Electronic Arts - Resistance Is Futile? 38
Thanks to USNews.com for its feature discussing the increasing dominance of videogame publisher Electronic Arts, pointing out that, using figures from its recent financial results, that: "In 1999, EA had eight platinum, or million-plus-selling, titles. In the past year, it produced 27 of them. Back then, EA possessed 10 percent of the North American game market. Today, it has captured 22 percent of it." The article discusses EA's wish "to double the size of the company every four or five years", and also talks about revenues from online gaming, where it's hoped "some 15 to 20 percent of EA revenue should come from... during the next console cycle", despite the "costly failure" of The Sims Online - however, EA CEO Larry Probst "...guesses that future online gaming will follow the cable television model, where you will pay a subscription to access various 'channels' of gaming services"),
The Inevitable Shift of Electronic Arts (Score:5, Informative)
For the time being, the advent of a middleware industry is making it easier -- not harder -- for smaller studios to produce good-looking titles with depth. Consider that there are many audio libraries [fmod.org], 3D engines [garagegames.com], and AI middleware [gameai.com] libraries which are quite reasonably priced. Smaller studios seem to go strange and wonderful directions with these; (if you haven't already, try some of the Indie Game Jam [indiegamejam.com] titles, which make use of a simple, standardized physics engine).
I labor under the impression that the gaming public has a desire for boutique products; if I'm wrong, I don't mind taking my licks and moving to something more productive.
Re:The Inevitable Shift of Electronic Arts (Score:5, Informative)
Thats the roadblock. Open source and libraries will fix the technical side, the artistic is still up in the air.
One bad thing about EA games is... (Score:2, Informative)
I also have one beef about a current release. 2004 Fight Night. While at first it seems amazing later you realize that there really are no custom characters because they all max out at 100 stats accross the board after a few days of play.