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EA
Partners, that's under the EA Games label, right? I think that's a really
interesting little subset. What do you see as the future of that division? Is
that going to expand even more? There's some really interesting stuff coming
out of there.
FG: I'm very proud of what we've done with
EA Partners. It was based on a very simple notion that we needed to be partner
first. We needed to go out and find the best in the world in the third party
development community and figure out what they needed and how to give them the
largest audience possible globally through our company.
The early part of that process was going
out and telling them that EA was not the Borg, and we weren't jerks [laughs],
and that we actually would treat their titles equally well as an internal EA
title.
And that took a lot of personal diplomacy and time and effort and
frankly proving ourselves with a couple key partners early on so that we go
that momentum.
EAP has not peaked at all. There are plenty
of places to go. There's a lot of room in the marketplace for more of those
titles. The third party development community is at an all time high in terms
of generating marketshare within the top 20.
The number of games are doing well
there -- the Epics, the Harmonixes, and everybody else -- they're generating
massive amounts of market share. It's an all time high. The third party development
community is going to end up stronger.

EA/MTV/Harmonix's The Beatles: Rock Band
It's a very tough business, but it's at
scale. We think we have a winning formula in terms of getting partnered with
them. I think our signings and the momentum we have in that unit is indicative
of that. I think we have more opportunity to work with Asia,
bringing product from Japan
to U.S.
through EAP.
I think we have more opportunity in
building out online at EAP from online in a way, as well as continuing to sign
the best and the brightest out there inside the third party community. Realtime
Worlds' APB is great. There's a lot
more partners out there that are looking for publishing.
We don't just do the publishing for the
games; we also help from a development standpoint when they want it. It's a
very opt-in situation. We sit down with the developer and say, "What do
you need? What do you want?" If they need help with a PS3 issue or a 360
issue, we deploy actually EA engineers and help them with it. We helped
companies build a Wii game. So, it's a full-service...
Yeah,
it seems almost one-sided. They're getting EA's big distribution network,
they're getting the help and development when they want it, but you guys don't
own the IP, right? And the margins are lower.
FG: But the risk profile is different. You
don't carry the team in between projects. So, when you look at a lower margin,
of course, we're not taking the same risk. And so, when you look at that
risk/reward calculation, it's actually very positive for EA.
At the same time, we have over the years
acquired companies through that relationship. You get to know each other,
there's a strategic fit, there's a cultural fit, like DICE, like Criterion. You
know, the BioWare/Pandemic guys came in through EAP. We had EAP titles signed
up with them.
So, you get to know each other, you try each other out, you feel
good. If it feels like you want to join EA, and if EA wants you to join the
company, then you have a good runway towards that.
Not all deals are going to be that way.
There are a lot of fiercely independent developers out there. The good news is
that if we prove ourselves on the first game, when the sequel rights come up,
we can usually get them. And we're very open about that. It's ours to lose.
In
fact, when we close a new partner, we typically ask them just to call the guys
that we have. You know, call id, call Valve, call Epic, call Harmonix. See what
they say about us. We're very open about that because we know we're kicking ass
in this sector of the business. More often than not, it closes the sale.
So, I wouldn't characterize it as very
one-sided to the development community. I think that's what working is: it's
enlightened self-interest. You know, no company can have a monopoly on the best
talent in the industry.
We're going to compete with these games if we didn't
partner with them, so why not partner with them? Why not figure out how to
build a relationship with them? Why not learn? Why not have them learn? It's
good for the industry. It's good for us.
So, it's much more progressive than it was
before, [or] the way other companies handle it, where it's internal titles
rule, my way or the highway, very formulaic, how they approach it. We're very
flexible. It's been one of the more exciting strategies that we've had, and
it's working very, very well.
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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.