The CEO is more beholden to analysts and stockholders than to customers. He has more to lose by failing expectations than he has to gain by exceeding expectations. Therefore, EA adopts a strategy that minimizes variance rather than maximizing profit.
But yes, it's profitable enough. Games and studios generally have more name-recognition than publishers. EA can take existing name-recognition on a series and generate large revenue from the first bad game they turn out. They launch a large marketing campaign, and by pushing pre-orders they can get more people to spend money on a game before they have an opportunity to find out what the product is that they're actually buying. At this point it's practically a science, and the market is only starting to push back (the latest Assassin's Creed may be doing a number on pre-orders).
But the stock market is supposed to be hyper efficient nowadays such that it's practically impossible to outperform it even for the experts, let alone for random punters on the Internet.
What's the resolution to this paradox? Not a rhetorical question; I'm actually curious.
I need to elaborate this further because now it just seems to be some anti-capitalist snark (which I do not want it to be).
The way stocks were supposed to work is that you buy a part of a company keep it and make money by getting a part of their profits every year (called dividend). Todays problem is that we want to make more money, faster (which is not "wrong" intrinsically as some people might think, but it does not work with the "traditional" stock model). The reason it does not work is that it may take some time for a company to be profitable and even then they may want to keep some of their profits to invest in research etc. which keeps dividends small (sometimes even 0). The new way one tries to make money is to buy a stock while hoping to be able to sell it to someone else for more money in the future (nothing wrong about that either). The real problem is that this price is based on supply and demand/perceived value which might differ significantly from the actual value (worth of the company's physical assets, paid dividends, ...) - it is easier to see these differences on more tangible things like luxury watches, art, etc., which are nowhere priced for their physical value (a frame and some paint - does not seem to be worth much ...) but they are there for stocks, too.
Now to the "hyper efficient"-part: yes, that's true, the market is hyper efficient, as in it is not that easy to get money out, because that would mean that someone else leaves it on the table, but everything still happens in the "perceived value" point of view, in which you would have to compete, too, to make money with stocks.
The dilemma in which CEOs find themselves is that not all actions that are good for the company itself are good for the perceived value/stock price, at least not when you are forced to do "short-term thinking" (the CEO keeping his job, the trader making money now).
The Sims was only completed because EA was able to prop up the studio while it was underdevelopment. They were able to do that because A) they are good at selling software and B) they were a large public company.
Since then the studio has had a couple of huge flops (Spore and SimCity online) as well as a few enjoyable but disappointing from a sales perspective releases. In an industry built on the blockbuster model, I'd say its surprising they've lasted this long. They have because they have been spending other peoples money. So if there was an inefficiency here, it was that the studio got too much leeway, not that it was shutdown too soon.
There is no paradox, because you started with a completely flawed conjecture.
Two replies up, you'll find your answer there, as you probably jumped over it.
Wall Street, even as the completely generalized abstraction, doesn't have anything to do with this, other than a big video game publisher used some money generated there, to back a studio that has been unsuccessful at their job. If it had been a US governmental bailout or kickstarter that the financing came from, would not have changed that.
Again, this comes from the idea that they need to make their profits look better and better because their stockholders demand it, which is sometimes at odds with what the players are looking for.
Do you think Maxis failed on its own, or is there the possibility that EA milked it dry and left it to die? If the latter, why would they do that? Not because it's good for the company long-term, but because it makes their bottom line look good just before annual profit reports are coming out. Think about it: SimCity was rushed out to meet a deadline of the end of EA's fiscal year, which happens on March 31st. SimCity was released March 7th, 2013. What's today's date?
As far as the stockholders go, I can assure you that A) stock holders have no ability to influence the release schedule of a video game or B) care how profits are generated, only that they are. There is at least a passing argument that the massively successful franchise of the studio would not have been possible without those stockholders, and the studio certainly did not turn down the money when they were acquired.
Whether EA mismanaged Maxis specifically or their management is in general too fixated on short term profits is not the issue. "Wall Street", whatever that is, does not demand that and would more happily not be involved in those decisions. So is it possible that EA is mismanaging their studios in a misguided attempt to cook their books? Maybe, but if so that has been true for Maxis for going on 2 decades, 1 of which was hugely successful.
You can blame "Wall Street" all you want, but it seems a simpler explanation that in a blockbuster driven market, Maxis failed to deliver blockbusters. This isn't surprising in the least given most software projects fail and even more so with games. I find it surprising that Maxis lasted as long as it did quite frankly. An independent studio would probably not have survived Spore, and I think Maxis did largely because they were backed by "Wall Street".
If you still don't think Wall Street has even an indirect say in what games get published when and at what quality, then I don't see a point in continuing this discussion. But I'll leave on the point of SpaceX not wanting to go public until they make it to Mars, because Elon doesn't believe that stockholders will let him take the risk of sending humans to another planet. Or, taking a step back from Wall Street and just talking investors, the idea from this very community that any exit for a startup is good and is favorable for your investors even if it leaves your customers high and dry. Or how about when Steve Jobs was pushed out of Apple because he wasn't making enough money? Apple raced to the bottom and lost, hard, in the pursuit of maximizing profit.
I'm not trashing the idea of Wall Street or of investors. This is EA's fault. But saying that investors don't influence a company's products is insane. Of course they do, to the fullest extent that the company will let them. Again, if you don't believe EA is completely controlled by their investors, take a look at the timing of the end of their fiscal year, the rushed release of SimCity, and the announcement of Maxis being shut down. That's not coincidence.
Well, the model I see people using to describe EA basically amounts to buying studios with good long-term revenue prospects (known brands that, if consistently executed at a slightly below-average level, should maintain decent sales because the fans know what they're getting every time), and deciding to extract all of that future revenue all at once, by hyping up the latest incarnation of the series to extreme degrees while not bothering to execute at all. More sales now, less work now, no sales later.
If you want to stand by describing this as irrational, I wouldn't say the obvious candidate is EA shareholders. I'd say the obvious candidate is the studios who can't manage their brand well enough that it's worth more than the EA strip-mining approach. If you think that the long-term revenue stream has more "inherent worth", the studios are the ones squandering it.
(postscript -- I'm pretty sure I accidentally downvoted you when selecting a quote from your comment. I wish I could undo that.)
That's not true at all. Maybe in commodities, or foreign exchange or indexing, where algos can trade solely based on prices and public information it is true. But definitely not in individual stock picking. Domain knowledge is king here.
Also as an aside, commodities and foreign exchange are places where it is explicitly allowed to have non-public information...
Take HIV for example: it attacks the immune system of the host, but is fairly difficult to transmit and relies on insufficient protection for that.
A studio that accepts a buyout from EA is like a person mainlining heroin using a needle that's been passed around a hundred different HIV+ heroin addicts. It gets the bug.
Sometimes it takes years for symptoms of illness to show. Some studios last decades before they waste away - and they last longer if they have proper treatment (in the case of Maxis, this was having Will Wright stay on board). But in the end it's incurable and terminal once treatment ceases, and the studio becomes weaker and skeletal before finally passing.
except that isn't always true. [0]
Suicide Rates Rising for Older U.S. Adults - Rates for 40-64 year-olds may be increasing due to financial circumstances, according to American Journal of Preventive Medicine
[0] : http://www.elsevier.com/about/press-releases/research-and-jo...
It helped that the first post-acquisition new title from Maxis was The Sims, a massive financial success, which allowed EA to feel comfortable taking a hands-off approach and allowing the studio to do weird things, so long as the weird things brought in piles of revenue.
From the mid-2000s, though, EA started merging bits of Maxis in, closing the Walnut Creek office and moving those staff to Redwood City, but still leaving a smaller Maxis remaining in Emeryville, which continued to be headed by Wright, with considerable autonomy. He used that autonomy to lead the Spore (2008) development, an ambitious concept that was not a financial success (though it arguably kicked off the current resurgence of procedural content generation in games). And then he left the company in 2009. At that point I think many people in the industry considered it inevitable that the remaining Maxis would be moved to the main EA campus sooner or later.
In the case of Maxis, it's not accurate or fair for the person to say that EA's strategy is to "Buy studio, make them shovel a couple incomplete games out of the door, close studio, repeat."
That ignores the fact that EA buying Maxis enabled Maxis to successfully finish and ship The Sims, which became the best selling PC game of all time. And that The Sims division was a major part of EA (one of three main studios), which made a huge amount of money over a long period of time.
You're correct to say that Maxis and The Sims franchise enjoyed autonomy and protection thanks to Will Wright, while he was at the company. But after he left, he didn't have much to do with it, and it was on its own.
Many of the people working The Sims and SimCity franchises were the original people from Maxis or the early days of The Sims at EA, and they did a wonderful job of carrying on without Will. The infamous problems of latest SimCity release were actually Origin's fault, which the Maxis people unsuccessfully fought against, and had to take the rap for.
Lucy Bradshaw managed The Sims and SimCity since EA acquired Maxis, but EA threw her under the bus by insisting that she make public statements that simply and obviously weren't true, in an attempt to justify Origin's idiotic and non-negotiable mistakes that they pushed on Maxis.
Ocean Quigley was the lead artist for SimCity and The Sims at Maxis since before EA acquired us. Ocean invented the beautiful yet practical hybrid z-buffered 2.5D / real time 3D "holodeck" technology that enabled The Sims 1 to run well on non-accelerated low-end PCs in 2000, which enabled it its widespread success and appeal to casual gamers and young kids (who inherit their older sibling's low end PCs).
Ocean's technical and artistic contributions were as important as Will's game design contributions, and he stuck around for much longer. He led the ground-up redesign of SimCity (2013), which I think was both true to the original game, and took it into a totally new territory, away from the terrible tiles, and re-oriented around free-form roads.
Ocean and other Maxis employees were rightfully frustrated by Origin's interference in SimCity (specifically their insistence on online play, and their initial public pretension that offline play was impossible). After the release, Ocean left to pursue his own projects. After working on Will's ideas for so many years, he has a lot of his own original ideas that he wanted to work on. He explained how it was time to step out of Will's shadow in this article [1], which I empathize with.
[1] http://venturebeat.com/2013/07/19/ocean-quigley-steps-out-of...
Maxis hired me in January 1997 to work on The Sims (before it was given that name), then EA bought Maxis in July 1997, then we shipped The Sims 1 in February 2000, and I left soon after the release.
Then I did some contracting for EA to develop user created content tools like The Sims Transmogrifier, and I worked for Will's own company, the Stupid Fun Club, while he was still working for EA on The Sims expansion packs and Spore.
At the time, SFC was just Will's side project for, well, doing stupid fun stuff. We did things that were outside of EA's scope like robotics and reality TV shows, including Empathy [2] and Servitude [3] (which were never aired), and researched and developed some of his entertainment, toy and game ideas.
[2] http://donhopkins.com/home/RobotMovies/Empathy.mpg
[3] http://donhopkins.com/home/RobotMovies/Servitude.mpg
After Will finished Spore, he left EA in 2009, and EA invested in SFC. Then I joined SFC full time, where we worked on various projects including producing a viewer-scripted TV show, Bar Karma, with Current TV. [4]
[4] http://en.wikipedia.org/wiki/Bar_Karma
SFC was shut down after problems spinning off a company called HiveMind, that ended in lawsuits due to the melt-down and failure of a self-described "Serial Hackerpreneur" (cough, cough), who neglected to pay the rent, let alone secure the investments he was contractually obliged to, after which he baselessly accused Will of "atrocity" and "genocide", then failed to deliver on his blustering threat that he tweeted: "Looking for PR professionals to build awareness for "THE INCONVENIENT TRUTH ABOUT WILL", an exposé documentary, releasing on YouTube 6/2012."
>HiveMind [5]
[5] http://en.wikipedia.org/wiki/HiveMind
>It was announced in early June 2012 that the entire project was on hold due to ongoing legal disputes between company executives. Said Wright, "Hivemind is still a company. But it has no money. No nothing. It's just sitting there because of the litigation. It is frozen. It's so complex and there's quite a bit of disappointment... We have to find out where this is going in the near term." On October 26, Wright and HiveMind co-founder Jawad Ansari stated they had settled their disagreements regarding the company. Wright said, "We are pleased to have reached a friendly and respectful resolution. Jawad’s entrepreneurial energy, passion for the expansion of the online game industry and tenacious execution brought the necessary elements together to build Hive Mind to where the operating team can take the Company forward."
>Game pioneer Will Wright’s personal gaming startup falls apart in litigation (exclusive) [6]
[6] http://venturebeat.com/2012/06/03/game-pioneer-will-wrights-...
>“It didn’t work out at all,” Wright said. “Hive Mind is still a company. But it has no money. No nothing. It’s just sitting there because of the litigation. It is frozen. It’s so complex and there’s quite a bit of disappointment.”
>Ansari withdrew his lawsuit in Alameda, Calif., and in Delaware, the court appointed Wright, Randy Breen and Ansari as the board of Hive Mind. The litigation is still ongoing.
>Will Wright's Social Game Is In Legal Limbo [7]
[7] http://uproxx.com/gammasquad/2012/06/will-wrights-social-gam...
>To give you an idea of just how ugly this is getting, the guy who started all this, Jawad Ansari, recently tweeted that he’s looking for PR professionals to help him plug a YouTube “documentary” called “The Inconvenient Truth about Will”. Yeah, Jawad, if you have to start with the smear tactics, we’re just going to go ahead and assume you don’t have much of a case and are a bit of an ass.
>SimCity creator Will Wright settles lawsuit over Hive Mind studio control [8]
[8] http://www.polygon.com/2012/11/2/3589520/simcity-creator-wil...
>Ansari released his own statement, adding: "During my 18 years in the business I have never met anyone who has the creativity and vision of Will Wright. Over the period of several months working with Will Wright, Will's mentorship helped me develop a deep understanding of players' psychology and thus the ability to see the world in dimensions that I did not know even existed. For this I would always be thankful to Will!"
Yeeeeeah, and he's sooooo sorry he took the money. [9]
To be fair, EA Sports did discontinue some of their less popular games, such as Rugby and Cricket.
Also, they have FIFA Ultimate Team which has a whole meta game of players and cards (which i love).
Apr 09, 2013: EA wins Consumerist's Worst Company in America poll for second year in a row
http://www.polygon.com/2013/4/9/4205402/ea-wins-consumerists...
Worst company to work for is voted by employees. Most people who work at EA enjoy their time there. They might not agree with some company decisions, but overall, it's a great place to work.
Please realize there is a difference and that list is also fairly biased. I mean, its fucked up how a video game company is worse than banks who take billions of money from people through fees, interests, and all other random shit.
I'm making less than 60k over here :(
(But honestly I'd rather do something I enjoy and make less than something I don't even if it pays more)
The "fire people to buy back stock in order to make the stock price go up" strategy is extremely popular in this economic environment.
Then the other day I heard about an upcoming title called "Cities: Skylines", which seems like it has promise from a gameplay standpoint. Even better, it's cross-platform to both Linux and Mac.
Edit: It's interesting that the recommended hardware for Linux is a lower bar than on Windows (see bottom of https://www.paradoxplaza.com/cities-skylines). Can anyone with a game dev or graphics background speculate on that?
Plus, they build their games in Unity, which is....not the best for these sorts of games.
but can you even??
He was disappointed, a sentiment that was shared by many others.
I know I'm going to sound like a terrible elitist snob, but the target audience for today's mainstream video games are not exactly the top layer of humanity. It's pretty much a tale of milking the stupid, i'm afraid.
Historically, studios either put out zero games or one game. I think it's the fairly extreme outliers that do it over and over and most of them deal in sequels. If you look inside the game industry, I think I would be hard pressed to do a second game if I made games. It doesn't look like an easy feat to keep the team magic working. Likewise, there seems to be no shortage of up and comers that want to make a new game. The studio might not be as valuable as we want to think.
Which would you bet more money on: Maxis coming up with a new hit game concept or the masses going ape over sim city 2015 on ps4? And by "ape" I mean willing to buy it for over $30. I have a hard time with both options, just like ea.
What I don't understand about that strategy is what prevents the acquired employees from re-forming as a new company? Are there non-competes in place? Is it difficult to get financing to form a AAA game company? I'm presuming that, regardless of what happens, it takes a while.
Nothing prevents this, there had been many studios by former employees of a shut down studio (e.g. Ensemble -> Robot, Pandemic -> Killzone, Incognito -> Lightbox, Big Huge Games -> Impossible etc. etc). However, usually the reason a studio had been shut down was its poor performance and not some evil marketing plan so the respawned studios inherit the problems of the original studio complicated with the talent drain that happens during such a transition.
The overhead of entering the games industry is cheaper than ever, and as a result we are seeing more and more independent game developers successfully penetrating the market.
It's been a while since they put out anything special, but overall the company seems to have done well by EA.
When you think of the brand "Maxis", what do you think? Either the Sims or Sim City.
But the brand EA is a far more recognisable (and valuable).
Like it or not, EA buys a company, milks it for what its worth, then kill it off.
People don't tend to be profit maximisers in their actual work.
I don't know many workers who think "which one of these choices is most profitable for the company"
Assuming they even do that. Their daily thoughts are more likely to be : How can I make sure my superiors notice I perform my role. How can I make sure I don't fuck this up. What do I need to do to get a promotion. I don't feel fulfilled, I think I'll go find a job elsewhere, I wonder where I should start looking. etc. etc.
When you posted these comments were you thinking : how does posting on HN maximise my profit ?
I'm paraphrasing heavily, not to hurt your feelings. Less voodoo science, more thinking.
To paraphrase: Your opinion is meaningless to me.
EA's strategy seems to be "Buy studio, make them shovel a couple incomplete games out of the door, close studio, repeat."
Okay, they're asshats. What I don't get is, how does this make them any money? They're basically strip-mining the games industry, is this really more profitable than actually making good games?