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	<title>Comments on: EA&#8217;s development model isn&#8217;t going to encourage innovation</title>
	<link>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/</link>
	<description>This is where diatribes go to die</description>
	<pubDate>Fri, 18 May 2012 06:04:40 +0000</pubDate>
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		<title>By: Unfettered Blather &#187; EA still isn&#8217;t learning</title>
		<link>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-649</link>
		<dc:creator>Unfettered Blather &#187; EA still isn&#8217;t learning</dc:creator>
		<pubDate>Tue, 21 Nov 2006 18:24:56 +0000</pubDate>
		<guid>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-649</guid>
		<description>[...]  do one thing very well, they cannot change course quickly. 	I wrote just the other day on EA&#8217;s lack of creativity and even made this observation - 	 The reality now is that the only creativ [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;]  do one thing very well, they cannot change course quickly. 	I wrote just the other day on EA&#8217;s lack of creativity and even made this observation - 	 The reality now is that the only creativ [&#8230;]</p>
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		<title>By: David Bauer</title>
		<link>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-382</link>
		<dc:creator>David Bauer</dc:creator>
		<pubDate>Mon, 09 Oct 2006 11:48:12 +0000</pubDate>
		<guid>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-382</guid>
		<description>You hit the nail on the head. Creativity isn't the goal, control of the product is. I've worked in enough C-level environments to know that one thing above all that the "bosses" want is to have a product they can control and predict from cradle to grave.

A lot of these mediocre or good games are produced because the results were proven in the past and it is estimated that a similar set of circumstances can be created by sticking to the formula. Good games are really what EA wants, great games are a side-effect they will welcome, but certainly not what they are striving for despite what they claim.

Great may be the goal to some, but the meetings and planning sessions I suspect parse down anything too bold.

This is why pre-existing properties are so sought after and traded like real treasure, they offer the corporate an angle of predictability.

You cannot take risks and innovate while being comfortable unless you have a great deal of faith in your team and abilities. Thats asking someone else to be in the driver seat and most people in management on up to the top simply cannot envision that. This is putting faith in people, not the product. People cannot be broken down in to pie charts and powerpoint presentations.

The sheer number of Grand Theft Auto clones for example is just corporate trying to cash in on the comfort blanket.

EA treats games like a product but they really need to take some concepts from other aspects of the entertainment industry. Games are more than code. How are people going to feel playing it? What is the game trying to tell them in regards to it's story? How does the actions in the game relate to the story?

You know guys, treat it like something called "entertainment" rather than an strict software.</description>
		<content:encoded><![CDATA[<p>You hit the nail on the head. Creativity isn&#8217;t the goal, control of the product is. I&#8217;ve worked in enough C-level environments to know that one thing above all that the &#8220;bosses&#8221; want is to have a product they can control and predict from cradle to grave.</p>
<p>A lot of these mediocre or good games are produced because the results were proven in the past and it is estimated that a similar set of circumstances can be created by sticking to the formula. Good games are really what EA wants, great games are a side-effect they will welcome, but certainly not what they are striving for despite what they claim.</p>
<p>Great may be the goal to some, but the meetings and planning sessions I suspect parse down anything too bold.</p>
<p>This is why pre-existing properties are so sought after and traded like real treasure, they offer the corporate an angle of predictability.</p>
<p>You cannot take risks and innovate while being comfortable unless you have a great deal of faith in your team and abilities. Thats asking someone else to be in the driver seat and most people in management on up to the top simply cannot envision that. This is putting faith in people, not the product. People cannot be broken down in to pie charts and powerpoint presentations.</p>
<p>The sheer number of Grand Theft Auto clones for example is just corporate trying to cash in on the comfort blanket.</p>
<p>EA treats games like a product but they really need to take some concepts from other aspects of the entertainment industry. Games are more than code. How are people going to feel playing it? What is the game trying to tell them in regards to it&#8217;s story? How does the actions in the game relate to the story?</p>
<p>You know guys, treat it like something called &#8220;entertainment&#8221; rather than an strict software.</p>
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		<title>By: Patrick</title>
		<link>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-371</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Thu, 05 Oct 2006 19:25:47 +0000</pubDate>
		<guid>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-371</guid>
		<description>I attended a talk by Niel Young (not the musician) at GDC about how new feature IP was an even bigger money maker than original setting or character IP. What he showed off, however, was more realistic motion capture and facial animation, which has some promise, showcased in some WWII game (Call Of Duty 2?). The catch, however, is the assets generated were static, the result of paid actors coming in to produce non-interactive "watch" content in the "ooh, scripted things are happening around me, this is interactive storytelling!" sense that was hot eight years ago when half-life came out. 

So I'd say that EA is very good at producing solid, even good games on a consistent basis, because they've mastered the waterfall and have the funds to pour down it. The result is games bloated with static assets, whearas the really great games, the ones with character, often exhibit a unique procedurality. 

At my company, I can get that procedurality by paying a single programmer/designer (he's brillaint too, check out his blog, Project Perko) and I can get the character by paying a single artist. We're doing a casual game, I imagine the scope will increase in future projects, but thats where outsourcing comes in. 

Let the player and the processes make your content for you, and not only do you save time and money, you open up the potential for the game to be truly interesting.</description>
		<content:encoded><![CDATA[<p>I attended a talk by Niel Young (not the musician) at GDC about how new feature IP was an even bigger money maker than original setting or character IP. What he showed off, however, was more realistic motion capture and facial animation, which has some promise, showcased in some WWII game (Call Of Duty 2?). The catch, however, is the assets generated were static, the result of paid actors coming in to produce non-interactive &#8220;watch&#8221; content in the &#8220;ooh, scripted things are happening around me, this is interactive storytelling!&#8221; sense that was hot eight years ago when half-life came out. </p>
<p>So I&#8217;d say that EA is very good at producing solid, even good games on a consistent basis, because they&#8217;ve mastered the waterfall and have the funds to pour down it. The result is games bloated with static assets, whearas the really great games, the ones with character, often exhibit a unique procedurality. </p>
<p>At my company, I can get that procedurality by paying a single programmer/designer (he&#8217;s brillaint too, check out his blog, Project Perko) and I can get the character by paying a single artist. We&#8217;re doing a casual game, I imagine the scope will increase in future projects, but thats where outsourcing comes in. </p>
<p>Let the player and the processes make your content for you, and not only do you save time and money, you open up the potential for the game to be truly interesting.</p>
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		<title>By: Man Bytes Blog: A Frenzy of Lexicological Optimism &#187; Carnival of Gamers: Revival!</title>
		<link>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-370</link>
		<dc:creator>Man Bytes Blog: A Frenzy of Lexicological Optimism &#187; Carnival of Gamers: Revival!</dc:creator>
		<pubDate>Thu, 05 Oct 2006 12:19:19 +0000</pubDate>
		<guid>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-370</guid>
		<description>[...] and How They Are Blowing It). Also with a keen eye, Unfettered Blather takes a look at why EA’s development model isn’t going to encourage innovation and King Lud IC examines the flip side of  [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] and How They Are Blowing It). Also with a keen eye, Unfettered Blather takes a look at why EA’s development model isn’t going to encourage innovation and King Lud IC examines the flip side of  [&#8230;]</p>
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		<title>By: knight37</title>
		<link>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-354</link>
		<dc:creator>knight37</dc:creator>
		<pubDate>Thu, 28 Sep 2006 18:03:57 +0000</pubDate>
		<guid>http://www.unfetteredblather.com/eas-development-model-isnt-going-to-encourage-innovation/#comment-354</guid>
		<description>I agree with you except for the bit about Burnout because I feel that Burnout Revenge Xbox 360 is by far the best Burnout game.</description>
		<content:encoded><![CDATA[<p>I agree with you except for the bit about Burnout because I feel that Burnout Revenge Xbox 360 is by far the best Burnout game.</p>
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