Humble Beginnings
Electronic Arts founder
Trip Hawkins had a lifelong fascination with games. "I fell in love
with complex board games like Strat-O-Matic and Dungeons &
Dragons," he told us. "I realized I was making invaluable social
connections from playing games and that my brain was more active."
"In
the summer of 1975 I learned about the invention of the microprocessor
and about the first retail store where a consumer could rent a
timesharing terminal to use from home," he remembered. "That very day I
committed to found EA in 1982. I figured that it would take seven years
for enough computing hardware to get into homes to create an audience
for the computer games that I wanted to make."
After graduating from Harvard, Hawkins moved across the country to
pursue an MBA at Stanford, a decision that placed him at ground zero of
the personal computer revolution.
"When I finished my education in 1978 I got a job at Apple. When I
started there, we had only fifty employees and had sold only 1,000
computers in the history of the company, most of them in the prior
year. Four years later we were a Fortune 500 company with 4,000
employees and nearing $1 billion in annual revenue."
Machines that had once filled entire rooms at universities could now
be had for less than $500 dollars and fit nicely on a corner desk in
the family recreation room. Affordable microcomputers like the Apple
II, Commodore 64, and Atari 400/800 brought real number-crunching power
to the average person, allowing them to figure their income taxes,
write school reports, and of course, play games.
Electronic Arts founder Trip Hawkins
Flush with cash from Apple’s IPO, Hawkins knew that it was time for
him to make his move. "Right on schedule, I resigned from Apple in
January, 1982, but they convinced me to stay a bit longer. I finally
left for good in April and on my own I incorporated EA on May 28, 1982.
I personally funded it for the next six months. Initially, I worked by
myself out of my home, and then in August began using an office at
Sequoia Capital, where I also began hiring the early employees." San
Mateo, California would become their permanent headquarters for many
years until a 1998 move to nearby Redwood City.
The only thing left to do was come up with a name. "The original
name had been Amazin' Software. But I wanted to recognize software as
an art form and wanted to change it to SoftArt. But Dan Bricklin of
Software Arts asked us not to use that name. So, in October of 1982 I
called a meeting of our first twelve employees and our outside
marketing agency and we brainstormed and decided to change it to
Electronic Arts."
The Launch
From the beginning, Hawkins had an ambitious view of what games
could be. "We learn by doing," he said, "and computer simulation was
the most efficient way to do this. I wanted to help the world
transition from brain-deadening media like broadcast television to
interactive media that would connect people and help them grow."
Hawkins also wanted to properly credit and compensate the talent
that produced games, giving them the same respect that artists in other
media enjoyed. He envisioned Electronic Arts as a publishing company
that would be known for its quality and professionalism, working with
the best independent talent to make the computer game industry
equivalent with film, books, or music.
Electronic Arts shipped its first titles, Hard Hat Mack, Pinball Construction Set, Archon, M.U.L.E., Worms?, and Murder on the Zinderneuf
in the spring of 1983. The games were packaged in unique gatefold
sleeves, with the designer’s names on the front and an elegant graphic
design that gave them the hip appearance of rock albums.
 
 
 
A majority of Electronic Arts' 1983 line-up. From left to right: Hard Hat Mack, Pinball Construction Set, Archon, M.U.L.E., Worms?, Murder on the Zinderneuf, Axis Assassin, Word Flyer and The Last Gladiator
"It was a pleasant surprise that the media quickly embraced my
vision and lifted the profile of the company," Hawkins remembered. "In
hindsight, my choices of the first round of products turned out
amazingly well. Of the first six games, three of them ultimately made
the Computer Gaming World Hall of Fame, and a fourth one charted on the
bestseller lists of the day."
EA's rock star artists, from the infamous "We See Farther" 1983 advertisement.
Left to Right, Top: Mike Abbott (Hard Hat Mack), Dan Bunten (M.U.L.E.), Jon Freeman (Archon designer), Anne Westfall (Archon programmer), Bill Budge (Pinball Construction Set)
Bottom: Matt Alexander (Hard Hat Mack), John Fields (Axis Assassin), David Maynard (Worms?)
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