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The Almighty Buck Entertainment Games

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"),
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Electronic Arts - Resistance Is Futile?

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  • by MiceHead ( 723398 ) on Sunday May 02, 2004 @08:43PM (#9036978) Homepage
    I'm hoping that Electronic Arts's transition from boutique software house to publishing juggernaut leaves room for -- well -- other boutique software houses. Many here must recall the early days of EA [wikipedia.org]. They published titles that their small teams were passionate about; and while I've enjoyed many of EA's recent, grander offerings, they appeal to me in a much different way.

    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.
  • by AuMatar ( 183847 ) on Monday May 03, 2004 @04:16AM (#9038619)
    The problem isn't the code. Its the non-technical creative aspect. Artwork especially, but sound as well. These are hard to make, and there isn't a corresponding movement to open source in their community. The artists I talked to despised the idea- that they couldn't control exactly how anything they ever created was used down to the last detail. I don't quite understand their viewpoint, but it exists.

    Thats the roadblock. Open source and libraries will fix the technical side, the artistic is still up in the air.
  • by jocmaff ( 714526 ) on Monday May 03, 2004 @12:42PM (#9041652)
    The User Interface on their games are usually garbage.

    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.

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