• Join Us |
  • |
  • Sign in with:

EA Unafraid to Kill Games

by Blake Ellison, Oct 15, 2008 5:10pm PDT

"EA will kill a game or two a year," asserted Electronic Arts CEO John Riccitiello. "Forever."

Riccitiello made an example out of EA LA's Tiberium, a squad-based shooter set in the Command & Conquer universe, when it was cancelled last month. "When you burn the omelette, you don't serve it," he said in a Gamasutra interview.

Tiberium, canned for not meeting EA's quality standards

In the same interview, Riccitiello specifically countered concerns from analysts that the cancellation signalled problems inside the publisher. "It's a perverse notion--beyond perverse, bizarre, upside down, illogical, stupid to state that we've killed a project that wasn't going to yield what we thought wasn't a high enough quality product as indicative of problems."

Returning to conventional CEO-speak, he said, "This is a perfect example of EA investing in quality."




Comments

23 Threads | 59 Comments








  • This is so nice, first your company has so many internal problems and miscommunication that EA LA just dosn't hit your tight-assed goals and then you spin it into a big "See, we are unafraid to kill a game or two every year" slogan?

    Of all companies, EA simply does not have the measurement tools and understanding to correctly evaluate why a game is successful and why not. There are so many games out there that weren't blockbuster selling mega titles and still left a lasting impression for many gamers. They had their success. The developers were happy and moved on to make a different game.

    So please EA, tread lightly - you might just step on the wrong game.





  • EA should focus on learning from their past mistakes (cancellations) and learning to identify a potentially bad game much sooner in development, rather than making it commonplace or acceptable to cancel games every year.

    I didn't work on the canceled games, and don't know anything else apart from these news bits on the matter, but to me quotes such as these bespeak gross internal mismanagement on EA's behalf (as far as their publishing duties go) rather than sound or wise game development/publishing credos.

    Quality, and therefore its assessment, should be prevalent at all stages of development, not reserved for judgment months or even years later into development. You shouldn't keep hacking off entire limbs of a tree when you think they've grown incorrectly. Learn to gradually shape and prune development from at least the sapling stage.

    $0.02