Nobody replied. FROM http://community.stratics.com/threads/new-ceo-of-ea-hes-been-working-for-a-year-at-this-position-speaks-out.321716/
EA CEO.
Here's another interview..... http://www.gamespot.com/articles/ea...changing-to-become-player-first/1100-6420699/
Under the new direction of CEO Andrew Wilson, Electronic Arts is shifting its mentality to become a more "player-first" company. Speaking with Bloomberg about his first nine months on the job and what he wants to achieve going forward, Wilson acknowledged that EA hasn't always been seen in the best light, and said it's his job to change that.
"In all honesty, as I came into the role, there was this sense in the marketplace that maybe we weren't doing all that we could for the player," Wilson said. "And my objective number one was to really re-instill a player-first mentality; a player-first culture inside the organization."
"In all honesty, as I came into the role, there was this sense in the marketplace that maybe we weren't doing all that we could for the player" -- Andrew Wilson
Wilson said EA can become a more "player-first" company in a number of ways, one of which is showing games earlier, like the company did at E3 with BioWare's next Mass Effect and new IP. Another way to do so is releasing public betas earlier in the development process, which the company also did with Battlefield Hardline, currently in beta on PC and PS4 ahead of its full release on October 21.
Further still, Wilson pointed out that EA's decision to not release a new Need for Speed game in 2014--making this year the first in over a decade without a new game--is a testament to EA's new "player-first" mentality. The company won't release a game unless it's "great," he said, even if it takes more time than anticipated to get there.
Since introducing these "player-first" methods, Wilson says fans are already responding. "The feedback from the gaming community has been really positive," he said.
Also in the interview, Wilson revealed a broader EA strategy where the company will now move away from one-off releases, and instead focus on building games that people can play for months and months.
"I want to move us away from just a straight hit-driven business," Wilson said. "I want to move us into the live services business. If you think about Star Wars, I don't want them to come in and play a Star Wars game two weeks or three weeks or four weeks, I want them to come in and be part of a universe, immersed in an interactive experience they play for six months, eight months, ten months."
Sorry to interject: Uh, they had that Star Wars experience already. It was called Star Wars Galaxy. Sony lost the rights to Star Wars and closed down, ushering in the era of SWTOR. The game started out fairly expensive to get in BUT went F2P in short order. I wonder how the fans feel about this game...?
- sorry for interrupting the article.
"Our objective is not to give you these small, discrete experiences, but to deliver you an experience you can play across platforms from the minute you get up in the morning to the minute you go to bed at night," he added.
EA CEO.
Click the bottom middle text "Click here to expand"...PLAN A:
"The first is to re-establish a player-first culture in the company," he said, suggesting that it was something EA has lost over the years. "The focus is on the player and the people enjoying the entertainment you produce. That is the most important thing and I want to get back to that."
PLAN B:
He said the second prong is digital, which will surprise few people, as his company watches traditional retail revenues tail off, while sales — particularly DLC sales through stuff like Ultimate Teams — soars.
PLAN C:
Lastly, there's an internal matter. EA is a big company, traditionally divided according to expertise such as development, sales and marketing. He says that he wants to strip down the silos. "Every person at EA has to accept responsibility for deepening and nurturing the relationship with the player."
ORIGINALITY IN CREATING GAMES:
Wilson talked about the importance of originality in creating games. "The first question we ask is 'What are we doing that is new?'" He said that Battlefield: Hardline was delayed in order to create something in the game that innovated on its basic premise, armed cops and robbers fighting in urban environments.
POLISH:
He added that "polish" is also a factor in achieving the company's goals for providing games that hit high review marks. "Polish is the absence of things that might detract from a good experience," he said, adding that Dragon Age: Inquisition had been delayed for a few weeks, earlier this year, in order to iron out bugs.
PEOPLE EXPECT DOUBLE THEIR INVESTMENT.
Wilson said that consumers can only be happy if they receive more than they pay for. "When they give you $20 for something, they expect something that is worth more than $20 in return. You always have to get to the point where they feel like what they get in return is greater than what they put in."
Here's another interview..... http://www.gamespot.com/articles/ea...changing-to-become-player-first/1100-6420699/
Under the new direction of CEO Andrew Wilson, Electronic Arts is shifting its mentality to become a more "player-first" company. Speaking with Bloomberg about his first nine months on the job and what he wants to achieve going forward, Wilson acknowledged that EA hasn't always been seen in the best light, and said it's his job to change that.
"In all honesty, as I came into the role, there was this sense in the marketplace that maybe we weren't doing all that we could for the player," Wilson said. "And my objective number one was to really re-instill a player-first mentality; a player-first culture inside the organization."
"In all honesty, as I came into the role, there was this sense in the marketplace that maybe we weren't doing all that we could for the player" -- Andrew Wilson
Wilson said EA can become a more "player-first" company in a number of ways, one of which is showing games earlier, like the company did at E3 with BioWare's next Mass Effect and new IP. Another way to do so is releasing public betas earlier in the development process, which the company also did with Battlefield Hardline, currently in beta on PC and PS4 ahead of its full release on October 21.
Further still, Wilson pointed out that EA's decision to not release a new Need for Speed game in 2014--making this year the first in over a decade without a new game--is a testament to EA's new "player-first" mentality. The company won't release a game unless it's "great," he said, even if it takes more time than anticipated to get there.
Since introducing these "player-first" methods, Wilson says fans are already responding. "The feedback from the gaming community has been really positive," he said.
Also in the interview, Wilson revealed a broader EA strategy where the company will now move away from one-off releases, and instead focus on building games that people can play for months and months.
"I want to move us away from just a straight hit-driven business," Wilson said. "I want to move us into the live services business. If you think about Star Wars, I don't want them to come in and play a Star Wars game two weeks or three weeks or four weeks, I want them to come in and be part of a universe, immersed in an interactive experience they play for six months, eight months, ten months."
Sorry to interject: Uh, they had that Star Wars experience already. It was called Star Wars Galaxy. Sony lost the rights to Star Wars and closed down, ushering in the era of SWTOR. The game started out fairly expensive to get in BUT went F2P in short order. I wonder how the fans feel about this game...?
- sorry for interrupting the article.
"Our objective is not to give you these small, discrete experiences, but to deliver you an experience you can play across platforms from the minute you get up in the morning to the minute you go to bed at night," he added.
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