 1: were handling games from other developers at this point too, 755 00:41:15,239 --> 00:41:19,120 Speaker 1: so that this didn't even include those games right right, 756 00:41:19,120 --> 00:41:21,640 Speaker 1: And the company at the time it's worth about sixty million, 757 00:41:22,440 --> 00:41:24,719 Speaker 1: yeah and uh, and of course the the value of 758 00:41:24,719 --> 00:41:27,200 Speaker 1: the company now is in the billions. But will again 759 00:41:27,480 --> 00:41:30,080 Speaker 1: address that when we get further up into the timeline. 760 00:41:30,600 --> 00:41:34,680 Speaker 1: And in ninety one, that is a momentous year for 761 00:41:34,719 --> 00:41:37,520 Speaker 1: both Hawkins and for e A. That's when Trip Hawkins 762 00:41:37,560 --> 00:41:41,360 Speaker 1: decided to leave e A. He had felt that he 763 00:41:41,400 --> 00:41:44,480 Speaker 1: had accomplished all he wanted with the company and that 764 00:41:44,520 --> 00:41:46,280 Speaker 1: it was time for him to move on to something 765 00:41:46,360 --> 00:41:50,160 Speaker 1: new and challenging. And that new and challenging thing ended 766 00:41:50,239 --> 00:41:54,040 Speaker 1: up being three d O, which was you know, the 767 00:41:54,040 --> 00:41:55,680 Speaker 1: whole idea was he was going to create a video 768 00:41:55,719 --> 00:41:58,080 Speaker 1: game console that would lead the market. It would be 769 00:41:58,120 --> 00:42:03,200 Speaker 1: the most powerful, uh console, and it actually it was 770 00:42:04,040 --> 00:42:07,000 Speaker 1: predictive of the consoles that we see today. It was 771 00:42:07,040 --> 00:42:09,640 Speaker 1: meant to be sort of an entertainment center, not just 772 00:42:09,800 --> 00:42:14,280 Speaker 1: a video game console, but it was really expensive. Uh. 773 00:42:14,360 --> 00:42:17,000 Speaker 1: And also the games that first came out for the 774 00:42:17,040 --> 00:42:19,920 Speaker 1: three D O didn't get a lot of critical acclaim 775 00:42:20,080 --> 00:42:23,360 Speaker 1: and a lot of them relied heavily on full motion video. 776 00:42:23,440 --> 00:42:26,200 Speaker 1: That was when full motion video was just becoming possible 777 00:42:26,280 --> 00:42:29,319 Speaker 1: in the computer and console worlds. So people were using 778 00:42:29,320 --> 00:42:32,320 Speaker 1: it a lot, to the point where it became a gimmick. 779 00:42:32,560 --> 00:42:34,160 Speaker 1: You know, you thought that, oh, this game is good 780 00:42:34,160 --> 00:42:37,080 Speaker 1: because as full motion video in it. Then and you know, 781 00:42:37,160 --> 00:42:39,719 Speaker 1: full motion video, like any other tool, is just a tool. 782 00:42:39,760 --> 00:42:41,520 Speaker 1: It's just a tool. Yeah, if you're if you're using 783 00:42:41,560 --> 00:42:44,240 Speaker 1: three D for example, these days, it's just just a gimmick. 784 00:42:44,280 --> 00:42:46,799 Speaker 1: It's just a gimmick. Yeah, exactly, so, and that was 785 00:42:46,840 --> 00:42:48,960 Speaker 1: the that was the ultimate problem with three D O, 786 00:42:49,080 --> 00:42:55,960 Speaker 1: which spoiler alert, did not take off. It actually it. Yeah. Meanwhile, 787 00:42:56,040 --> 00:42:59,320 Speaker 1: back at e A, Larry Probst steps in. He becomes 788 00:42:59,360 --> 00:43:03,200 Speaker 1: the CEO of e A, uh and uh. Nintendo that 789 00:43:03,239 --> 00:43:06,960 Speaker 1: same year ninety one launched the Super Nintendo Entertainment System, 790 00:43:07,000 --> 00:43:11,320 Speaker 1: the S and E s or Ness, if you insist 791 00:43:11,400 --> 00:43:14,720 Speaker 1: on pronouncing it that way. And then e A began 792 00:43:14,800 --> 00:43:17,600 Speaker 1: to develop games both for the Genesis and for Nintendo 793 00:43:18,120 --> 00:43:20,399 Speaker 1: and in an effort to really kind of hit as 794 00:43:20,440 --> 00:43:25,239 Speaker 1: many fans as possible. They also said they prefer there 795 00:43:25,280 --> 00:43:28,000 Speaker 1: to be lots of different consoles competing in the market 796 00:43:28,040 --> 00:43:31,000 Speaker 1: because that means there's not one dominant player that can 797 00:43:31,239 --> 00:43:33,680 Speaker 1: use the leverage against them. You know, when there are 798 00:43:33,719 --> 00:43:35,840 Speaker 1: a lot of different players out there, then e A 799 00:43:36,000 --> 00:43:39,560 Speaker 1: has the advantage, which has been an important part of 800 00:43:39,560 --> 00:43:44,000 Speaker 1: the company's Yeah, it's it's really clever business business standpoint. Yeah, 801 00:43:44,040 --> 00:43:46,239 Speaker 1: it's another one of those things that some people get 802 00:43:46,280 --> 00:43:49,400 Speaker 1: a little I think people want games to be fun 803 00:43:49,480 --> 00:43:51,920 Speaker 1: and they don't want to think about the business end 804 00:43:51,960 --> 00:43:54,960 Speaker 1: of it because the business end is not necessarily fun. 805 00:43:55,080 --> 00:44:00,360 Speaker 1: It can be pretty pretty, pretty grand. Yeah. But anyway, 806 00:44:00,400 --> 00:44:03,680 Speaker 1: that that was that was starting to take off right 807 00:44:03,680 --> 00:44:07,319 Speaker 1: in ninety one, and that was when e A made 808 00:44:07,320 --> 00:44:13,040 Speaker 1: its first real acquisition, which was Distinctive Software, So they 809 00:44:13,080 --> 00:44:16,200 Speaker 1: bought an outside development studio. The idea was to kind 810 00:44:16,239 --> 00:44:19,600 Speaker 1: of they saw talent out there that they wanted to get, 811 00:44:19,680 --> 00:44:22,200 Speaker 1: and instead of trying to hire the talent away, they thought, well, 812 00:44:22,520 --> 00:44:26,000 Speaker 1: we're a larger company. Now, we're publicly traded, we're highly valued. 813 00:44:26,320 --> 00:44:30,160 Speaker 1: Let's use this opportunity to purchase this other company and 814 00:44:30,239 --> 00:44:34,520 Speaker 1: make it part of what we do. And Distinctive Software 815 00:44:34,640 --> 00:44:37,160 Speaker 1: was the company that had created the test Drive series 816 00:44:37,560 --> 00:44:41,719 Speaker 1: for Accolade, which of course was a competing company to 817 00:44:42,080 --> 00:44:46,680 Speaker 1: Electronic Arts. And so this same division ended up creating 818 00:44:46,680 --> 00:44:50,040 Speaker 1: a new line of games for Electronic Arts called Need 819 00:44:50,120 --> 00:44:53,680 Speaker 1: for Speed. You know, you may have played those games. Uh. 820 00:44:53,719 --> 00:44:58,120 Speaker 1: And then eventually Distinctive Studios was renamed e A Canada 821 00:44:58,280 --> 00:45:00,560 Speaker 1: and it's it's because it was located at an British 822 00:45:00,560 --> 00:45:04,120 Speaker 1: Columbia that's correct, over in Vancouver. And uh. Yeah, that 823 00:45:04,160 --> 00:45:07,960 Speaker 1: was also the year that the e A established a 824 00:45:08,120 --> 00:45:11,560 Speaker 1: Sports as a division. Yeah, so now we finally have 825 00:45:11,840 --> 00:45:15,760 Speaker 1: an actual formal division within Electronic Arts that is overseeing 826 00:45:15,760 --> 00:45:19,279 Speaker 1: the development of sports titles. And a lot of big 827 00:45:19,320 --> 00:45:23,520 Speaker 1: sports titles came out of that division, Madden Football, FIFA 828 00:45:23,960 --> 00:45:27,799 Speaker 1: games that were related to hockey to basketball, um, and 829 00:45:27,880 --> 00:45:30,279 Speaker 1: of course that will become more important as well. That 830 00:45:30,320 --> 00:45:34,160 Speaker 1: wraps up a classic episode the Electronic Arts Story Part one. 831 00:45:34,280 --> 00:45:36,560 Speaker 1: I can't wait to find out what happens in part two, 832 00:45:36,600 --> 00:45:38,799 Speaker 1: even though it happened more than seven years ago now, 833 00:45:39,080 --> 00:45:41,600 Speaker 1: But we're gonna go and check that out next week. 834 00:45:41,960 --> 00:45:44,839 Speaker 1: If you guys have suggestions for topics I should cover 835 00:45:44,920 --> 00:45:47,720 Speaker 1: on tech Stuff, reach out to me on Facebook or Twitter. 836 00:45:47,920 --> 00:45:50,439 Speaker 1: The handle at both of those is tech Stuff hs 837 00:45:50,600 --> 00:45:58,640 Speaker 1: W and I'll talk to you again really soon. Text 838 00:45:58,640 --> 00:46:01,399 Speaker 1: Stuff is an I heart Rate Deo production. For more 839 00:46:01,480 --> 00:46:04,880 Speaker 1: podcasts from I Heart Radio, visit the I heart Radio app, 840 00:46:05,000 --> 00:46:08,160 Speaker 1: Apple Podcasts, or wherever you listen to your favorite shows. 841 00:46:12,680 --> 00:46:12,719 Speaker 1: H