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There
are some new publishers out there, like Gamecock, who have eight people
and low overhead, and they're trying to give a lot more royalties to
their third parties and things like that. What do you think of their
model, from what you know of it?
FG:
I'm not as familiar of the model as I probably should be, but I do
know, having run publishing organizations inside of EA, that the way
that the retail channel is shifting is that it's increasingly becoming
concentrated in the big accounts. I'm not talking about digital
distribution, though. We'll set that aside for a moment. In order to
get the meeting with the buyer and get the scale and leverage that you
need in order to get to the right margins in pricing, and how you
handle SRA and inventory, it's an extremely complex, large-scale
operation that frankly, eight or nine people would find exceedingly
difficult if not impossible to scale.
If it
was an eight or nine-person department that launched one or two games a
year on the PC, it could happen. But how they serve those 30,000 store
fronts, make sure the products ship on time, and execute a street date
-- it's just become so extremely complex and sophisticated that I would
think that they would have more luck carving out a value creations side
of a digital distribution operation, or something more boutique and
specialized. Perhaps that's what they're doing -- I don't know that
much about them -- but when you want to scale, you need more than eight
people.
They're
doing some full-fledged console stuff, and it's going to be interesting
to see how they do. I think they outsource a lot of their stuff.
They've got the eight core people, and they work with external partners
for a lot of the other stuff. It's interesting to me, because it
strikes me that it might be possible to be a bit more nimble when
you're eight people versus thousands.
FG:
Well, all of North America for us inside EA was only 360 people, and
something like 120 of those were inside our deep distribution
organization. When you then broke that down against our SKU plan,
they're relatively small and nimble teams. It's having the systems and
the relationships that allow you to scale. When you walk into a
retailer and you say you want to set your net price at X, you've got
one title and your one guy to say, "I'm not going to take it," or
"Here's the deal: here's your price." That's just simple. It doesn't
matter if you're running milk or coke or games; it's the same type of
behavior patterns.
Don't
mistake my feedback as being dismissive of it. I welcome the
innovation, and I'd love to see how it goes. But having run those
things, if you want to execute a Madden launch, or a Halo launch, or something of that scale, I think they would find it hard.
I was thinking about the 3DO earlier...
FG: I worked on it!

Motorcycle action game Road Rash for the ill-fated 3D0 console
I was wondering, would EA ever find it rewarding to partner with a hardware company again in that way?
FG: Never say never! I was the product manager on some of the titles that launched -- Shockwave, Need for Speed, and Road Rash.
I was part of that team that started to build those games, and it was a
very small size. I think the challenge that we had with the 3DO was
platform positioning. It was the Swiss army knife of hardware. It was
supposed to do really great.
When
we look at our business, what's vitally important to us is the
entertainment and the customer connection. If there were things like
peripherals, sure. We have Boogie coming out with a microphone, and we've got Rock Band
with MTV and Harmonix. When you look at a fully nailed platform, it's
possible. I wouldn't say it's our top priority right now, but never say
never. We'll look at any way to grow.
I've
been wondering about when and how Microsoft is going to do a handheld
platform. My perception was that if they did, they'd have to partner
with someone strong on the software side who knew what was going on.
FG:
We're ultimately a software company -- we're looking at the iPod, and
we're making games for that. We haven't changed our core philosophy as
platform-agnostic game makers. It goes all the way back to the Apple
II, the Amiga, and the Commodore. It's just different platforms.
But even with 3DO, you were platform-agnostic. It was just that you were giving [exclusive software].
FG: The 3DO guys loved that!
Yeah, I bet they did! They thought that was great, I'm sure.
FG: It does make for some interesting meetings, I can tell you.
Did you ever have to meet with the guys at the Japan side, at Matsushita?
FG: I
did. I was pretty junior at the time -- I was just a project manager.
But we had those meetings, and those kickoffs. We went to Japan a
couple of times.
I
was researching the M2, which was supposed to be the 3DO's successor,
and it was some pretty interesting stuff. They actually ended up making
that into arcade hardware.
FG: Yeah, our experience with the 3DO was such that we wanted the first one to be successful, not wait for the sequel.
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