WEBVTT - TechStuff Classic: The Electronic Arts Story: Part One

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<v Speaker 1>Welcome to text Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and a love all things tech, and it is time

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<v Speaker 1>for a tech Stuff classic episode. This episode originally published

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<v Speaker 1>on May two thousand thirteen. It is part one of

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<v Speaker 1>a two parter and it is called The Electronic Arts Story.

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<v Speaker 1>This is clearly one that I'm going to have to

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<v Speaker 1>do an update for a lot has happened in seven years,

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<v Speaker 1>and there's a lot more to say about e A.

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<v Speaker 1>But we have to have a start somewhere, right, So

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<v Speaker 1>let's go back and listen to the Electronic Arts Story,

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<v Speaker 1>Part one. This particular story is pretty interesting. We're specifically

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<v Speaker 1>talking about Electronic Arts or e A, which a lot

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<v Speaker 1>of people view these days as some sort of megalomaniacal

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<v Speaker 1>corporation on dominating the entire video game industry. Yeah, and

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<v Speaker 1>it's uh yeah, well, I mean, well we'll get into

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<v Speaker 1>it later on, but but it but it is one

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<v Speaker 1>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>this UH company that was bent on on having a

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<v Speaker 1>stranglehold on the video game industry. And I'm not saying

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<v Speaker 1>that that's what he has now or that's goal, that's

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<v Speaker 1>what's goal is, but that's what that's the popular perception

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<v Speaker 1>that is. Well, you know, to be fair, it does

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<v Speaker 1>as twenty five million registered players and is operating out

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<v Speaker 1>of seventy five countries, so it's not doing too shadows company.

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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 EA 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 evolution of e A right, right, and

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<v Speaker 1>he had started kind of designing stuff. He was a

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<v Speaker 1>big D and D player from I understand, and and

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<v Speaker 1>was really interested in how all of the math and

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<v Speaker 1>statistics worked. But noticed that a lot of his friends

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<v Speaker 1>were not interested in doing that at all, and so

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<v Speaker 1>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 time,

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<v Speaker 1>he was starting to get interested in computers. Now in

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<v Speaker 1>the early seventies, this is predating the personal computer. If

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<v Speaker 1>you were interested in computers, it's because you had a

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<v Speaker 1>job that there were computers at your job, or maybe

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<v Speaker 1>you were attending university and they were computers there right

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<v Speaker 1>right in in seventy when he had his first interaction

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<v Speaker 1>ever with a prototype a micro computer. This was over

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<v Speaker 1>at 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 not exactly a

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<v Speaker 1>fully interactive gaming experience. It's more like, if I put

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<v Speaker 1>in every player's stats and then set this to go

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<v Speaker 1>and have it play out as if it were a game,

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<v Speaker 1>what would the results be? And he tested it by

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<v Speaker 1>running a simulation of what was going to be at

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<v Speaker 1>that time, the nineteen seventy four Super Bowl game, and

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<v Speaker 1>it turned out that his his game ended up predicting

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<v Speaker 1>the final score fairly closely. In his game, it said

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<v Speaker 1>that 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 strategy and applied game theory. That's an interesting major

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<v Speaker 1>right there, especially fore right, so 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 nineteen 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 still was still you know, kind of

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<v Speaker 1>in the hobbyist air, rah, but 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 at 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 some of the stuff, some of

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<v Speaker 1>the stuff he says, he says, well, after the time rights,

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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 any he needed to feel really old. Right now,

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<v Speaker 1>thank you, La, You're welcome. Um, he he incorporated Electronic

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<v Speaker 1>Arts and And this was not going to This was

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<v Speaker 1>not the original name that he had thought of for

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<v Speaker 1>the company. No, No, he actually originally wanted to call

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<v Speaker 1>it Amazing Software, but that just didn't seem to really click.

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<v Speaker 1>He got a bunch of people together to try and

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<v Speaker 1>uh brainstorm and idea. He had actually used two thousand

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<v Speaker 1>dollars of his own money to fund this early part

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<v Speaker 1>of the company, UH, and he they started thinking about

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<v Speaker 1>other possible names. One of the names they came up

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<v Speaker 1>with was soft Art, but the head of another company

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<v Speaker 1>that was called Software Software Arts asked him if he

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<v Speaker 1>would reconsider naming his company that just to avoid any confusion,

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<v Speaker 1>and he agreed to do that. Had another brainstorming session

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<v Speaker 1>and that came up with Electronic Arts. Along with a

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<v Speaker 1>team of other folks and marketing people as well an

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<v Speaker 1>outside marketing company, and Electronic Arts was born. They would

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<v Speaker 1>actually receive by the end of nine two two million

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<v Speaker 1>dollars in venture capital from Sequoia Capital, and Sequoia Capital

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<v Speaker 1>even gave them some office space to work out of

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<v Speaker 1>before they had any sort of physical headquarters, right right,

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<v Speaker 1>very originally, I think he worked out of his own

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<v Speaker 1>home when he was hiring his first couple of people,

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<v Speaker 1>and UH, all of these people that he was hiring

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<v Speaker 1>at the time, and the naming of the company kind

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<v Speaker 1>of came about because he really wanted, um, he really

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<v Speaker 1>believed that computer games are an art form and wanted

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<v Speaker 1>UM wanted the game company to operate kind of like

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<v Speaker 1>a music label. UM. And this is really evident in

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<v Speaker 1>some of their early marketing campaigns and attempts. You know,

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<v Speaker 1>they would get these game developers together and pose them

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<v Speaker 1>like rock stars have, have rock music photographers come in

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<v Speaker 1>and do these gorgeous photographs of them and and really

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<v Speaker 1>concentrate on the software artist. Yeah, even the art they

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<v Speaker 1>would use in their the games they sold, which in

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<v Speaker 1>those days, games didn't come in boxes yet. They were

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<v Speaker 1>in usually plastic bags, and you had some art that

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<v Speaker 1>would be included. But it it looked pretty look like

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<v Speaker 1>a lot of Yeah, it look like a lot of

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<v Speaker 1>these games came out of someone's garage. And here's here's

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<v Speaker 1>a fun fact. A lot of them did. UM but

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<v Speaker 1>uh e A. They took an approach where they really

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<v Speaker 1>put a lot of graphic design work into the art

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<v Speaker 1>that was included with the games. And there were several

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<v Speaker 1>sources I read that likened the the art on the

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<v Speaker 1>games to album you would see on what we used

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<v Speaker 1>to you know, buy music on, which were these giant

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<v Speaker 1>vinyl albums. I actually kids are doing that again now,

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<v Speaker 1>but bund there was a while where I would say

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<v Speaker 1>vinyl album and I just get that blank stare um.

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<v Speaker 1>Those days appeared to have disappeared again for at least

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<v Speaker 1>a while, but I'll see that keeps up. They actually

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<v Speaker 1>moved to the headquarters in San Mateo, California, and they

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<v Speaker 1>were there for quite a few years. Ultimately they ended

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<v Speaker 1>up moving again. But and also you know, e A

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<v Speaker 1>expanded greatly, But we'll get into all of that. So

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<v Speaker 1>they're early early efforts were concentrated on a few titles, uh,

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<v Speaker 1>and they wanted to produce all of their games internally.

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<v Speaker 1>They wanted to be a publisher, a developer, and a distributor.

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<v Speaker 1>So these are all different parts of 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 if you're talking

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<v Speaker 1>about an independent developer and a publisher, the publisher will

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<v Speaker 1>give an advance to the developer, and that advance is

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<v Speaker 1>against any future royalties that the game sells until you

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<v Speaker 1>pay off that advance, and then you usually have some

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<v Speaker 1>sort of royalty sharing program where the publisher gets a

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<v Speaker 1>certain amount of the money from sales and the developer

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<v Speaker 1>gets another you know, a percentage of those sales as well,

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<v Speaker 1>but the advance has to be paid off first because

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<v Speaker 1>that's the initial investment the publisher makes to the developer.

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<v Speaker 1>Developers are of course, those are the people who developed

0:12:27.120 --> 0:12:29.360
<v Speaker 1>the games, are the ones who actually build the games.

0:12:29.400 --> 0:12:31.640
<v Speaker 1>So again, it can be an independent company, it could

0:12:31.640 --> 0:12:33.240
<v Speaker 1>be part of a publisher, it could be part of

0:12:33.240 --> 0:12:36.520
<v Speaker 1>a distributor. Uh, either are all different types of models

0:12:36.520 --> 0:12:38.800
<v Speaker 1>out there, but these are the people actually building the code,

0:12:38.880 --> 0:12:43.400
<v Speaker 1>making the art, writing the games. That's that's yeah. Then

0:12:43.440 --> 0:12:45.960
<v Speaker 1>you've got the distributors. Now, these are the people who

0:12:46.000 --> 0:12:50.360
<v Speaker 1>are responsible for delivering finished games from publishers and delivering

0:12:50.400 --> 0:12:55.080
<v Speaker 1>them to retail establishments and other outlets, so they sell gain.

0:12:55.200 --> 0:12:57.800
<v Speaker 1>The publishers sell their games to distributors, and then the

0:12:57.880 --> 0:13:01.480
<v Speaker 1>distributors take those games and sell them to the retail

0:13:01.520 --> 0:13:04.760
<v Speaker 1>operators who then sell them to the public. So e

0:13:04.960 --> 0:13:07.640
<v Speaker 1>A was all three of these things right. And at

0:13:07.640 --> 0:13:09.480
<v Speaker 1>the time, Hawkins has said that he had done a

0:13:09.520 --> 0:13:11.520
<v Speaker 1>lot of market research and that a hundred and thirty

0:13:11.520 --> 0:13:14.679
<v Speaker 1>five of his competitors were doing the same thing um

0:13:14.760 --> 0:13:17.560
<v Speaker 1>which which seems like an awfully large number, although at

0:13:17.559 --> 0:13:21.400
<v Speaker 1>the time we were just on the verge of a

0:13:21.800 --> 0:13:25.880
<v Speaker 1>little bit of a market crash a little bit, a

0:13:25.920 --> 0:13:28.600
<v Speaker 1>little bit as a little bit is understating it. Yeah,

0:13:28.679 --> 0:13:30.760
<v Speaker 1>but but but but during this boom there were there

0:13:30.800 --> 0:13:33.079
<v Speaker 1>was a lot going on um and And also the

0:13:33.760 --> 0:13:37.200
<v Speaker 1>concept reminds me a lot of Apple's Apple is a

0:13:37.200 --> 0:13:41.240
<v Speaker 1>really terrific example of vertical integration and um and from

0:13:41.280 --> 0:13:43.480
<v Speaker 1>his time at Apple, I feel like probably that's one

0:13:43.480 --> 0:13:47.440
<v Speaker 1>of the places where he picked up this concept. We'll

0:13:47.480 --> 0:13:49.640
<v Speaker 1>be back to talk more about e A in just

0:13:49.720 --> 0:13:59.600
<v Speaker 1>a moment, but first let's take a quick break. The

0:13:59.640 --> 0:14:04.400
<v Speaker 1>first six titles from e A included games called Hard

0:14:04.440 --> 0:14:08.160
<v Speaker 1>Hat mac which was kind of like a Mario clone.

0:14:08.920 --> 0:14:12.480
<v Speaker 1>Um it's or Donkey Kong clone. I really should say

0:14:12.480 --> 0:14:15.200
<v Speaker 1>not Mario, but a Donkey Kong clone. It was a

0:14:15.200 --> 0:14:18.080
<v Speaker 1>platforming game a side not even a side scralling. It

0:14:18.160 --> 0:14:20.600
<v Speaker 1>was you know, it's kind of like Donkey Kong. Then

0:14:20.640 --> 0:14:24.200
<v Speaker 1>you had the pinball construction set. There was a game

0:14:24.240 --> 0:14:27.680
<v Speaker 1>called which you don't let you build pinball systems. Then

0:14:27.720 --> 0:14:32.240
<v Speaker 1>you had arcn which was kind of a weird fantasy

0:14:32.400 --> 0:14:36.800
<v Speaker 1>strategy game that was part chess, part action game. The

0:14:36.840 --> 0:14:40.360
<v Speaker 1>idea being that you have two sides. Uh. Two sides

0:14:40.400 --> 0:14:43.040
<v Speaker 1>have different pieces that are kind of like chess pieces.

0:14:43.440 --> 0:14:46.120
<v Speaker 1>The different pieces have different abilities, and you try to

0:14:46.160 --> 0:14:49.840
<v Speaker 1>take over your opponent's territory. Whenever one of your pieces

0:14:49.840 --> 0:14:52.640
<v Speaker 1>comes in contact with an opponent's piece, you then have

0:14:52.720 --> 0:14:56.280
<v Speaker 1>a little arcade like battle between the two. Right and

0:14:56.320 --> 0:14:58.840
<v Speaker 1>depending upon what your pieces, you might be able to

0:14:58.880 --> 0:15:01.840
<v Speaker 1>really whoop up on your opponent because you're faster or

0:15:01.880 --> 0:15:04.920
<v Speaker 1>your shots do a lot more damage. Uh and and

0:15:04.960 --> 0:15:07.360
<v Speaker 1>so it was all about strategy, like I want to

0:15:07.400 --> 0:15:10.240
<v Speaker 1>make sure this piece goes up against my that piece

0:15:10.320 --> 0:15:12.960
<v Speaker 1>my opponent has, so I can I can win the game.

0:15:13.360 --> 0:15:15.000
<v Speaker 1>You can kind of tell that I played the heck

0:15:15.000 --> 0:15:18.200
<v Speaker 1>out of this game. By the way, I also owned

0:15:18.240 --> 0:15:20.800
<v Speaker 1>the Pinball Construction set and I owned hard Hat Mac.

0:15:21.640 --> 0:15:25.200
<v Speaker 1>Then there was a Mule, which was another strategy game.

0:15:25.880 --> 0:15:29.440
<v Speaker 1>A lot of people who enjoyed this really like things

0:15:29.480 --> 0:15:32.600
<v Speaker 1>like a war gaming where you would have the big

0:15:32.640 --> 0:15:35.640
<v Speaker 1>table with all the hexagons, we move the pieces around.

0:15:35.920 --> 0:15:38.440
<v Speaker 1>Mule was kind of the computer version of that. Yeah,

0:15:38.440 --> 0:15:40.320
<v Speaker 1>it was really built for four players, which at the

0:15:40.360 --> 0:15:43.080
<v Speaker 1>time was was kind of unheard of. Yeah, and I

0:15:43.120 --> 0:15:45.520
<v Speaker 1>never got into it because my brain does not work

0:15:45.600 --> 0:15:48.280
<v Speaker 1>that way. I can I can do well enough in

0:15:48.320 --> 0:15:51.640
<v Speaker 1>our con because even if my strategy skills aren't that great,

0:15:51.640 --> 0:15:54.160
<v Speaker 1>my twitch skills were good enough to help me get by,

0:15:54.240 --> 0:15:57.360
<v Speaker 1>but Mule not so much. Then there was Worms, which

0:15:57.440 --> 0:15:59.600
<v Speaker 1>was kind of a high concept game where you would

0:15:59.640 --> 0:16:03.760
<v Speaker 1>train these what they called worms, these these these lines

0:16:03.840 --> 0:16:07.120
<v Speaker 1>of light to behave in a certain way in order

0:16:07.200 --> 0:16:11.920
<v Speaker 1>to progress in the game. And it's very difficult to explain.

0:16:12.280 --> 0:16:14.920
<v Speaker 1>And I've always seen people who say, if you want

0:16:14.960 --> 0:16:16.520
<v Speaker 1>to play the game, if you want to try it out,

0:16:16.560 --> 0:16:18.400
<v Speaker 1>find a copy of it and give it a whirl.

0:16:18.680 --> 0:16:21.400
<v Speaker 1>I mean, you can find stuff like this on the internet. Uh,

0:16:21.760 --> 0:16:24.200
<v Speaker 1>you should do it without reading the instructions, just to

0:16:24.240 --> 0:16:26.320
<v Speaker 1>see if you can figure out what the heck is

0:16:26.360 --> 0:16:29.640
<v Speaker 1>going on. Um. And I mean I read a description

0:16:29.640 --> 0:16:30.880
<v Speaker 1>of this, and I'm not sure I would be able

0:16:30.920 --> 0:16:33.760
<v Speaker 1>to figure it out. But maybe it's more intuitive than

0:16:33.960 --> 0:16:38.520
<v Speaker 1>the descriptions would give you. Uh that then the description

0:16:38.560 --> 0:16:41.120
<v Speaker 1>seemed to indicate. And then the last of the six

0:16:41.160 --> 0:16:44.440
<v Speaker 1>titles that they launched with when the company was first

0:16:44.520 --> 0:16:48.960
<v Speaker 1>offering up games was Murder on These zinder Kneuf, which

0:16:49.000 --> 0:16:51.720
<v Speaker 1>I know nothing about. I did not own that one. Yeah,

0:16:51.800 --> 0:16:53.880
<v Speaker 1>I I should put in that I have played zero

0:16:54.080 --> 0:16:57.320
<v Speaker 1>of these games. Well, they you know, right around when

0:16:57.360 --> 0:17:01.400
<v Speaker 1>you were one, so I'm not surprised. So but I

0:17:02.280 --> 0:17:04.199
<v Speaker 1>had most of these games because they came out for

0:17:04.200 --> 0:17:07.480
<v Speaker 1>the Apple too, and we had an Apple too. And

0:17:08.080 --> 0:17:11.520
<v Speaker 1>actually what happened was a local school had purchased a

0:17:11.560 --> 0:17:13.720
<v Speaker 1>bunch of games and then they gave them to me

0:17:13.840 --> 0:17:16.879
<v Speaker 1>to test and tell them which ones were educational and

0:17:16.920 --> 0:17:19.879
<v Speaker 1>which ones were not really educational. So I did, and

0:17:19.920 --> 0:17:21.520
<v Speaker 1>then I returned all the games and they said, all right,

0:17:21.560 --> 0:17:24.520
<v Speaker 1>you can keep all the ones that aren't educational. Yeah,

0:17:24.600 --> 0:17:29.240
<v Speaker 1>So as a kid, I was like ching and um,

0:17:29.280 --> 0:17:30.960
<v Speaker 1>and so yeah, I ended up with a lot of

0:17:31.320 --> 0:17:33.640
<v Speaker 1>a lot of early games. That's also how I ended

0:17:33.720 --> 0:17:36.480
<v Speaker 1>up learning about the Ultimate series because Ultimate two was

0:17:36.480 --> 0:17:40.520
<v Speaker 1>one of those games. But uh yeah, so there was

0:17:41.200 --> 0:17:44.919
<v Speaker 1>that was the initial launching title, but there were some

0:17:44.960 --> 0:17:47.840
<v Speaker 1>other ones that came out shortly thereafter. There was The

0:17:47.920 --> 0:17:52.240
<v Speaker 1>Last Gladiator, which is a game I also owned. Um

0:17:52.400 --> 0:17:54.520
<v Speaker 1>that that one didn't come in the batch. I won

0:17:54.720 --> 0:17:58.040
<v Speaker 1>that one as a as a part of a lip

0:17:58.080 --> 0:18:03.000
<v Speaker 1>syncing contest. What pray tell, were you lip sinking? Me

0:18:03.200 --> 0:18:06.800
<v Speaker 1>and my dad did a lip sinking routine to raise

0:18:06.880 --> 0:18:11.560
<v Speaker 1>Stevens the Pirates song, which is all about a pirate

0:18:11.600 --> 0:18:14.720
<v Speaker 1>who wants to sing and dance and wear bright shiny pants.

0:18:15.400 --> 0:18:19.200
<v Speaker 1>Well that's that's a that's awesome. Yeah. We won first place,

0:18:19.240 --> 0:18:21.879
<v Speaker 1>which was a fifty dollar gift certificate to a local

0:18:21.960 --> 0:18:25.080
<v Speaker 1>comics store. And I don't read comic books, so I

0:18:25.119 --> 0:18:28.160
<v Speaker 1>bought all their computer games instead, and one of them

0:18:28.240 --> 0:18:30.440
<v Speaker 1>was The Last Gladiator, And that was a game where

0:18:30.440 --> 0:18:32.439
<v Speaker 1>you play as a little gladiator and all these different

0:18:32.440 --> 0:18:35.000
<v Speaker 1>monsters come out and based upon whatever weapon you have

0:18:35.040 --> 0:18:38.200
<v Speaker 1>at your disposal, you have uh you know, decent chances

0:18:38.240 --> 0:18:40.359
<v Speaker 1>against them. It gets more and more difficult as the

0:18:40.359 --> 0:18:42.600
<v Speaker 1>game goes on. You know, it's kind of a typical

0:18:42.840 --> 0:18:48.160
<v Speaker 1>Arcady experience. Um. They also had they launched a game

0:18:48.160 --> 0:18:50.119
<v Speaker 1>that would end up being sort of the genesis of

0:18:50.160 --> 0:18:53.240
<v Speaker 1>e A sports. Dr J and Larry Bird Go one

0:18:53.280 --> 0:18:56.240
<v Speaker 1>on one. I'm told this is from a sport called

0:18:56.280 --> 0:19:00.920
<v Speaker 1>basketball and so on. That's one with the orange round thing. Correct, Uh,

0:19:01.520 --> 0:19:04.879
<v Speaker 1>I want to say yes, yeah, this this was one

0:19:04.920 --> 0:19:07.919
<v Speaker 1>of the earliest. Uh well, it was the earliest sports

0:19:07.920 --> 0:19:11.240
<v Speaker 1>game from e A and Hawkins really struck on a

0:19:11.280 --> 0:19:14.680
<v Speaker 1>brilliant idea. He had decided to try and approach people

0:19:14.720 --> 0:19:19.000
<v Speaker 1>who were famous in various sports and to license their

0:19:19.080 --> 0:19:22.120
<v Speaker 1>their names to get that media tie in. Yeah right, Yeah,

0:19:22.160 --> 0:19:25.679
<v Speaker 1>they get a promotional tie in from famous famous athletes,

0:19:25.720 --> 0:19:28.600
<v Speaker 1>I mean Dr J and Larry Bird or especially at

0:19:28.600 --> 0:19:33.159
<v Speaker 1>the world famous and and which is interesting because the

0:19:33.440 --> 0:19:35.919
<v Speaker 1>world famous since they were playing an American sport that

0:19:35.960 --> 0:19:40.680
<v Speaker 1>was almost exclusively played in America. Um. They ended up

0:19:41.080 --> 0:19:43.880
<v Speaker 1>that they ended up paying off big time and being

0:19:44.119 --> 0:19:47.040
<v Speaker 1>a strategy that e A still to this day employees.

0:19:47.600 --> 0:19:50.879
<v Speaker 1>They also established a new policy which was to in

0:19:50.960 --> 0:19:54.440
<v Speaker 1>order to keep more of the profits that it would

0:19:54.480 --> 0:19:57.240
<v Speaker 1>get from its uh from the sales it was going

0:19:57.280 --> 0:20:00.919
<v Speaker 1>to reduce the discount it gave software distributor sports games,

0:20:01.080 --> 0:20:05.040
<v Speaker 1>meaning that uh, they were essentially selling their games at

0:20:05.040 --> 0:20:08.840
<v Speaker 1>a higher cost. Two stores saying all right, well, you know,

0:20:08.880 --> 0:20:11.480
<v Speaker 1>we're no longer going to sell this game to you

0:20:11.560 --> 0:20:13.520
<v Speaker 1>at ten dollars a copy. We're gonna sell it to

0:20:13.560 --> 0:20:16.800
<v Speaker 1>you for thirty dollars a copy. And uh, and you

0:20:16.840 --> 0:20:20.200
<v Speaker 1>know it's your truck. Uh, it's your problem to figure

0:20:20.200 --> 0:20:22.600
<v Speaker 1>out how to sell this. So if you're if you

0:20:22.720 --> 0:20:26.040
<v Speaker 1>usually sell your games at forty dollars, now you're paying

0:20:26.080 --> 0:20:28.480
<v Speaker 1>thirty bucks to sell it for forty, your profit margin

0:20:28.560 --> 0:20:33.199
<v Speaker 1>has shrunk as a software disc a software retail store. Um,

0:20:33.240 --> 0:20:35.320
<v Speaker 1>you know, do you continue trying to do that? Do

0:20:35.320 --> 0:20:37.359
<v Speaker 1>you hike your prices up and hope that people are

0:20:37.400 --> 0:20:40.600
<v Speaker 1>willing to pay it? Uh. E A's point was that, hey,

0:20:40.720 --> 0:20:42.879
<v Speaker 1>we're starting to make a name for ourselves. People know

0:20:43.000 --> 0:20:46.360
<v Speaker 1>our product and they like it. So if if they

0:20:46.400 --> 0:20:48.520
<v Speaker 1>like it and this is the only way they can

0:20:48.520 --> 0:20:51.040
<v Speaker 1>get it, then you're gonna have to play ball with us.

0:20:51.080 --> 0:20:54.080
<v Speaker 1>And this is sort of the first example of e

0:20:54.240 --> 0:20:57.240
<v Speaker 1>A really throwing its weight around. Yeah. This was also

0:20:57.280 --> 0:20:59.560
<v Speaker 1>the year that it made its conference debut at the

0:20:59.600 --> 0:21:03.640
<v Speaker 1>Consumer Electronics Show, and so, yeah, they were really really

0:21:03.640 --> 0:21:06.040
<v Speaker 1>getting out there in the public and starting to make

0:21:06.320 --> 0:21:08.719
<v Speaker 1>make waves. Yeah, and keep in mind this is all

0:21:08.760 --> 0:21:11.760
<v Speaker 1>in the first year that they're actually offering games. You know,

0:21:11.840 --> 0:21:14.480
<v Speaker 1>they had been a company for a while, but of course,

0:21:14.520 --> 0:21:15.960
<v Speaker 1>you know, as soon as they became a company, it

0:21:16.000 --> 0:21:20.200
<v Speaker 1>didn't mean that they had games to offer everybody them. Uh.

0:21:20.280 --> 0:21:23.520
<v Speaker 1>They also had established these ideas that you know, every

0:21:23.520 --> 0:21:25.359
<v Speaker 1>single person who worked on the game was going to

0:21:25.400 --> 0:21:27.440
<v Speaker 1>be credited. If you were the creator of a game,

0:21:27.440 --> 0:21:32.280
<v Speaker 1>your name was front and center on the game's screens.

0:21:32.400 --> 0:21:33.960
<v Speaker 1>It would let you know that this was a game

0:21:34.000 --> 0:21:36.840
<v Speaker 1>developed by so and so. And that was a response

0:21:37.280 --> 0:21:40.960
<v Speaker 1>to a lot of the the activity they were seeing

0:21:40.960 --> 0:21:44.960
<v Speaker 1>on the console market, particularly with Atari. Uh, and that

0:21:45.240 --> 0:21:48.760
<v Speaker 1>there were people who were essentially anonymous game developers who

0:21:48.840 --> 0:21:51.200
<v Speaker 1>had put in hours and hours and hours of time

0:21:51.200 --> 0:21:54.600
<v Speaker 1>to create video games, but there was no sign of

0:21:54.720 --> 0:21:58.560
<v Speaker 1>credit for them on on the actual video games. It

0:21:58.640 --> 0:22:02.000
<v Speaker 1>was just you know, is this is you ex title

0:22:02.200 --> 0:22:05.480
<v Speaker 1>from X company? Sure. Yeah. The word that I've seen

0:22:05.520 --> 0:22:07.960
<v Speaker 1>tossed around in a lot of articles about it is

0:22:07.960 --> 0:22:10.640
<v Speaker 1>is surfs that these people were being treated like surfs

0:22:10.760 --> 0:22:15.399
<v Speaker 1>and and Hawkins was was saying that you know, some

0:22:15.400 --> 0:22:17.080
<v Speaker 1>of these kids that he had met out at Apple

0:22:17.200 --> 0:22:20.639
<v Speaker 1>were were and I quote legitimate divas, and and that

0:22:20.680 --> 0:22:24.399
<v Speaker 1>they deserved better than that. Yeah, and they Let's make

0:22:24.440 --> 0:22:26.800
<v Speaker 1>it clear, e A was not the only company doing this.

0:22:26.880 --> 0:22:30.440
<v Speaker 1>There were other companies that split off from Atari, for example,

0:22:30.960 --> 0:22:35.960
<v Speaker 1>that were founded by developers who wanted to have more

0:22:36.000 --> 0:22:38.280
<v Speaker 1>more control and more credit for the work that they

0:22:38.280 --> 0:22:41.480
<v Speaker 1>were doing. So e A is one example of that,

0:22:41.520 --> 0:22:44.400
<v Speaker 1>but it's by no means the only example of that.

0:22:44.960 --> 0:22:51.160
<v Speaker 1>Now UH in four Larry Probst joined the company as

0:22:51.200 --> 0:22:54.440
<v Speaker 1>the vice president of sales, and he will become really

0:22:54.440 --> 0:22:56.879
<v Speaker 1>important to e A. He was already important at that point,

0:22:56.920 --> 0:23:00.119
<v Speaker 1>but becomes even more so over the years. UH and

0:23:00.240 --> 0:23:03.160
<v Speaker 1>e A begins to distribute games from other companies, not

0:23:03.240 --> 0:23:06.000
<v Speaker 1>just their own companies. So now they're becoming a distributor

0:23:06.080 --> 0:23:09.960
<v Speaker 1>for other UH publishers. And one of the first ones

0:23:10.040 --> 0:23:13.560
<v Speaker 1>was Lucasfilm Games. There was also s s I and Interplay.

0:23:13.640 --> 0:23:18.840
<v Speaker 1>They all used Electronic Arts as a distributor. So now

0:23:18.880 --> 0:23:21.639
<v Speaker 1>they're bringing in money not only from the games that

0:23:21.680 --> 0:23:24.720
<v Speaker 1>they are developing in their their own house, but also

0:23:24.880 --> 0:23:28.359
<v Speaker 1>from developers. Yeah, this was this was the year that

0:23:28.359 --> 0:23:31.639
<v Speaker 1>the that the video game market really crashed or was

0:23:31.720 --> 0:23:34.119
<v Speaker 1>really feeling all of the effects of the crash. Um.

0:23:34.200 --> 0:23:36.480
<v Speaker 1>And this was due to a lot of a lot

0:23:36.520 --> 0:23:39.040
<v Speaker 1>of things, but um, but but mostly you know, Atari

0:23:39.200 --> 0:23:41.720
<v Speaker 1>had been kind of sort of driving the market into

0:23:41.760 --> 0:23:44.399
<v Speaker 1>the ground for a minute. Yeah, yeah, the market was

0:23:44.760 --> 0:23:49.160
<v Speaker 1>completely flooded with games, and and not good games necessarily.

0:23:49.359 --> 0:23:52.040
<v Speaker 1>There were some there's some great titles that were among

0:23:52.440 --> 0:23:55.000
<v Speaker 1>the ones that came out that year, but there were

0:23:55.320 --> 0:23:59.800
<v Speaker 1>Atari had essentially lowered the bar so far for anyone

0:23:59.840 --> 0:24:03.320
<v Speaker 1>to submit games to the console that it was flooded

0:24:03.359 --> 0:24:06.840
<v Speaker 1>with games that were just rushed, that had bad art,

0:24:07.119 --> 0:24:11.440
<v Speaker 1>that were poorly constructed, that were impossible to play. Um.

0:24:11.720 --> 0:24:15.920
<v Speaker 1>And this made people stop wanting to buy games because

0:24:15.960 --> 0:24:19.240
<v Speaker 1>they were just not fun. Right. And also there were

0:24:19.280 --> 0:24:21.439
<v Speaker 1>so many consoles on the market, you know, it had

0:24:21.520 --> 0:24:23.960
<v Speaker 1>kind of boomed, and and these things cost four to

0:24:24.040 --> 0:24:28.080
<v Speaker 1>eight hundred dollars in today's in today's concept of the dollar, right,

0:24:28.320 --> 0:24:30.639
<v Speaker 1>and so you know, yeah, it was it was not

0:24:30.760 --> 0:24:33.280
<v Speaker 1>sustainable at the time without the quality of games that

0:24:33.280 --> 0:24:35.560
<v Speaker 1>were coming out, and there was such an early boom

0:24:35.680 --> 0:24:37.639
<v Speaker 1>that it was just a rush, right, and then the

0:24:37.720 --> 0:24:40.359
<v Speaker 1>rush was followed by a bubble bursting, which we see

0:24:40.400 --> 0:24:42.840
<v Speaker 1>all the time, not just in technology but in all

0:24:43.000 --> 0:24:46.600
<v Speaker 1>kinds of markets. And uh and so you know, as

0:24:46.600 --> 0:24:50.520
<v Speaker 1>of a game company, Electronic Arts had a tough year

0:24:50.560 --> 0:24:53.879
<v Speaker 1>ahead of it because you know that was it was

0:24:53.920 --> 0:24:55.920
<v Speaker 1>affected to it. Even though a lot of its games

0:24:55.920 --> 0:25:00.280
<v Speaker 1>were being made for specters. I was saying p seas

0:25:00.320 --> 0:25:02.320
<v Speaker 1>but really at this time we weren't really calling the

0:25:02.400 --> 0:25:04.960
<v Speaker 1>PCs yet, but yeah, they were being made for computers.

0:25:05.119 --> 0:25:08.320
<v Speaker 1>It still was affected because uh, you know, a lot

0:25:08.359 --> 0:25:10.879
<v Speaker 1>of consumers got jaded on the concept of games in

0:25:10.880 --> 0:25:13.280
<v Speaker 1>the first place. That was, however, the year that they

0:25:13.280 --> 0:25:16.240
<v Speaker 1>published a game called The Seven Cities of Gold, which

0:25:16.240 --> 0:25:21.080
<v Speaker 1>I also owned. Uh yeah, I was. I was known

0:25:21.119 --> 0:25:24.520
<v Speaker 1>for being a terrible, terrible columnists colonialist. I guess I

0:25:24.560 --> 0:25:27.600
<v Speaker 1>should say I would go in and wreak havoc on

0:25:27.680 --> 0:25:32.840
<v Speaker 1>the various Mayan and az tech cultures and plunder them. Yeah.

0:25:33.880 --> 0:25:37.119
<v Speaker 1>I've heard that it was a very educational game, edutainment

0:25:37.560 --> 0:25:40.320
<v Speaker 1>edutainment toll. Yeah. I want to say that I bought

0:25:40.400 --> 0:25:42.159
<v Speaker 1>that one, and that one was not part of the package,

0:25:42.200 --> 0:25:43.879
<v Speaker 1>because if it were part of the package. Then obviously

0:25:43.880 --> 0:25:47.200
<v Speaker 1>I fipped about it being educational. Um. And then e

0:25:47.359 --> 0:25:50.200
<v Speaker 1>A began to switch its strategy at this point, when

0:25:50.280 --> 0:25:53.159
<v Speaker 1>the video game market had crashed, and instead of marketing

0:25:53.200 --> 0:25:56.440
<v Speaker 1>games as being from specific creators the way they had

0:25:56.480 --> 0:25:59.840
<v Speaker 1>been where they had made these developers rock stars, uh,

0:25:59.840 --> 0:26:03.560
<v Speaker 1>they were instead going to look at creating actual brands

0:26:03.760 --> 0:26:07.480
<v Speaker 1>and genres. So instead of saying from the mind of

0:26:07.560 --> 0:26:09.639
<v Speaker 1>so and so, they said, why don't we find a

0:26:09.720 --> 0:26:13.600
<v Speaker 1>game that really resonates with people and then just continue

0:26:13.640 --> 0:26:17.200
<v Speaker 1>to create games within that brand title or more even

0:26:17.280 --> 0:26:20.880
<v Speaker 1>just within that type of gameplay. Uh. This would actually

0:26:21.320 --> 0:26:24.320
<v Speaker 1>end up being something that people would criticize e A

0:26:24.480 --> 0:26:27.120
<v Speaker 1>four years later to the point where they well, they've

0:26:27.119 --> 0:26:29.560
<v Speaker 1>they've taken it to something of an extreme, but we'll

0:26:29.560 --> 0:26:33.399
<v Speaker 1>get into that. Yeah, Like yes, and they also decided

0:26:33.440 --> 0:26:36.440
<v Speaker 1>to start making games for lots of different platforms. So

0:26:36.840 --> 0:26:39.919
<v Speaker 1>besides the Apple two, they started looking at the Macintosh,

0:26:39.920 --> 0:26:44.120
<v Speaker 1>which was brand new in uh, the Amiga, the Commodore

0:26:44.240 --> 0:26:47.960
<v Speaker 1>sixty four IBM compatibles, which were just starting to take

0:26:48.000 --> 0:26:51.000
<v Speaker 1>off right around then. Uh, the Atari eight hundred, and

0:26:51.040 --> 0:26:54.000
<v Speaker 1>the Attari st We've got a bit more to say

0:26:54.040 --> 0:26:57.440
<v Speaker 1>about electronic arts. But first, let's take another quick break.

0:27:05.200 --> 0:27:08.200
<v Speaker 1>All right, we're back, and let's go back into what's

0:27:08.200 --> 0:27:12.159
<v Speaker 1>going on with the e A. So comes round and

0:27:12.560 --> 0:27:15.600
<v Speaker 1>e A starts releasing a bunch of games, including some

0:27:15.680 --> 0:27:20.160
<v Speaker 1>that were really famous in the fantasy gaming genre. Uh,

0:27:20.480 --> 0:27:23.840
<v Speaker 1>the big one being The Bard's Tale, which I also owned.

0:27:25.359 --> 0:27:29.159
<v Speaker 1>I did, I did not? I think. Well, it was

0:27:29.280 --> 0:27:33.359
<v Speaker 1>very Dungeons and Dragons ish. You would control a party

0:27:33.480 --> 0:27:36.640
<v Speaker 1>of players. You would you would generate characters and then

0:27:36.760 --> 0:27:40.240
<v Speaker 1>put them together in a party, and uh, this was

0:27:40.320 --> 0:27:42.200
<v Speaker 1>kind of standard for a lot of other video games

0:27:42.240 --> 0:27:44.760
<v Speaker 1>at the time. Wizardry was very similar in this respect,

0:27:45.320 --> 0:27:48.640
<v Speaker 1>where you would have certain number of fighters, a certain

0:27:48.680 --> 0:27:50.920
<v Speaker 1>number of magic users, maybe a thief or even a

0:27:51.000 --> 0:27:54.560
<v Speaker 1>bard who could affect the way the party performed by

0:27:54.680 --> 0:27:57.840
<v Speaker 1>playing different songs. That was one of the big innovative

0:27:57.880 --> 0:28:00.920
<v Speaker 1>gameplay elements of The Bard's Tale. So you know, play

0:28:00.960 --> 0:28:03.159
<v Speaker 1>a little song and then everyone gets gets all amped

0:28:03.200 --> 0:28:05.640
<v Speaker 1>up and they fight better, or you play another song

0:28:05.680 --> 0:28:07.679
<v Speaker 1>and everyone's starting to feel kind of chill and they

0:28:07.680 --> 0:28:12.160
<v Speaker 1>start healing and faster. That's terrific, useful bards, that's crazy. Yeah, yeah,

0:28:12.359 --> 0:28:16.280
<v Speaker 1>as opposed to and uh, there's this guy Guy's singing again.

0:28:16.359 --> 0:28:18.880
<v Speaker 1>We can't get them to shut up. We've broken four

0:28:18.960 --> 0:28:21.600
<v Speaker 1>loots and he doesn't get the hint. Well. The other

0:28:21.640 --> 0:28:23.959
<v Speaker 1>the alternative title for the Bard's Tale was Tales of

0:28:24.000 --> 0:28:28.040
<v Speaker 1>the Unknown Volume one when it was a fantasy RBG

0:28:28.440 --> 0:28:31.440
<v Speaker 1>and you. There was something really creative about the Bard's

0:28:31.520 --> 0:28:35.000
<v Speaker 1>Tale series, which was that you could import players from

0:28:35.080 --> 0:28:39.040
<v Speaker 1>other games all right on certain platforms app Apple two

0:28:39.080 --> 0:28:41.080
<v Speaker 1>is one of them. Yeah, um yeah, you can. You

0:28:41.080 --> 0:28:43.479
<v Speaker 1>can pull in things from from Ultima, which was from

0:28:43.560 --> 0:28:46.560
<v Speaker 1>Origin Systems that was not part of Electronic Arts at

0:28:46.560 --> 0:28:50.000
<v Speaker 1>that time, or from the aforementioned Wizardry, which was from Curtech,

0:28:50.160 --> 0:28:53.440
<v Speaker 1>also not part of e A. So these are games

0:28:53.440 --> 0:28:57.880
<v Speaker 1>made by other companies and allowed interoperability in the sense

0:28:57.920 --> 0:29:00.400
<v Speaker 1>that you could pull like if you had play this

0:29:00.440 --> 0:29:02.360
<v Speaker 1>other game and you had these characters that you had

0:29:02.400 --> 0:29:05.320
<v Speaker 1>developed some sort of emotional attachment to and you had

0:29:05.400 --> 0:29:08.000
<v Speaker 1>really invested in this game, you could then pull those

0:29:08.040 --> 0:29:11.600
<v Speaker 1>characters into The Bard's Tale and use them again in

0:29:11.640 --> 0:29:15.280
<v Speaker 1>a totally different game, which was kind of an awesome idea.

0:29:15.880 --> 0:29:18.640
<v Speaker 1>I will say that from my own personal experience from

0:29:18.640 --> 0:29:22.040
<v Speaker 1>playing Wizardry and then pulling characters in from Wizardry into

0:29:22.080 --> 0:29:26.840
<v Speaker 1>The Bard's Tale. They ended up being a tad overpowered,

0:29:27.560 --> 0:29:29.960
<v Speaker 1>like to the point where the whole first section of

0:29:30.000 --> 0:29:32.760
<v Speaker 1>the game was pointless to play because you just would

0:29:32.880 --> 0:29:36.880
<v Speaker 1>you know blast, Yeah, essentially like if I were to

0:29:37.000 --> 0:29:42.120
<v Speaker 1>encounter a moth and you were to give me a sledgehammer. Uh,

0:29:42.160 --> 0:29:44.240
<v Speaker 1>you know. That's kind of the way it felt. But

0:29:44.440 --> 0:29:47.560
<v Speaker 1>it was still a really cool game mechanic. Now. In

0:29:48.480 --> 0:29:52.200
<v Speaker 1>six and in they would release sequels to the Bard's Tales.

0:29:52.280 --> 0:29:54.920
<v Speaker 1>You get bards Tale two and Bard's Tale three. I

0:29:54.960 --> 0:29:57.240
<v Speaker 1>remember Bard's Tale three in particular, that was the one

0:29:57.240 --> 0:30:01.720
<v Speaker 1>I played the most. And into thousand four we saw

0:30:01.760 --> 0:30:05.080
<v Speaker 1>the release of The Bard's Tale. But this is a

0:30:05.120 --> 0:30:07.640
<v Speaker 1>game that was not released by e A, nor was

0:30:07.680 --> 0:30:11.280
<v Speaker 1>it connected directly to the Bard's Tale games. But it

0:30:11.320 --> 0:30:14.240
<v Speaker 1>was created by someone who had worked on the first two.

0:30:14.360 --> 0:30:16.280
<v Speaker 1>That's right, Yeah, that one of the people who helped

0:30:16.400 --> 0:30:19.520
<v Speaker 1>develop the maps in the first two Bards Tale games

0:30:19.600 --> 0:30:22.720
<v Speaker 1>was the developer behind The Bard's Tale the two thousand

0:30:22.800 --> 0:30:26.000
<v Speaker 1>four games. So I remember being excited when that game

0:30:26.040 --> 0:30:28.640
<v Speaker 1>came out because I thought, oh, they're relaunching this this

0:30:28.760 --> 0:30:32.360
<v Speaker 1>franchise that I loved as a kid. Yeah, it was

0:30:32.560 --> 0:30:35.240
<v Speaker 1>more just the name. I was still a fantasy RPG,

0:30:35.720 --> 0:30:39.120
<v Speaker 1>and you played a character who was very snarky thief.

0:30:39.320 --> 0:30:43.280
<v Speaker 1>Bard character voiced by Carrie El was. Oh man, well

0:30:43.280 --> 0:30:46.120
<v Speaker 1>that sounds that sounds worth playing just for just for that.

0:30:46.640 --> 0:30:50.360
<v Speaker 1>It was. It was entertaining first five minutes. You had

0:30:50.360 --> 0:30:53.240
<v Speaker 1>a narrator and you had Carrie Ell was this character,

0:30:53.280 --> 0:30:56.400
<v Speaker 1>and they would bicker as you played. So that was

0:30:56.480 --> 0:30:59.200
<v Speaker 1>kind of fun. But it again didn't relate back to

0:30:59.280 --> 0:31:02.680
<v Speaker 1>the Bard's Tale Games of My youth, So I was tricked.

0:31:03.360 --> 0:31:07.760
<v Speaker 1>They're tricks. E UH was also an e A released

0:31:07.760 --> 0:31:13.520
<v Speaker 1>their first productivity application, which was called Deluxe Paint. It's

0:31:13.560 --> 0:31:16.320
<v Speaker 1>a program for the Commodore Amiga, which was known as

0:31:16.400 --> 0:31:19.120
<v Speaker 1>a machine that was particularly powerful when it came to

0:31:19.200 --> 0:31:23.719
<v Speaker 1>graphics and sound. When you compared it against the other computers,

0:31:23.960 --> 0:31:26.800
<v Speaker 1>the Amiga blew them away. As far as that well,

0:31:26.840 --> 0:31:28.400
<v Speaker 1>I mean I had a friend who had Amiga, and

0:31:28.440 --> 0:31:32.560
<v Speaker 1>I remember just being completely flabbergasted that a computer could

0:31:32.600 --> 0:31:34.600
<v Speaker 1>do what his Amiga could do as far as graphics

0:31:34.600 --> 0:31:37.040
<v Speaker 1>and sound. We're concerned because when you compared it to

0:31:37.080 --> 0:31:41.440
<v Speaker 1>my Apple two or my two eighties six, it just

0:31:42.480 --> 0:31:44.640
<v Speaker 1>it outperformed him hands down in that So it was

0:31:44.640 --> 0:31:49.000
<v Speaker 1>a great game platform. But this was a painting platform

0:31:49.080 --> 0:31:51.719
<v Speaker 1>or a painting application, I should say, And it was

0:31:52.560 --> 0:31:56.640
<v Speaker 1>based off of an in house art development tool that

0:31:56.640 --> 0:31:59.640
<v Speaker 1>that e A had been using that they called Prism.

0:31:59.680 --> 0:32:02.480
<v Speaker 1>So they essentially took this in health tool and then

0:32:02.520 --> 0:32:05.560
<v Speaker 1>packaged it and changed it a bit for consumers. So hey, kids,

0:32:05.640 --> 0:32:07.560
<v Speaker 1>kids would be into this too. Yeah, like, you know,

0:32:07.720 --> 0:32:09.840
<v Speaker 1>we're using this to develop games, but I think people

0:32:09.840 --> 0:32:12.680
<v Speaker 1>would really be interested in using this for themselves. So

0:32:13.040 --> 0:32:15.000
<v Speaker 1>I'm sure they tweaked it so that would make sense

0:32:15.040 --> 0:32:19.280
<v Speaker 1>to a consumer, but hopefully yeah, or not just release

0:32:19.360 --> 0:32:22.400
<v Speaker 1>it the way it was, because you know, things, things

0:32:22.440 --> 0:32:24.959
<v Speaker 1>make you have different kinds of tools for people who

0:32:25.000 --> 0:32:27.239
<v Speaker 1>are professionals in an industry and people who are just

0:32:27.880 --> 0:32:31.000
<v Speaker 1>interested in it. Yeah, but yeah, that was an interesting

0:32:31.040 --> 0:32:34.680
<v Speaker 1>departure from just creating games. Um, I don't have anything,

0:32:35.720 --> 0:32:37.120
<v Speaker 1>and I should say I didn't say this at the

0:32:37.120 --> 0:32:39.040
<v Speaker 1>top of the show, but we're not going to cover

0:32:39.240 --> 0:32:42.560
<v Speaker 1>every release e A ever made, because first of all,

0:32:42.560 --> 0:32:44.640
<v Speaker 1>that would take us about five hours I think just

0:32:44.720 --> 0:32:47.840
<v Speaker 1>to list every game, and second of all, that would

0:32:47.880 --> 0:32:49.760
<v Speaker 1>that would be a really boring podcast that would be

0:32:49.800 --> 0:32:52.720
<v Speaker 1>that would be like like, yeah, even for our threshold,

0:32:53.000 --> 0:32:55.480
<v Speaker 1>that would be boring. So we don't want to I'm

0:32:55.560 --> 0:32:58.760
<v Speaker 1>just kidding. I'm just kidding, But no, I I agree entirely.

0:32:58.800 --> 0:33:01.440
<v Speaker 1>And so we're gonna mentioned some of the big ones, obviously,

0:33:01.520 --> 0:33:04.120
<v Speaker 1>especially the ones that ended up being disruptive to e

0:33:04.320 --> 0:33:07.360
<v Speaker 1>A or to the industry. But but in this case,

0:33:07.400 --> 0:33:09.680
<v Speaker 1>we're we're just kind of skimming through some of the

0:33:09.680 --> 0:33:14.400
<v Speaker 1>big ones and not hitting every single one. Son was

0:33:14.480 --> 0:33:18.040
<v Speaker 1>when e A set up a European division to market

0:33:18.120 --> 0:33:20.720
<v Speaker 1>PC games. Now, at this point it was just to

0:33:21.000 --> 0:33:24.680
<v Speaker 1>kind of be a marketing firm, not a development house,

0:33:25.840 --> 0:33:30.560
<v Speaker 1>but uh, they saw a lot of opportunity to expand

0:33:30.800 --> 0:33:35.120
<v Speaker 1>into Europe. The problem with Europe was that it was

0:33:35.200 --> 0:33:38.719
<v Speaker 1>being very it was very slow to adopt consoles. It

0:33:38.800 --> 0:33:41.840
<v Speaker 1>was this is true later on when we started getting

0:33:41.840 --> 0:33:45.239
<v Speaker 1>into the advanced consoles, to the ones like are the

0:33:45.280 --> 0:33:51.000
<v Speaker 1>current generation PlayStation forward Europe. It's not that Europe was

0:33:51.720 --> 0:33:54.200
<v Speaker 1>not interested in it's just it was slower to adopt

0:33:54.240 --> 0:33:57.960
<v Speaker 1>it than other markets. So e A was trying to

0:33:58.000 --> 0:34:02.480
<v Speaker 1>really invest in what they saw as being a huge opportunity. Yeah.

0:34:03.200 --> 0:34:05.440
<v Speaker 1>So so that's that was the beginning of that. And

0:34:05.480 --> 0:34:10.680
<v Speaker 1>in A released waste Land, which was a post apocalyptic

0:34:10.800 --> 0:34:14.200
<v Speaker 1>role playing game that's pretty you know, innovative. There were

0:34:14.280 --> 0:34:17.879
<v Speaker 1>some other post apocalyptic RPG type stuff that was out

0:34:17.880 --> 0:34:20.720
<v Speaker 1>for computers. Some of them were just text based games,

0:34:20.760 --> 0:34:24.279
<v Speaker 1>not even graphics games. But but yeah, wait, Wasteland is

0:34:24.320 --> 0:34:27.000
<v Speaker 1>one that that I I still we are still not

0:34:27.120 --> 0:34:29.600
<v Speaker 1>in the era of me playing video games that are

0:34:29.640 --> 0:34:34.719
<v Speaker 1>not um maybe super Mario Brothers. But but but I

0:34:34.760 --> 0:34:36.680
<v Speaker 1>but I A lot of my friends speak with speak

0:34:36.680 --> 0:34:38.640
<v Speaker 1>of it with a lot of nostalgia. See. The reason

0:34:38.840 --> 0:34:41.520
<v Speaker 1>why I know so many of these e A titles

0:34:41.600 --> 0:34:45.239
<v Speaker 1>is because I followed the same kind of pathway that

0:34:45.320 --> 0:34:50.160
<v Speaker 1>e A did, and that I abandoned consoles shortly after

0:34:50.200 --> 0:34:53.520
<v Speaker 1>the Atari era and moved on to PCs because I

0:34:53.520 --> 0:34:56.799
<v Speaker 1>saw it as being a platform that would allow for

0:34:56.840 --> 0:34:59.840
<v Speaker 1>more sophisticated types of games. And that's something that Hawkins

0:34:59.840 --> 0:35:02.400
<v Speaker 1>and self headset as well. It's one of the reasons

0:35:02.400 --> 0:35:05.680
<v Speaker 1>why e A in its early days focused on computers

0:35:05.960 --> 0:35:08.719
<v Speaker 1>not on consoles. There were other reasons as well, like

0:35:08.760 --> 0:35:11.239
<v Speaker 1>if you want to build a console or a game

0:35:11.280 --> 0:35:14.240
<v Speaker 1>for a console, it gets pretty expensive from a production standpoint,

0:35:14.280 --> 0:35:16.480
<v Speaker 1>because you have to manufacture the cartridges, you have to

0:35:16.520 --> 0:35:19.520
<v Speaker 1>build the ROMs directly onto chips, you have to build

0:35:19.560 --> 0:35:22.359
<v Speaker 1>the cases, all this kind of stuff. Um, and so

0:35:22.400 --> 0:35:27.080
<v Speaker 1>there were higher costs associated with producing a video game

0:35:27.120 --> 0:35:32.719
<v Speaker 1>cartridge than a computer disk. So, uh, they had their

0:35:32.719 --> 0:35:36.799
<v Speaker 1>own reasons for really focusing on computers versus consoles. So yeah,

0:35:36.800 --> 0:35:39.960
<v Speaker 1>the console market didn't really recover until until the ny

0:35:40.120 --> 0:35:42.520
<v Speaker 1>S came out, Tony, Yeah, yeah, right around the round

0:35:42.560 --> 0:35:46.360
<v Speaker 1>eighty eight, that's when e A started to reevaluate this

0:35:46.600 --> 0:35:51.359
<v Speaker 1>position of focusing on PC only instead of or computers only,

0:35:51.400 --> 0:35:54.400
<v Speaker 1>since PC we tend to think of as anything that

0:35:54.480 --> 0:35:58.960
<v Speaker 1>runs DOS or Windows. But anyway, at that that time,

0:35:59.040 --> 0:36:00.719
<v Speaker 1>that's when e A was starting to really look at

0:36:00.719 --> 0:36:04.000
<v Speaker 1>the NES and say, well, maybe there's a reason to

0:36:04.040 --> 0:36:07.560
<v Speaker 1>get into this now. Entering into any kind of agreement

0:36:07.600 --> 0:36:11.200
<v Speaker 1>with Nintendo was something that Hawkins was a bit reluctant

0:36:11.239 --> 0:36:15.560
<v Speaker 1>to do because Nintendo had very strict licensing agreements and

0:36:16.120 --> 0:36:18.560
<v Speaker 1>standards that you had to meet. Because Nintendo did not

0:36:18.640 --> 0:36:22.040
<v Speaker 1>want another video game crash. They absolutely they're being very

0:36:22.040 --> 0:36:24.839
<v Speaker 1>careful about what they published exactly. They did not want

0:36:24.920 --> 0:36:28.000
<v Speaker 1>the market flooded with bad games. Not to say that

0:36:28.080 --> 0:36:31.000
<v Speaker 1>every game that came out for the NES was amazing,

0:36:31.520 --> 0:36:33.759
<v Speaker 1>but they were trying to keep as much of a

0:36:33.800 --> 0:36:36.640
<v Speaker 1>control on that as possible. And you know that's something

0:36:36.680 --> 0:36:40.399
<v Speaker 1>that publishers are or or game developers might view as

0:36:40.440 --> 0:36:43.080
<v Speaker 1>being a barrier. You know, they might go through the

0:36:43.120 --> 0:36:46.400
<v Speaker 1>trouble of developing a game only to hit a roadblock

0:36:46.480 --> 0:36:48.759
<v Speaker 1>with the licensing problem, and then you've got all this

0:36:49.080 --> 0:36:51.320
<v Speaker 1>time and energy and money that was spent on something

0:36:51.360 --> 0:36:54.840
<v Speaker 1>that you can't actually sell. So there was a big

0:36:54.880 --> 0:36:57.480
<v Speaker 1>issue there. But they did decide to start developing games

0:36:57.480 --> 0:36:59.879
<v Speaker 1>for the NES, and the first one was Skate or Die,

0:37:00.640 --> 0:37:03.320
<v Speaker 1>which my friends who had any S IS they loved

0:37:03.440 --> 0:37:06.120
<v Speaker 1>that game. I did not have an any S so

0:37:06.360 --> 0:37:08.960
<v Speaker 1>I was largely ignorant of it. I was still playing

0:37:09.000 --> 0:37:12.640
<v Speaker 1>the computer games at that time. UH. And instead of

0:37:12.840 --> 0:37:16.560
<v Speaker 1>just publishing the game directly and distributing it, they actually

0:37:16.600 --> 0:37:19.799
<v Speaker 1>licensed it out to Konami. UH. And then Hawkins said

0:37:19.800 --> 0:37:22.279
<v Speaker 1>that the console market was still just unproven, that that

0:37:22.360 --> 0:37:26.719
<v Speaker 1>the crash from before was so devastating that you could

0:37:26.760 --> 0:37:29.960
<v Speaker 1>not be certain it wouldn't happen again, and also again

0:37:30.040 --> 0:37:33.080
<v Speaker 1>said that consoles were kind of underpowered when you compared

0:37:33.120 --> 0:37:38.440
<v Speaker 1>them to computers. UM. Now. They would later really revisit this,

0:37:38.680 --> 0:37:42.560
<v Speaker 1>especially once the Sega Genesis came out UH and and

0:37:42.640 --> 0:37:45.400
<v Speaker 1>their their tune changes dramatically, but at that time they

0:37:45.440 --> 0:37:48.520
<v Speaker 1>were really saying computers are really that's that's our main focus.

0:37:48.760 --> 0:37:51.480
<v Speaker 1>Consoles or something we might do as a side project. Sure,

0:37:51.800 --> 0:37:55.759
<v Speaker 1>so they released a game that became one of the

0:37:55.880 --> 0:37:59.680
<v Speaker 1>most important franchises in the company's history, and I am

0:37:59.719 --> 0:38:04.399
<v Speaker 1>of was talking about John Madden Football. UH. Hawkins has

0:38:04.400 --> 0:38:06.480
<v Speaker 1>a lot of There are a lot of interviews with

0:38:06.520 --> 0:38:09.720
<v Speaker 1>Hawkins where he talks about his fond memories of developing

0:38:09.719 --> 0:38:13.319
<v Speaker 1>that game, about bringing John Madden into the experience and

0:38:13.400 --> 0:38:15.520
<v Speaker 1>saying that, you know, we would show him how we

0:38:15.520 --> 0:38:17.200
<v Speaker 1>were doing things, and then he would spend the next

0:38:17.239 --> 0:38:19.560
<v Speaker 1>twenty minutes yelling at us about how we got it wrong.

0:38:19.600 --> 0:38:22.560
<v Speaker 1>And but it was always in an effort to make

0:38:22.600 --> 0:38:25.120
<v Speaker 1>sure the game was as good as it possibly could be.

0:38:25.440 --> 0:38:29.480
<v Speaker 1>So while Madden's approach was what some people might call

0:38:30.040 --> 0:38:34.279
<v Speaker 1>aggressive and meant that they were working on making a

0:38:34.360 --> 0:38:36.280
<v Speaker 1>really good football game, or at least that was there.

0:38:36.320 --> 0:38:39.000
<v Speaker 1>That was the goal, and it did become one of

0:38:39.040 --> 0:38:43.920
<v Speaker 1>the most successful franchises his history. Yeah, as their twenty

0:38:43.920 --> 0:38:48.680
<v Speaker 1>four games out and it's sold million units. Now we'll

0:38:48.680 --> 0:38:51.400
<v Speaker 1>talk more about some controversy with Madden Football, but that

0:38:51.440 --> 0:38:55.080
<v Speaker 1>really plays in a few years down the line. Uh.

0:38:55.120 --> 0:38:58.560
<v Speaker 1>In nine, they began to develop games for the Sega

0:38:58.600 --> 0:39:01.040
<v Speaker 1>Genesis console, and this is when they started to really

0:39:01.080 --> 0:39:03.640
<v Speaker 1>rethink that approach and say, all right, maybe consoles are

0:39:03.680 --> 0:39:07.200
<v Speaker 1>actually important enough for us to consider it being a

0:39:07.280 --> 0:39:10.400
<v Speaker 1>main line of business, not just some little side business

0:39:10.400 --> 0:39:12.120
<v Speaker 1>where we can make a little extra money. There might

0:39:12.160 --> 0:39:15.879
<v Speaker 1>be some serious cash in this business. Hawkins has said

0:39:15.920 --> 0:39:18.080
<v Speaker 1>that that this deal that he made with with Sega

0:39:18.160 --> 0:39:21.479
<v Speaker 1>was kind of a crowning moment and has has said

0:39:21.480 --> 0:39:24.759
<v Speaker 1>that he had been um kind of stealthily reverse engineering

0:39:24.800 --> 0:39:27.080
<v Speaker 1>the sixty bit Seco Genesis for a couple of years

0:39:27.120 --> 0:39:30.759
<v Speaker 1>and that when Sega found out about this, um, you

0:39:30.800 --> 0:39:33.799
<v Speaker 1>know it's it's it could have gone one of two ways.

0:39:33.840 --> 0:39:36.759
<v Speaker 1>Either Sega could have sued him a whole lot, or

0:39:37.160 --> 0:39:40.600
<v Speaker 1>they could have created this this kind of awesome contract

0:39:40.680 --> 0:39:45.000
<v Speaker 1>for for creating games, and and it went. Hawkins has

0:39:45.040 --> 0:39:46.600
<v Speaker 1>said that, yes, that this is one of his big

0:39:46.640 --> 0:39:50.600
<v Speaker 1>wins in life. He essentially said that that he negotiated

0:39:50.640 --> 0:39:54.680
<v Speaker 1>an incredibly favorable deal for Electronic Arts. This was something

0:39:54.719 --> 0:39:57.319
<v Speaker 1>he could not do in Nintendo because Nintendo held so

0:39:57.440 --> 0:40:00.799
<v Speaker 1>much of the power in that relationship. And uh, you know,

0:40:00.920 --> 0:40:03.520
<v Speaker 1>when it comes to big business, guys, you know whoever

0:40:03.560 --> 0:40:06.160
<v Speaker 1>holds the power that that becomes an important part of

0:40:06.160 --> 0:40:09.800
<v Speaker 1>of any deal. And it was certainly something that Hawkins

0:40:09.920 --> 0:40:11.880
<v Speaker 1>was very concerned about. Even if you think back to

0:40:11.920 --> 0:40:13.960
<v Speaker 1>the days of him saying, you know, I want this

0:40:14.000 --> 0:40:16.520
<v Speaker 1>company to be about video games and art, you can

0:40:16.560 --> 0:40:20.760
<v Speaker 1>tell there's still a cutthroat businessman lurking underneath that artist

0:40:20.920 --> 0:40:24.279
<v Speaker 1>exterior there and um, and so yeah, this was a

0:40:24.320 --> 0:40:28.200
<v Speaker 1>great example of that. And uh, in the fall of nine,

0:40:28.200 --> 0:40:31.920
<v Speaker 1>that's when Electronic Arts held its initial public offering, the

0:40:31.960 --> 0:40:35.240
<v Speaker 1>I p oh, That's when it became a publicly traded company.

0:40:35.480 --> 0:40:39.600
<v Speaker 1>And uh, Hawkins decided, in order to really justify going

0:40:39.680 --> 0:40:44.040
<v Speaker 1>public and to to get investors excited and invested in

0:40:44.080 --> 0:40:48.040
<v Speaker 1>the company and to really increase the value of the company,

0:40:48.080 --> 0:40:52.520
<v Speaker 1>to initiate a policy where every single month he expected

0:40:52.560 --> 0:40:56.280
<v Speaker 1>there to be three new games entering into the development process,

0:40:56.840 --> 0:41:00.160
<v Speaker 1>not not completed, but entered into So you know that

0:41:00.320 --> 0:41:01.920
<v Speaker 1>that would mean that as time goes on, you have

0:41:02.040 --> 0:41:04.560
<v Speaker 1>more and more overlapping games until some come out for

0:41:04.600 --> 0:41:08.960
<v Speaker 1>publication while others are entering the development process. It Uh,

0:41:09.200 --> 0:41:12.319
<v Speaker 1>it's set a pretty tough standard. But and also they

0:41:12.320 --> 0:41:15.200
<v Speaker 1>were handling games from other developers at this point too,

0:41:15.239 --> 0:41:19.120
<v Speaker 1>so that this didn't even include those games right right,

0:41:19.120 --> 0:41:21.640
<v Speaker 1>And the company at the time it's worth about sixty million,

0:41:22.440 --> 0:41:24.719
<v Speaker 1>yeah and uh, and of course the the value of

0:41:24.719 --> 0:41:27.200
<v Speaker 1>the company now is in the billions. But will again

0:41:27.480 --> 0:41:30.080
<v Speaker 1>address that when we get further up into the timeline.

0:41:30.600 --> 0:41:34.680
<v Speaker 1>And in ninety one, that is a momentous year for

0:41:34.719 --> 0:41:37.520
<v Speaker 1>both Hawkins and for e A. That's when Trip Hawkins

0:41:37.560 --> 0:41:41.360
<v Speaker 1>decided to leave e A. He had felt that he

0:41:41.400 --> 0:41:44.480
<v Speaker 1>had accomplished all he wanted with the company and that

0:41:44.520 --> 0:41:46.280
<v Speaker 1>it was time for him to move on to something

0:41:46.360 --> 0:41:50.160
<v Speaker 1>new and challenging. And that new and challenging thing ended

0:41:50.239 --> 0:41:54.040
<v Speaker 1>up being three d O, which was you know, the

0:41:54.040 --> 0:41:55.680
<v Speaker 1>whole idea was he was going to create a video

0:41:55.719 --> 0:41:58.080
<v Speaker 1>game console that would lead the market. It would be

0:41:58.120 --> 0:42:03.200
<v Speaker 1>the most powerful, uh console, and it actually it was

0:42:04.040 --> 0:42:07.000
<v Speaker 1>predictive of the consoles that we see today. It was

0:42:07.040 --> 0:42:09.640
<v Speaker 1>meant to be sort of an entertainment center, not just

0:42:09.800 --> 0:42:14.280
<v Speaker 1>a video game console, but it was really expensive. Uh.

0:42:14.360 --> 0:42:17.000
<v Speaker 1>And also the games that first came out for the

0:42:17.040 --> 0:42:19.920
<v Speaker 1>three D O didn't get a lot of critical acclaim

0:42:20.080 --> 0:42:23.360
<v Speaker 1>and a lot of them relied heavily on full motion video.

0:42:23.440 --> 0:42:26.200
<v Speaker 1>That was when full motion video was just becoming possible

0:42:26.280 --> 0:42:29.319
<v Speaker 1>in the computer and console worlds. So people were using

0:42:29.320 --> 0:42:32.320
<v Speaker 1>it a lot, to the point where it became a gimmick.

0:42:32.560 --> 0:42:34.160
<v Speaker 1>You know, you thought that, oh, this game is good

0:42:34.160 --> 0:42:37.080
<v Speaker 1>because as full motion video in it. Then and you know,

0:42:37.160 --> 0:42:39.719
<v Speaker 1>full motion video, like any other tool, is just a tool.

0:42:39.760 --> 0:42:41.520
<v Speaker 1>It's just a tool. Yeah, if you're if you're using

0:42:41.560 --> 0:42:44.240
<v Speaker 1>three D for example, these days, it's just just a gimmick.

0:42:44.280 --> 0:42:46.799
<v Speaker 1>It's just a gimmick. Yeah, exactly, so, and that was

0:42:46.840 --> 0:42:48.960
<v Speaker 1>the that was the ultimate problem with three D O,

0:42:49.080 --> 0:42:55.960
<v Speaker 1>which spoiler alert, did not take off. It actually it. Yeah. Meanwhile,

0:42:56.040 --> 0:42:59.320
<v Speaker 1>back at e A, Larry Probst steps in. He becomes

0:42:59.360 --> 0:43:03.200
<v Speaker 1>the CEO of e A, uh and uh. Nintendo that

0:43:03.239 --> 0:43:06.960
<v Speaker 1>same year ninety one launched the Super Nintendo Entertainment System,

0:43:07.000 --> 0:43:11.320
<v Speaker 1>the S and E s or Ness, if you insist

0:43:11.400 --> 0:43:14.720
<v Speaker 1>on pronouncing it that way. And then e A began

0:43:14.800 --> 0:43:17.600
<v Speaker 1>to develop games both for the Genesis and for Nintendo

0:43:18.120 --> 0:43:20.399
<v Speaker 1>and in an effort to really kind of hit as

0:43:20.440 --> 0:43:25.239
<v Speaker 1>many fans as possible. They also said they prefer there

0:43:25.280 --> 0:43:28.000
<v Speaker 1>to be lots of different consoles competing in the market

0:43:28.040 --> 0:43:31.000
<v Speaker 1>because that means there's not one dominant player that can

0:43:31.239 --> 0:43:33.680
<v Speaker 1>use the leverage against them. You know, when there are

0:43:33.719 --> 0:43:35.840
<v Speaker 1>a lot of different players out there, then e A

0:43:36.000 --> 0:43:39.560
<v Speaker 1>has the advantage, which has been an important part of

0:43:39.560 --> 0:43:44.000
<v Speaker 1>the company's Yeah, it's it's really clever business business standpoint. Yeah,

0:43:44.040 --> 0:43:46.239
<v Speaker 1>it's another one of those things that some people get

0:43:46.280 --> 0:43:49.400
<v Speaker 1>a little I think people want games to be fun

0:43:49.480 --> 0:43:51.920
<v Speaker 1>and they don't want to think about the business end

0:43:51.960 --> 0:43:54.960
<v Speaker 1>of it because the business end is not necessarily fun.

0:43:55.080 --> 0:44:00.360
<v Speaker 1>It can be pretty pretty, pretty grand. Yeah. But anyway,

0:44:00.400 --> 0:44:03.680
<v Speaker 1>that that was that was starting to take off right

0:44:03.680 --> 0:44:07.319
<v Speaker 1>in ninety one, and that was when e A made

0:44:07.320 --> 0:44:13.040
<v Speaker 1>its first real acquisition, which was Distinctive Software, So they

0:44:13.080 --> 0:44:16.200
<v Speaker 1>bought an outside development studio. The idea was to kind

0:44:16.239 --> 0:44:19.600
<v Speaker 1>of they saw talent out there that they wanted to get,

0:44:19.680 --> 0:44:22.200
<v Speaker 1>and instead of trying to hire the talent away, they thought, well,

0:44:22.520 --> 0:44:26.000
<v Speaker 1>we're a larger company. Now, we're publicly traded, we're highly valued.

0:44:26.320 --> 0:44:30.160
<v Speaker 1>Let's use this opportunity to purchase this other company and

0:44:30.239 --> 0:44:34.520
<v Speaker 1>make it part of what we do. And Distinctive Software

0:44:34.640 --> 0:44:37.160
<v Speaker 1>was the company that had created the test Drive series

0:44:37.560 --> 0:44:41.719
<v Speaker 1>for Accolade, which of course was a competing company to

0:44:42.080 --> 0:44:46.680
<v Speaker 1>Electronic Arts. And so this same division ended up creating

0:44:46.680 --> 0:44:50.040
<v Speaker 1>a new line of games for Electronic Arts called Need

0:44:50.120 --> 0:44:53.680
<v Speaker 1>for Speed. You know, you may have played those games. Uh.

0:44:53.719 --> 0:44:58.120
<v Speaker 1>And then eventually Distinctive Studios was renamed e A Canada

0:44:58.280 --> 0:45:00.560
<v Speaker 1>and it's it's because it was located at an British

0:45:00.560 --> 0:45:04.120
<v Speaker 1>Columbia that's correct, over in Vancouver. And uh. Yeah, that

0:45:04.160 --> 0:45:07.960
<v Speaker 1>was also the year that the e A established a

0:45:08.120 --> 0:45:11.560
<v Speaker 1>Sports as a division. Yeah, so now we finally have

0:45:11.840 --> 0:45:15.760
<v Speaker 1>an actual formal division within Electronic Arts that is overseeing

0:45:15.760 --> 0:45:19.279
<v Speaker 1>the development of sports titles. And a lot of big

0:45:19.320 --> 0:45:23.520
<v Speaker 1>sports titles came out of that division, Madden Football, FIFA

0:45:23.960 --> 0:45:27.799
<v Speaker 1>games that were related to hockey to basketball, um, and

0:45:27.880 --> 0:45:30.279
<v Speaker 1>of course that will become more important as well. That

0:45:30.320 --> 0:45:34.160
<v Speaker 1>wraps up a classic episode the Electronic Arts Story Part one.

0:45:34.280 --> 0:45:36.560
<v Speaker 1>I can't wait to find out what happens in part two,

0:45:36.600 --> 0:45:38.799
<v Speaker 1>even though it happened more than seven years ago now,

0:45:39.080 --> 0:45:41.600
<v Speaker 1>But we're gonna go and check that out next week.

0:45:41.960 --> 0:45:44.839
<v Speaker 1>If you guys have suggestions for topics I should cover

0:45:44.920 --> 0:45:47.720
<v Speaker 1>on tech Stuff, reach out to me on Facebook or Twitter.

0:45:47.920 --> 0:45:50.439
<v Speaker 1>The handle at both of those is tech Stuff hs

0:45:50.600 --> 0:45:58.640
<v Speaker 1>W and I'll talk to you again really soon. Text

0:45:58.640 --> 0:46:01.399
<v Speaker 1>Stuff is an I heart Rate Deo production. For more

0:46:01.480 --> 0:46:04.880
<v Speaker 1>podcasts from I Heart Radio, visit the I heart Radio app,

0:46:05.000 --> 0:46:08.160
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.

0:46:12.680 --> 0:46:12.719
<v Speaker 1>H