Further to this point: Maxis, makers of Sim City, were notable for a long time as being the glaring exception when it came to EA's habit of buying and squeezing studios to death.
But the writing was on the wall when THE SIMS hit so big and was.. "exploited"[1] so heavily.
And when Will left... well, it's just flat-out inconceivable that anyone remained naive about what EA was going to get up to.
I'm talking purely about the games and the people who make them.
EA buys studios and squeezes them. Why the studios subjected themselves to it is irrelevant to the fact that it happened. Repeatedly. Pretty much non-stop since Trip walked out the door. EA's long-standing treatment of their employees and the properties they owned, in the pursuit of a release schedule that burned out both in short order, is not revisionist history. It is EA's history.
EA bought Maxis when they weren't in great financial shape
I'm not familiar with the specifics, but if Maxis was in such dire straits, why did Wright become the largest shareholder of EA as a result of the takeover? And his partner became CEO for a while.Sources?
> The company's IPO took place in 1995. In 1997, after
> setbacks on a series of secondary titles, Braun and
> Wright sold Maxis to Electronic Arts for US$120
> million in stock. The deal made Braun the largest
> shareholder in EA at the time.
Not Wright, but a result of the purchase.Also from Wikipedia[2]:
> Maxis went public in 1995 with revenue of US$38 million.
> The stock reached $50 a share and then dropped as Maxis
> posted a loss. EA bought Maxis in June 1997.
and > It was a difficult idea to sell to EA, because
> already 40% of Maxis's employees had been laid
> off.
[1] http://en.wikipedia.org/wiki/Jeff_Braun[2] http://en.wikipedia.org/wiki/Will_Wright_(game_designer)
Yuck.
Its the whole consumer versus content producer battle in a microcosm, and it doesn't make consumers look good. It's easy to get away with being a shitty company like EA when people line up to get "Madden" versus some non-branded sports game.
http://www.shacknews.com/article/60839/new-images-of-maxis-c...
Either way though, hard to shoot an accurate azimuth when heavy fog miraculously rolls in out of nowhere and limits visibility to ~100 ft from the bridge. :)
> Either way though, hard to shoot an accurate azimuth when heavy fog miraculously rolls in out of nowhere and limits visibility to ~100 ft from the bridge. :)
Well that part is easy. Follow Robert Duvall's advice and call in for a huge napalm strike to lift the fog. It is the smell of victory, right? ;)
I think the respective records of EA and a pre-EA Maxis ought to provide ample evidence of the likely culprit here.
This isn't the first time EA has seriously blown a launch due to infrastructure issues I realize. EA's main infrastructure server team runs things like a pre-dotbomb forture 5.
I'm slow to throw blame since EA's acquisitions chose to join EA. Technical Directors at Maxis are just as much to blame as well as product/project managers that fail to squeeze load testing into the busy schedule.
I do (sadly) agree that studios seem to lose their magic to us gamers once they join EA. Why?
I'll give you one guess.
Not quite correct. Maxis' shareholders decided to join EA; I doubt the average programmer, or even the average project manager or tech lead had any say in the process whatsoever.
One of my biggest disappointments with the games industry is that those editors never really made their way into the industry at large. One of my greatest hopes after Spore launched was that some company would license those editors and actually build a good game around them. A Dungeon-Keeperesque game with fully editable creatures and dungeon design was a particular dream. Sadly, it never really caught on, and Spore looks to be a mostly dead end.
http://en.wikipedia.org/wiki/Spore_(2008_video_game)
Unfortunately, the citation link is dead on the article. I don't know if this answers your question about commercial success. Maybe someone knows more about this data point in context of the industry.
I do feel bad for anyone who works in that type of environment, but I don't think many (if any) of their employees are under the impression that their work will be lauded by adoring fans. Gamers resent everything that EA stands for -- especially their constant profiteering and manipulation -- and begrudgingly buy their games because they're one of the few companies with the budget to create AAA titles.
Takeover by EA is usually considered a death knell for game studios...