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D.I.C.E. '08: Riccitiello lords over "city-state" studio model

With the ink on the BioWare/Pandemic deal now dry, EA's CEO lays out his vision to make EA's internal developers semi-autonomous.

LAS VEGAS--The year 2007 saw Activision claim the crown of largest third-party publisher, even before its looming merger with Blizzard Entertainment was revealed. But for almost all of the prior decade, that distinction was held by Electronic Arts, which grew rapidly in the 1990s and early 2000s via a flurry of acquisitions.

EA's still-ongoing shopping spree has given it a massive library of marquee licenses, including the immensely profitable Sims series. However, in many gamers' eyes, the publisher has been a ravenous behemoth, gobbling up independent studios then grinding them down with an oppressive and byzantine corporate culture. EA critics pointed to the closure of once-mighty independent studios such as Origin Systems and Westwood Studios which were first subsumed and then shuttered by EA when their games ceased to be profitable.

For much of the time EA was painted as a corporate villain, John Riccitiello was its president and chief operating officer. After seven years, the Berkeley-educated businessman, who cut his teeth working at PepsiCo and Clorox, left the company in 2004 to cofound the venture capital firm Elevation Partners. The following year, he presided over the union of famed studios BioWare and Pandemic into an independently financed "superdeveloper" that bore their names. In 2007, he returned to EA, which turned around and bought BioWare/Pandemic for a whopping $860 million just months later.

THE "CITY-STATE" STUDIO SYSTEM
EA's myriad detractors saw conspiracy in the buyout, with some theorizing the publisher rehired Riccitiello just so it could acquire BioWare/Pandemic and further feed its insatiable acquisitional appetite. However, today at the D.I.C.E. Summit, he made the contention that when EA buys a studio, "They're taking us, we're not taking them."

While the concept of EA as egalitarian assimilator might sound laughable to many, Riccitiello stuck to his guns. He said working with the founders of BioWare and Pandemic taught him to truly appreciate how independent studios' independence allows them to blossom creatively. Now back at the helm of EA, Riccitiello says he intends to let the megapublisher's various studios operate more autonomously than they ever have before, a theory he describes as the "label" approach to studio management.

"When we're doing it right, we're not synchronized swimmers paddling in unison," he told an attentive but weary audience. "We're like the NFL, with specialized teams with specialized cultures. Culture makes a difference. The studio model allows them to keep their own individual culture, like city-states responsible for their own houses."

As shining examples of the city-state system, Riccitiello held up a series of internal EA studios that were all once famously independent: Digital Illusions CE (DICE), EA Mythic (nee Mythic Entertainment), EA Black Box (nee Black Box Games), Criterion Games, Pandemic Studios, and BioWare.

Then, he surprisingly admitted that EA didn't create the "label" at all. Its rival Take-Two Interactive did when it set up the semi-independent Rockstar Games after buying Grand Theft Auto creator DMA Design, now called Rockstar North. "What Sam and Dan Houser have done there obviously worked," Riccitiello said, before going on to say he was "really looking forward" to Grand Theft Auto IV.

Ideally, Riccitiello believes, studios within a large publisher should operate like independent studios freed from having to worry about making payroll and strategizing marketing. He said he hoped EA's own internal studios would be like Valve Software or Blizzard Entertainment--self-contained organizations with strong leaders primed for massive growth and creativity.

"The command and conquer model, the command and direct model doesn't work," said Riccitiello. He went on to concede that EA's past post-acquisition tactics backfired badly. Bullfrog, Origin, Westwood--all no longer exist today because something broke. ... and I'll simply state that EA blew it, and to a certain degree, since I was involved, I blew it."

To learn from his mistakes, Riccitiello spoke with unnamed members of the aforementioned dissolved studios. "They told me they were stifled by politics, bureaucracy, and a fact they felt they weren't heard," he said. As a result, he is empowering his studio heads by giving them the corporate equivalent of the Bat-phone. "Large organizations will screw up, and if you have a strong leader at a studio, they'll call me up directly and change the direction of the company."

MORE TALENT = LESS RISK
During his address, Riccitiello's affection for EA's high-profile studios was apparent. "The heart and soul of our company is out there with the developers, and we will never forget that," he gushed. That said, the executive also has a less sentimental reason for his new approach--it makes good business sense in a time of skyrocketing development costs.

To prove his point, Riccitiello said the independent nature of two of EA's studios, Maxis and EA Canada (nee Distinctive Software), led to the creation the company's wildly popular Sims and Need for Speed series. "In essence, these two companies took over Electronic Arts," the executive said, referencing the publisher's new hands-off approach. He said several new properties currently in development within EA's city-state system--including BioWare's Dragon Age, Mythic's Warhammer Online, and DICE's Battlefield: Bad Company--had the potential to be big successes.

In short, Riccitiello said the fact semi-autonomous studios can more easily create popular--and profitable--franchises offsets the risk of developing next-generation games. He had no compunction about spelling out the amount of effort a publisher wagers on each game as well. He estimated it takes at least 200 people--including outside contractors--to develop a triple-A title, which, with the introduction of Blu-ray, could grow to be as large as 25GB in size.

In other words, tens of millions of dollars are at stake in development costs alone. "We're in Vegas, and I don't have to tell you putting $34 million down on 34 [in roulette] and losing isn't a good thing."

In summary, Riccitiello feels that motivated, semi-independent studios are the operations best-suited to take on such mammoth projects with a minimum of risk. "The biggest cost is creative failure, and our consumers need to know that their 59 dollars are well spent. ... If you think that you can take [a studio's] label off the game, put your label on, and expect them to work as hard, you're crazy. ... Talent is migratory. If the talent leaves, there is no value in the business."

115 Comments

  • commandere7

    Posted Apr 15, 2008 7:23 pm PT

    Let's just say that if they screw up Red Alert 3, I'm done with them.

    Red Alert 2 was my favorite game of all time, and Generals was... less than amazing. Leave those working on RA3 ALONE!

  • JDY1118

    Posted Apr 10, 2008 11:30 am PT

    I'm happy to hear him apololigize for killing Westwood, and finally acknowledging that gamers are angry. I have some more respect for Riticello now... But i can't forgive him for buying up Bioware/Pandemic. If Mass Effect 2 and Saboteur turn out well, EA may be on the path to finally being a good company... As long as they stop screwing us for money with their ads and DLC rip offs!

  • Death_Masta187

    Posted Mar 19, 2008 3:53 pm PT

    "We're in Vegas, and I don't have to tell you putting $34 million down on 34 [in roulette] and losing isn't a good thing."

    if it cost you 34Mil to make a game then you are doing it wrong... "The biggest cost is creative failure, and our consumers need to know that their 59 dollars are well spent."

    hence the reason I stopped buying EA games long ago...

  • URError

    Posted Feb 17, 2008 8:28 pm PT

    their are way to many Madden games EA needs compitition

  • Petri87

    Posted Feb 17, 2008 5:08 am PT

    @mark_unix - Hahahahaa. So what your saying is that Wii, DS and PSP all have 25gb Bly-Ray media for their games? Since 360 is the only one using Dual-Layer DVDs

    What you should have said 25gb only on the PS3.

  • mark_unix

    Posted Feb 16, 2008 6:10 pm PT

    25gb on everything except the xbox360, which is set stuck in time thanks to the DVD format...

  • FallenOneX

    Posted Feb 16, 2008 5:31 pm PT

    The only real problems I see with humongous companies getting even bigerr is a problem we already see: TOOOOOOOO DEPENDENT ON FRANCHISES! And when you buy any developer that makes competeing games, those great games get "added" features that make them just like everyone elses. Now on it EA on a personal level. If you think that the Madden games are getting "better" without competition, you're wrong. Sales increase because the hardcore NFL fans didn't have a choice, not that the game was so great. Right now, fans are getting ready to respond, "Well what game was better, huh?" None, and that's my point. Nothing from nothing leaves nothing, you gotta have somethin'........

  • ebonyflame

    Posted Feb 15, 2008 3:27 pm PT

    Took EA long enough to figure this out. Would have figured it out a lot sooner had they paid attention to their yearly shrinking sales figures or asked any random gamer what they thought of EA branded games. Shining example would be the mention NFS games and how every titles releases after Most Wanted has sold tremendously less than Most Wanted. Or how Madden sells less and less each year. There is no more creativity in the house of EA. If the company with large pockets sees a game developer developing a sure fire hit game, the acquire them, release the game, make their money back and then let the studios atropy. EA has along way to go before I buy another EA game. Last one I bought was Madden 98. Were they to release a simple Road Rash II remake, not over dver complicating it, I might buy it.

  • Damnation_6

    Posted Feb 15, 2008 11:29 am PT

    Well I hope they will do the things they promise. Too bad, like people mentioned earlier, they had to destroy Westwood before finding this out.

    They could have asked any random gamer to find out.

    Ah well, atleast he publicly stated he failed, really warms my heart =P

    Last thing I bought that had the EA label on it was Hellgate London.....and only because I knew Flagship was an independent studio.

    If they actually do what they say.....I might start buying games from EA again.......maybe....very maybe.

  • code305

    Posted Feb 15, 2008 9:59 am PT

    Kenny10112 i agrees

  • rbenns2

    Posted Feb 15, 2008 7:36 am PT

    Okay, lesson learned. Now, let's see if he actually DOES do any of the things he SAYS he will. Saying and doing are two different things - something people tend to forget during election years.

  • Kenny10112

    Posted Feb 14, 2008 3:58 pm PT

    EA = Evil Agency

  • KhanhAgE

    Posted Feb 13, 2008 4:56 pm PT

    To bad he had to destroy Origin Systems and Westwood Studio to figure that out.

    Even if they're under the EA banner. I would still expect BioWare to make Dragon Age a triple-A title (when have they ever failed?).

  • theKSMM

    Posted Feb 13, 2008 4:24 am PT

    I'm surprised that it took him quite this long to figure this stuff out. If you acquire an already successful studio, what good can come from you going in and mucking around with its internal operations?

    Better late than never, perhaps...

  • darknferno12

    Posted Feb 12, 2008 9:49 pm PT

    -Ya Blew It

  • nate1222

    Posted Feb 12, 2008 4:31 pm PT

    diznella...bullseye. The suits ultimately call the shots. Sometimes the suits' interests defeat their own purposes.

  • Proman84

    Posted Feb 12, 2008 3:40 pm PT

    What do you know? An EA guy admitting his mistake! Cool. Partnering with SPielberg was a very smart move so let's hope they'll continue improving.

  • godzillavskong

    Posted Feb 12, 2008 11:54 am PT

    I like this guys honesty. Seems like he means well, lets just hope he sticks to his word and actually give these newly aquired companies room to breathe and stay innovative.

  • Zoomer30

    Posted Feb 12, 2008 10:55 am PT

    Hm....lets see...what that phrase I am looking for...
    OH THERE IT is, Conflict of Interest. Cant beleive you can get Bioware/Pandemic together, the go to EA and buy BOP there.

  • prioritymail

    Posted Feb 12, 2008 8:35 am PT

    I like some of EA's franchises, but I just dont think they should be allowed so many.

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