EA: Two
Lefts Does Make a Right?
Article
Abstract: EA has
been the butt of the internet’s ire for several years, and for a good reason.
Terrible business practices they both helped to invent and popularize, like
always-online DRM and microtransactions, left a black mark on the video game
publishing company. 2014 was a rough year for AAA games, especially for other
large publishers. EA has capitalized on these missteps, while simultaneously
taking small steps to re-endear themselves to their hardcore audience. EA seems
to have learned from 2014’s lessons. I hope that EA’s realization of its need
to appeal to the core audience acts as a harbinger of better things to come.
Video game publisher Electronic Arts (EA) has had a rough go of things
in the past couple of years. That’s putting it lightly, though. EA was voted
the worst company in America two years in a row. The
“award” was reflective of the terrible business practices EA championed.
Practices that plagued the gaming industry and helped add a distinctly bitter
note to the end of the last console generation. Chief among theses issues were
(are) mandated online connectivity/DRM (digital rights management) and
microtransactions. Let me dissect those two briefly.
The launch of SimCity was an unmitigated disaster. |
Video games being pirated has always been an issue for game makers and
publishers, and one that is increasingly problematic as PC gaming becomes more
and more popular. There are various ways publishers can combat online piracy,
but in the end, none are particularly effective at stopping (or even deterring)
pirates. The solution that has worked best is the approach championed by CD
Projekt: full disclosure, putting developers at the forefront of the games’
discussion, and avoiding any sense of exploitation in the monetization of their
products. CD Projekt releases all of their games DRM-free, is open about any
development hurdles, and releases tons of extra content in their games for
free. EA, on the other hand, did none of this. To ensure their games weren’t
pirated, EA added heavy layers of DRM to all their big releases. This
manifested itself in several ways. Many EA games had to be played online at all
times, regardless if the game was single-player only or multiplayer focused.
This allowed EA to constantly verify the games’ licenses with their servers to
make sure it was legitimately obtained. This practice caused obvious problems,
however. If you could not connect to the internet, you couldn’t play the game.
If the EA servers were down, you couldn’t play the game. And this is for single player experiences. SimCity
(2013) is the best example of how this system fails. For weeks on end, the
single player SimCity was unplayable due to EA server malfunctions. EA received
fiery vitriol for months due to this fiasco. Heavy layers of DRM and forced
internet connectivity violated consumer trust, and put a bad taste in consumer mouths.
Not content to only mildly irritate its consumers, EA also championed
another divisive practice: microtransactions. For those unaware,
microtransactions are a monetization method for games in which consumers spend
small amounts of money for in-game benefits: like cosmetic items, level boosts,
etc. Microtransactions aren’t an inherent evil, and Valve has proven this. In
games like Team Fortress 2 and DOTA2, players can spend money to obtain all
sorts of cosmetic doo-dads. New hats for characters, new player skins, changing
the announcer’s voice, etc. There are two important things to remember when
considering Valve’s microtransactions, however. First, none of these purchases
affect the gameplay. All game modes, maps, etc are free in-game, and none of
the items give you an advantage over other players. Second, both games I
mentioned are free-games, so microtransactions make sense as a way to monetize.
EA messed both of these up, badly. Microtransactions in EA games often provided
substantial gameplay advantages, or felt like they were gating content that
should have been included for free in the final release behind an annoying pay
wall. EA seemingly stuffed as many pay-options into their games as possible,
including their $60 AAA experiences. As a consumer, it felt like you were being
milked for as much money as possible. Adding to this frustration was EA’s
insistence on early/day-one paid downloadable content (DLC), which, again, felt
like EA was parsing out content behind a pay wall. Therefore, taking these two huge things into
consideration, I was not surprised at all when they were nominated as the worst
company in America.
But this article is not about how bad EA is, or how these practices
remain a problem for the industry. It’s about how EA has worked hard, and
gotten lucky, in rehabilitating their image.
First and foremost, EA has capitalized on the missteps of others. 2014
was a rough year for game releases. Nearly every AAA game that was released had
substantial issues at launch. Assassin’s Creed Unity was a glitchy mess,
plagued with disappearing faces and characters falling through the game world.
The Master Chief Collection had (still has?) unplayable multiplayer. Driveclub
released nearly completely broken, with servers still unable to handle player
traffic (pun not intended) for months after its release. 2014 was not only
about broken games, but also lackluster AAA games period. Watch_Dogs was met
with average reviews and a deflated player base when it did not live up to its
hype. Call of Duty: Advanced Warfare was only talked about for a week or two following
its release, as it seems to be just another sequel. Perhaps most importantly,
2014 was a rough year for Ubisoft. Internet audiences panned Watch_Dogs,
Assassin’s Creed Unity and The Crew. The latter two also had significant launch
issues. EA 100% capitalized 2014’s roughness. To EA’s credit, their big AAA
releases this year worked well right out of the gate—both Titanfall and Dragon
Age: Inquisition were smooth and mostly glitch free. EA also had some
successful experiments, like Plants vs Zombies: Garden Warfare. It might seem
odd to say, but releasing functional games counted for a lot in 2014 and EA
definitely came out of it in a positive light.
PvZ: Garden Warfare's colorful & silly multiplayer was a fun, pleasant surprise. I am glad I got to try it out for free. |
EA’s chief effort has been in reconnecting to their players. Their mantra
has been a lot of small gestures can go a long way. To make up for any
perceived lack of releases, EA has placed effort into teasing their upcoming
big guns, namely Battlefield: Hardline and Star Wars: Battlefront. 2014 was
also the year of free stuff from EA.
Following the critical and market success of the new Dragon Age, EA was
quick to announce a free content pack. Free DLC works wonders on your image
(ask CD Projekt about The Witcher), and EA was smart to take note. Rewarding your
players pays in dividends. Further, EA is clearly aware of making good to their
core audience. At the Playstation Experience, which took place in early
December 2014, EA’s Peter Moore came on stage to thank Playstation players for
their continued support. In a move I certainly wasn’t expecting, Moore then
announced to the crowd that three EA games would be given away for free: one
for each Sony platform. And these were not just some small games, either. Need
for Speed: Most Wanted on the Vita, Mirror’s Edge on the PS3, and Plants vs.
Zombies: Garden Warfare on the PS4. EA knew the more dedicated of its fan-base
would be following the news of this event, and in giving them something as a
way of thanks, Moore and EA hit a PR homerun. These small gestures also begin
to gain momentum when taken in concert with other small steps EA is taking:
less pay wall-like DLC in their games, combatting piracy by using Origin sales
to encourage snap purchases, etc. Little by little EA is trying to undo the
past, and make up for huge mistakes like SimCity or Battlefield 4.
The struggle for EA in 2015 will be to keep this positive feeling going.
Players are on a hair trigger right now. After such a disappointing year for
AAA releases, any fault in a game release is going to be exponentially
amplified. EA is on the right path, but that needs to continue as we get
further into the year. The most important thing EA can do in 2015 is not
release a broken or buggy game. If it is looking rough, please delay the
release. CD Projekt acknowledged their game, The Witcher 3, still had an
unacceptable number of bugs and therefore would not make its anticipated
February release. The game is now scheduled to release in May. EA needs to do
the same thing: if it’s broken, as painful as it may be for your projected
quarterly earnings, do not release
the game. I’m fearful for Battlefield: Hardline, as it seems like the game has
issues that need to be dealt with before its March 17th release. Last,
EA needs to remain as transparent as possible. Tell the community what your
developers are up to. Tell them about the new experiences you have planned.
Tell them where you messed up, and what you plan to do to fix it in the future.
I want all game makers and publishers to succeed: it creates a richer gaming
environment in which we get quality releases from a large spectrum of people. Here’s
to hoping EA, and everyone else really, learn from the mistakes of 2014 and
listen to their audience moving forward. It could make for one hell of a games
landscape.
No comments:
Post a Comment