Gamasutra: The Art & Business of Making Gamesspacer
We See Farther - A History of Electronic Arts
View All     RSS
September 18, 2018
arrowPress Releases
September 18, 2018
Games Press
View All     RSS
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

We See Farther - A History of Electronic Arts


February 16, 2007 Article Start Previous Page 7 of 7
 

Made in Europe

For much of EA’s history, Europe has played a large role in the publisher’s success. In 1987, the company set up a European division to market games for the personal computer. Consoles were adopted at a slower rate in Europe and PCs, particularly the Amiga, remained the dominant gaming platform well into the ‘90’s. "That’s when our international business started to take off," Gibeau remembered.

Europe now accounts for over 40% of EA’s revenue, and the company has been investing heavily in European development. In 2004, EA added Criterion Software to its U.K. studio system. Criterion created the Burnout series of racing games as well as the recent FPS, Black. Criterion also produces the RenderWare game engine.

Gathering further European talent, in 2006 EA completed its acquisition of the Swedish developer, Digital Illusions CE, makers of the popular Battlefield 1942 series. Recently, EA also bought German developer Phenomic, creators of The Settlers and Spell Force.

Toward a Language of Dreams

As Electronic Arts makes its way through the latest hardware cycle, its success enables it to publish games across the technology spectrum. The graphic muscle of the PlayStation 3 and Xbox 360 allows games like Need for Speed: Carbon to provide a rush of sheer velocity while Tiger Woods PGA Tour 07 immerses players in a simulation so realistic one can almost smell the freshly cut green. On Nintendo’s new machine, Madden NFL 07 embraces the Wii’s controller in innovative ways.


The Criterion Software-developed Black

Future releases will see franchises like Criterion’s Burnout and EA L.A.’s Medal of Honor radically re-imagined for the next generation, while EA Montreal prepares a brand new IP called Army of Two. However, even as EA commits itself to providing state-of-the-art games for the latest consoles, the company recognizes the importance of casual games as the mobile phone, portable, and online markets become increasingly popular.

Art and commerce have always been uneasy bedfellows, and nowhere is that tension more evident than in the world of video games. Perhaps after looking at the history of Electronic Arts we may have some insight into that hot point of ignition where business and inspiration combine to create cutting edge games.

As Trip Hawkins explained, "Entrepreneurship is a creative art form. Like other creative people, we do it because we have to do it. We have no choice but to express ourselves in this way. But of course like all artists we are optimists, so we believe good things will come.

"It is not about making money, it is about making a difference."

Electronic Arts - Every Four Years

A Visual Timeline


Hard Hat Mack (Commodore 64, 1983)

Skyfox II: The Cygnus Conflict (Commodore Amiga, 1987)

Powermonger (Commodore Amiga, 1991)

Wing Commander IV (MS-DOS, 1995)

Ultima IX: Ascension (Windows, 1999)

Need for Speed: Underground (PlayStation 2, 2003)

Fight Night: Round 3 (PlayStation 3, 2007)

Article Start Previous Page 7 of 7

Related Jobs

Wombat Studio
Wombat Studio — Silicon Valley, California, United States
[09.18.18]

Graphics Engineer
PerBlue
PerBlue — Madison, Wisconsin, United States
[09.18.18]

Senior Data Analyst
Obsidian Entertainment
Obsidian Entertainment — Irvine, California, United States
[09.18.18]

Engine Programmer
Cold Iron Studios
Cold Iron Studios — San Jose, California, United States
[09.18.18]

Site Reliability Engineer





Loading Comments

loader image