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GS: Back to the sports thing, it seems like you guys kind of put up a stopping block.
TS:
Well I don't know if you know, but the NFL was actually shopping the
license around. So it's very typical in sports for the league to
partner up with whomever, it might be if it's apparel or whatever. And
the NFL was looking for a specific partner on video games, and we sort
of just won that bid. Largely on the basis of history, and the quality
of the products, and the relationship.
GS:
It does concern me that it would be hard to make another football game
though. Are you worried that the competition won't be there anymore?
Because obviously competition is something that encourages you to
improve.
NY:
I get that point. But maybe you find other ways to stay hungry, and
make sure you're pleasing the customer. To some degree, you've always
got what you did last year to improve upon. And people are rarely just
sports gamers. There's overlap, and if we don't build really full,
compelling pieces of software, they'll go play another game. The thing
to remember specifically about the NFL thing is that if we hadn't
bought it, someone else would. So you'd be sitting here with a guy from
Activision maybe, who'd never made a sports game, but they thought it
was important, and they went out and got the NFL license.
TS: Then you'd have 8 million pissed off Madden
fans. And there are a couple of other things going on too. Not having a
license doesn't preclude someone making a great game. That's something
we see very clearly with FIFA and Winning Eleven. Winning Eleven doesn't have a license, but it doesn't stop them from making a kickass game and pushing the market.
NY: Same with baseball – we don't have the baseball license, but we're still making baseball.
TS:
Exactly. We don't have it but we're still doing it. And the other thing
is that when we first acquired the license, we thought “ok – we don't
have that level of competition anymore,” so we're bound really to our
customers. It's not that we have a free pass because of the license,
it's almost like we're under greater scrutiny. They're more skeptical,
and challenging us even more. If anything, they're holding it to us
more aggressively than ever before.
GS:
There's been a lot of debate about the multi-studio system versus the
incorporated model. Are you still confident that incorporation is the
way to go?
NY:
You never say never, but I think there's a tremendous benefit to having
a lot of creative people in the same place. And I think there are good
business reasons why you'd want to do that. There will always be teams
of like 30-40 people that really enjoy being independent and having
their own mini-culture that enables them to be successful, and I do
think that we have to make sure that we have a mechanism to be able to
respect that. So the big challenge is managing them. There's a lot that
goes into running a studio, and if you've got 27 studios instead of
seven, it becomes a really difficult challenge, and you spend a lot of
time on an airplane.
I
would love to get to the place where we could open-source our
organization structure. If you think about open sourcing – there's an
administrative group, and there's a set of standards, and things are
kind of vetted in and vetted out, but everyone has access to the
code-base. So imagine if your organizational structure was like that.
Your processes, and the way you work, your technology solutions and
everything. Because that's what you're really trying to manage. If you
could get to the place where that was really well understood by
everyone, then I think it would actually be a benefit to subdivide the
studios and give everyone some sort of autonomy.
I'd be totally open minded about it, but the thing you can't do is lose control. I mean we're making stuff here.
GS: So have DreamWorks and Westwood totally merged?
NY:
Yeah, it's one studio. We're very proud of the DreamWorks heritage, and
very proud of the Westwood heritage. And Lou Castle's on the management
team and everything. But I do think one of the challenges we had in Los
Angeles stemmed from us having not fully integrated everybody.
Everybody had a slightly different vision. On one end of the spectrum
you had the RTS team, which actually was even autonomous from Westwood.
So you had the EA-specific people, you had the Westwood Las Vegas
people, you had the DreamWorks people, and then you had the more
console people, who weren't necessarily DreamWorks people anymore, and
then you had the GoldenEye team, which was essentially kind of
new. So one of the things we had to do when we went into the studio a
year or so ago, was really just to try and get everyone on the same
page. Just got to figure out the mission, and say let's be a team.
GS: Are you guys concerned at all about the next generation? How are you going to be combating overwork and going over budget?
NY:
There are two dimensions to that question. Basically - how hard is it
to work on next-gen, and what do you have to do to maintain your dates?
The second is - how do you operate an organization at its highest level
of productivity?
On
that latter question, the basic premise that we have in Los Angeles is
this. You will be better if you're well-rested. Like right now, I'm not
entirely well-rested. I was up till 2:30-3:00 in the morning, I got up
at 7:30 to basically screw up my presentation, and then I had a couple
of meetings and came over here. So the quality of my messages to you
are kind of a little rambly, maybe not so crisp and as on-message as
they should be. And that's because I'm tired. Now take that concept and
apply it to someone checking in 100,000 lines of code. You introduce
problems and bugs that slow things down. You make wrong decisions. And
inside EA we have to build a system that optimizes creative
productivity, like getting the best answer as soon as possible, rather
than the wrong answer quickly. So that's what we try to do.
We
have a process in place that's kind of cheesily known as the 'five
great days' process. The idea is we wanted to change the cadence of the
organization, manage it daily, but we also wanted everything to be
stoked against a week's worth of work, so we set the goals and the
objectives, the cells come up with the tasks, we work against those
tasks, and occasionally throughout the life of the product they're
going to need to crunch to get over the finishing line. But the
definition of crunch is never seven days a week. It's like six days a
week for the last eight weeks of your mission if it's necessary, and
hopefully it isn't. And with Battle for Middle Earth II, none
of them worked a single Sunday. And many of them didn't even have to
work a Saturday. It was a normal job where they got to go see their
families. It's kind of bullshit to hold people hostage against a
deadline, that forces them to do bad stuff.
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Battle for Middle Earth II
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GS: We recently got a column in Game Developer
magazine by Relentless Software, and they have no Internet use, and you
have to leave at 5:00 , and they've never crunched. So it seems like a
hard way to work, but it's definitely one method.
NY:
The hard part is, it's really not a normal job. It's an artistic,
creative industry, and it's hard to go “well I'm not excited enough to
come in tomorrow.”
TS: It's 9:30 in the morning – my great idea should be coming to me… just about now!
NY:
It's hard to run a business that way too. So we have to think about the
values we're going to build this culture on. The values for me are:
let's push responsibility down to the lowest levels, and empower people
to affect their own destiny, drive five great days, never crunch for
longer than eight weeks, and never ever work seven days. You're going
to break my business if you work seven days.
TS: It's preventative medicine to prevent burnout and to manage human hours.
NY:
I get angry at the end of the day – you will f*ck up my business if you
work seven days and make bad decisions. I do want to create a fun
business environment, but as a business person I also want the games to
be great, and we can't have it f*cked up because someone checked in
something broken.
GS: And as a game person, when you said prevent burnout, I was thinking – wait, I thought it was a viable franchise!
NY: (laughs)
GS: I'm curious to know what you think of the Wii so far.
NY:
I love the way that Nintendo is focusing itself on an area in which it
can actually compete effectively. The feature IP for the Wii is the
controller. The feature IP for the 360 is the Xbox Live. The feature IP
for the PS3 is the Cell Processor. So Nintendo has picked something
that's far more cost-effective to be able to innovate in, and actually
has a far more dramatic impact on the games at the end of the day. So I
love that.
GS: Are you specifically interested in working on it? I mean it seems like RTS is a pretty natural genre.
NY:
Yeah… so if you think about RTS, one element is the control scheme, but
the other is the distance from the TV screen when you're playing a
console game versus a PC game. So one of the challenges for the Wii is
that it's not HD. One of the reasons Battle for Middle Earth II
works so well on the 360 is the controller, but the other reason is the
HD – you can see everything, frankly as well or better as you can when
you're [as close as you would be to a computer screen]. So I think
there are some questions there, and the other issue is performance. I
mean the hardware performance is sort of current gen plus, versus the
10x to 20x multiple that you get on next-gen.
GS: Are you worried about multiple SKUs with the Wii? It seems like you'd have to build pretty different games.
NY:
Well not if you're doing current gen. I mean you can take your Xbox
version and sort of upres it and figure out a mechanism to take
advantage of the controller. I think just like the last generation for
those guys it's going to be dominated by Nintendo-owned properties.
It's going to be harder for third-party publishers.
TS:
And our publishing decisions are made on a title-by-title basis, so
there'll be instances where we'll make only two platforms. Or seven.
GS:
It'll be interesting to see how much dev kits are going to cost. I
imagine they may have a low barrier of entry there. I'm wondering what
will come of the small team thing they're pushing for.
NY:
Yeah, you want to see more small, innovative things. I'd like to see
that too. That's a step down the path toward having a robust and
thriving indie level to our industry.
GS:
But it would take an opposite Nintendo stance from their usual
approach. Especially versus the NES days when they controlled
everything.
NY:
The business question is why do they need to do that. They might not
need to – they might look at it economically and think they might not
need to do that, and make a fine business putting their own games on
it, plus an old library, and then sell enough pieces of hardware.
They're not going to be the number one or number two manufacturer of
consoles.
GS:
Just something funny I was thinking about – I'm sure you get a lot of
name jokes. I was talking to Masaya Matsuura recently, and he was
talking about wanting to collaborate with musicians he heard sometimes,
and then we came to the concept of game design jam sessions. It
occurred to me that maybe you and George Harrison of Nintendo should do
one!
Neil Young: (laughs) I guess that's your comment for the day. Maybe we should!
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