The first big sea-change at EA occurred
when Larry Probst succeeded Trip Hawkins as CEO. Trip’s an
entrepreneur: brash, charismatic, driven, and visionary. He’s good
at selling a dream to venture capitalists – first with EA, then
3DO, then Digital Chocolate. Larry, by contrast, is a born executive.
He can be outspoken when necessary, but for the most part his
authority speaks for itself. EA moved to a quieter, more mature way
of doing business. Larry took the company from being one game
publisher among many to being the 400-pound gorilla of the industry.
During Larry’s long tenure, from a
shareholder’s perspective the company was extraordinarily well-run,
especially for such an unpredictable and fast-moving business. The
stock split several times. Revenues grew from $175 million a year to
$3 billion. Most importantly, the company never made a mistake that
really hurt it badly. There were a number of failures – the
short-lived EA Kids division, the effort to get into arcade games,
Majestic, the EA.com debacle at the height of the dot-com
bubble. But the company never invested more than it could afford to
lose, so it was never in real danger.
EA also got quite good about picking
the right technologies and getting out of them when they had run
their course. It backed the Amiga, an excellent computer that later
died off, and made a lot of money out of it; it backed the 3DO, a
definitely not-excellent console, and made money out of it too,
before the end. EA didn’t touch the Jaguar or the Dreamcast, and in
the long run it was just as well. Probably the worst machine it ever
tried to support, from a development standpoint, was the Sega Saturn;
but again, the company didn’t commit itself to the point of danger.
By refusing to be tied to one piece of hardware, it always had a
fall-back position if one platform failed.
Early on, EA wisely recognized that
simply publishing games wasn’t enough. Intellectual property is
nice to own, but games can’t be exploited in as many ways as, say,
movies can. The few attempts to exploit game IP in other media didn’t
generate much revenue. A better way to lock in a solid revenue stream
is to gain control of the store shelves.
If you want the best, eye-level spots
on the shelves, you need a distributor with the kind of muscle that
can get them for you, and EA set out to be one, another of Probst’s
innovations. On the strength of its relationships with retailers,
EA’s distribution business remains the basis of much of its
strength today.
So what about the EA Spouse debacle,
and the over $30 million dollars in class-action lawsuits that EA had
to settle for unpaid overtime? What about the allegations of
crippling workloads and family-killing schedules? Well, when I was
there, attitudes about such things varied widely from project to
project, or more accurately, from producer to producer. Some were
absolute slave-drivers, no question about it.
But I never got the feeling that it was
a matter of corporate policy that managers should be slave-drivers;
rather, the company let it go on without paying enough attention.
Senior management’s sin was one of omission rather than commission
– but failing to look after your people in a people-intensive
business is still a sin.