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You
launched all those new IPs which you'll be able to build franchises from. I know you
have Dante's Inferno coming out, Dragon Age. About how many new IPs can we
expect per year?
FG: It's hard to forecast, but I think
we're probably looking at two to three new IPs a year. We're looking at a
three-year SKU plan right now. Between EAP and our internal studios, both of
which are in our group, I can safely say it's at least two to three new IPs.
The degree in level of sequels is going to
go up because now you're getting Mass
Effect 2, now you're getting Army of
Two: 40th Day, you're getting [Battlefield]
Bad Company 2.
You know, if Dante's
Inferno is successful. Dead Space,
we're going to have a sequel to that game. So, there's going to be a larger
percentage of sequels and blockbusters tied into that mixed, but two to three
new IPs is what I feel good about.
With
the Nintendo Wii, Nintendo's constantly saying third parties are successful.
Yet, obviously, there are some titles that struggle even though they're good
games, so I don't necessarily think it's a quality issue with core-focused
games. What isn't clicking, do you think?
FG: I think part of the problem with some
of the games is they've been approached as ports, and didn't really have the
right design from the control route approach...
But
that's changed quite a bit, though, at least with EA. And there are other
companies.
FG: Well, there has been some M-rated
high-quality games released recently on Wii that we've taken note of, and
that's why I think Dead Space: Extraction
is a gamble. It's a calculated risk. Can a high-quality experience like that
that appeals to a more mature audience work on the Wii platform?

EA/Visceral Games' Dead Space: Extraction
We spent a lot of research, time, and
understanding that the customer dynamics of who's actually playing on the Wii,
do they own multiple platforms, are there really gamers on the Wii, or is it
mainly families and youth? But we think we've found a market on the Wii that
would be interested in the Dead Space:
Extraction experiment. We're going to take a gamble and build that market.
You know, until you try, you don't really
know if the hypothesis is correct or not. When you look at things like [EA Sports] Active, how the sports brand
is doing, [or] Sims, in our lineup,
we've got Spore, Need for Speed, Dead Space: Extraction, and the Beatles all
shipping before Christmas, and they're all unique designs for the Wii.
They
might have been in a universe or in an IP that's been someplace else, but we
designed them very uniquely for the Wii. So, we actually think we can grow our
share there.
And I think a lot of it had to do with, how
do you speak to those customers and how do you identify them? The market is so
gigantic now. It's the leading platform in terms of install base. There's fish
there to fish for, but you have to communicate them differently than you do on
the consoles, the PS3 and the 360.
I do think, though, that it is a difficult
ecosystem when only Nintendo products can succeed. Eventually, those types of
platforms lose legs, because you need innovation coming from publishers and
developers outside of Nintendo to really keep them fresh. I mean, look at 360
as an example, they've really nailed it.
And I think Nintendo knows that, and that's
why they've been very supportive with our company and others in trying to bring
more titles. They've been very good with partnering with us, sharing
information and giving us a view of the markets.
I think it would be great to
answer your question in January after we've seen what happens this holiday with
our sports brand, our Play label, and other stuff.
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That aside, why does it take a corporation so long to look at the people within to understand their talents?
Support, have you ever tried to use EA support yourself. It's pathetic, either because of the people working in that department, or the model of process that they're using. So just like giving support to "your" partners, why not stretch that to your support team so that maybe you can help your customers?
So let's hope that EA is actually woken up to itself. Things like "trusting the talent" on what they can do is the key (imho). I very much enjoyed Dead Space, it was something that has been sorely missing from game "quality" as you put it. Yet what you call quality from an EA perspective, and what quality us the gamers want is still needing to "educate" you.
At this turning point, I think the only reason corporations or suits revise things is when they get hit hard by the economy. I think they forget that the people waiting in their development studios need support 24/7 and be open and genuine in that support.
My worry is how you also mention lending a hand with hopes of gaining new "assets" and IP. You're right, you need to earn it!
Now I'm not "bashing" you directly or EA. Yet I think by discussing this more maybe we the audience and you the owner can finally get around to growing the industry. I am sick of hearing my friends (in the industry) are sick of sitting around with nothing to do. Sure they have a job, an office, they just have no resources to make. The pity is, nobody has actually asked them what they wanna make.
If it was me, then I'm the sort of person to find the boss and say, "Hey, WTF are you wasting our time for!" I'd rather leave a job than waiting or sitting around wasting both your and my time. It's too hard to stay creative and positive in that arena. So why stay.
Just hopefully, these sorts of thinking Frank, we may just get the industry moving again and have better things to do with our time than talking about yet another topic of Economic Crisis. The reason the world is still there is that they are still thinking in that area, rather than getting off their arses and getting back to getting things happening.
At least you've made a choice to move forward and that's always good.