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Theescapist 014.Pdf EDITOR’S NOTE LETTERS TO a) A link to the Chief Economist website, by Julianne Greer as I’m unable to find it. Over the last week, I received several asked our writers to give us a well- THE EDITOR b) A small section for each article Letters to the Editor regarding the rounded, fresh look at EA and they did To the Editor: I agree with almost all of containing relevant links (ie: link to the games mentioned in our last issue, not disappoint. Allen Varney spoke with John Tynes’ article, “Feature Creep.” game homepage at last) particularly Chief Economist. I agree, it employees of Origin Systems all the way However, it’s a shame that John Tynes sounds like a great game. Alas, it is not to the top – the very top – and came rejects the Revolution out of hand Huge thanks in advance. real – a figment of Mark Wallace’s back with “The Conquest of Origin.” Mark because of its controller because it will imagination. Our last issue’s theme, and Wallace proffers the example of United be exactly what he is looking for. -Florian Hufsky title, was “Why Haven’t They Made Artists as a possible parallel for EA’s Nintendo has shown time and time again This?” And the response from our growth over the years in “Unrisky that it will make fun games with an easy readers shows that perhaps our writers Business.” Jason Smith gives us a look at learning curve. were onto something. Maybe someone EA back when they were Electronic Arts, should make Chief Economist. I’d be idealism and all, in “Setting the Stage.” -Jeff Liu happy to pass developers or publishers Find these articles and more in this along to Mark Wallace for further week’s issue of The Escapist. To the Editor: I’m stunned about the discussion, should any desire. game Chief Economist mentioned in The Enjoy! Escapist 13 (“Capitalism is teh Speaking of developers and publishers, suxx0r!!111!”), but I’m unable to find we have arrived at the topic of this the game on the net. week’s issue. One developer and publisher in particular, The Big One: EA. This made me realize an issue in The We have not highlighted an individual Escapist: most of the time there are no company before, so we thought it best to “related links” to the topics you’re talking start at the top, the biggest of our about (ie: there’s no link to introversion’s growing industry. website or the uplink website in the uplink article). Now before everyone gets upset and starts shouting, “Brown-nosing!” or “Not I, as being a lazy ass, thus request the another rant!” give us a chance. We following: To the Editor: I’d say my previous reply sporting those oh-so-long string of That gaming opens us to the full was rushed. For one, I am sure I’m adverts at startup? spectrum of human expression is to be subconsciously affected by advertising, applauded. Unfortunately the simple that being one of its main benefits in TV I’d also just like to re-iterate that, interactions seem to be crowding out the and magazines. And perhaps it was despite what Andy from last week may great ones. sensationalist, and sounded think, advertising does not a good unreasonable. Nevertheless, there is a magazine make. In fact, a picture of a Thanks for the article and the magazine good reason why the advertising seemed pint of beer will likely not affect the in general. Looking forward to more, so annoying, and that is the lack of content of the article it is shoehorned context sensitivity. into in any tangible way. Now if you’ll -Ben Warr excuse me, I have a sudden craving for The Wall Street Journal is read by many a Carlsberg. To the Editor: Today was my second thousands of people, and costs next to time reading an article from The Escapist nothing, and so a wide range of adverts -Doug Inman (linked from Shacknews.com) and I are appropriate. A physically published again I found it very enjoyable. The gaming magazine might be read by one To the Editor: In regards to SMAC (and Escapist provides a mature and thought thousand, and the price ensures only gaming in general) I’m reminded of the provoking commentary on gaming that I gamers will be affected to any degree, malleable triusm, “Simple minds think of find lacking from other publications. and so gaming adverts are the most people, average minds think of events, Particularly the articles on MMOG sensible choice. great minds think of ideas.” Never before economies and feature creep have been in a game has there been such a very good reads. I look forward to The Escapist is read by relatively few, confluence of Great Ideas - technological reading more in the future. and the target audience are those who and spiritual determinism, the Will to enjoy games without the constant Power, near-pornographic fetishism of -Ryan market pressure of the mainstream. Is it Progress; the list goes on and on. When really fair then to expose these gaming a game erupts onto the scene with the recluse to the exact corporate standard authority of (at least) a century of which may alienate them from Official concepts behind it, it can’t fail to enthrall Playstation Magazine, or any EA game the true science fiction dork. “Trip Hawkins is the Antichrist.” The scene: a bar at a gaming convention in the late 1980s. The speaker: an executive at the computer game company Origin who today, no doubt, would prefer to remain anonymous. Why the holy-fire view of William M. Hawkins III, founder of Electronic Arts? Because (as this exec explained) EA meant to win in the computer game business not only by making good games, but by preventing competitors from making good games too - by actively interfering with their ability to do business. As one example, EA had filed a frivolous lawsuit against Origin. Forced into a costly out- of-court settlement, Origin execs asked Trip Hawkins why he had allowed the suit; he responded, “This is just business. This is the way we’re going to win.” Furthermore, EA was all about could be a case study for future MBA marketing. For Hawkins the question was students. never, “How good is this game?” It was always, “How can we sell this?” To high- Why did Origin sell? It was partly due - minded execs at Origin - makers of the brace yourself - to the price of floppy Ultima and Wing Commander series, the disks. high priests of the high end, who valued commitment to an artistic vision - this Changing the World attitude was sacrilege. Founded in 1983, Origin was a creature of the dawn. Garriott had already gotten Ultima designer and Origin co-founder rich in high school, from a game he Richard “Lord British” Garriott even coded in BASIC in his bedroom and sold worked an EA reference into Ultima VII in a ziplock bag. Founding Origin with (1992). Two high-profile nonplayer $70,000 in family money, he and his characters, Elizabeth and Abraham, brother Robert created a culture that perform seemingly helpful tasks for the prized creative vision and expansive, player - but E. and A. turn out to be thoroughly developed game settings. murderers in league with the player’s The company later took the slogan “We nemesis, the Guardian. The three items create worlds.” that power the Guardian’s evil generators are a cube, a sphere and a Origin project director Stephen Beeman tetrahedron - the former EA logo. recalls, “Origin’s cardinal virtue was its commitment to do whatever it took to This reference in Ultima VII proved ship the director’s vision. We had a prophetic. In 1991 Hawkins left EA to motto for it: ‘A game’s only late until it found the short-lived 3DO Company. The ships, but it sucks forever.’ If the game’s next year, 1992, Origin entered dire creative vision demanded a megabyte of financial straits and sold out to EA. Yet graphics, and the only way to load that Origin never sold its soul; rather, EA into memory was to write our own spent the next 12 years gradually and operating system -” (the dubious painfully devouring it. The sad story “voodoo memory” scheme Origin created in 1992 for Ultima VII: The Black Gate) “- well, that’s what we did, and damn Commander had five core team the risk to the schedule or the members; Wing Commander II suddenly consequences to the budget, not to had 25. Star designer Chris Roberts, mention the programmers’ lives.” among others, drew a substantial salary. - a vision generally inspired by our love megabyte high-density floppy disks. In recent years, Electronic Arts has taken of film - then busted our asses to figure Origin games, in particular, required lots While Origin’s cash reserves were tapped heat for its sweatshop working out a way to pull that off. By contrast, of disks - often eight to ten disks that harder than ever, the Apple and conditions, but marathon crunches were companies like LucasArts or id started cost about 70 cents apiece. Cost of Commodore 64 platforms collapsed, a fact of life at Origin long before the with an idea of what it was possible to goods became such an issue that while taking with them many small retailers. purchase. Project teams endorsed do, then crafted killer gameplay around Strike Commander was in development, Origin not only lost the sales of its Apple Beeman’s doctrine: “Sleep is for the that.
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