Origin Sells Out
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One game I remember fondly that would appeal to this crowd was called Omega. There was some light but well-done chrome that you were an employee of some gigantic defense contractor writing AI for drone tanks. You'd design the chassis of your tank with parts that you unlocked by playing the game. Then you'd write the AI for your tank using a simple BASIC-like language. The game shipped with a hefty programming reference book.
Finally once you'd designed your tank you'd put it into an arena to test against other tanks. Early matches were 1:1 but you could build tanks that operated as a team (there were ways for the tanks to send messages to each other).
The game was a blast. My best tanks were stupid simple (back into a corner and rapidly scan the quarter of the arena where the enemy might appear). I feel like the game taught me a lot and was really fun to play. The only downside was all the loading times, swapping disks on my C64. But that was how games were back then
Thanks for reminding me of the name of the game because I loved it and could never remember what it was called.
One day I stumbled across how to set up keybindings, neither of us knew that it was a thing. I kept it to myself and invited him over, challenging him to try extra hard on his AI. He loaded it up, and I proceeded to annihilate his tank with my human controlled version. The look on his face was priceless and sticks with me to this day.
I believe I still have that game, in it's box with it's instruction manual, somewhere in a closet. It was fantastic.
On the bright side I probably make more money now than I would have had I gotten my foot into AAA gamedev!
It seems EA truly does not care about gaming, or the people working under them. But I'd like to hear differently about how they all saw this go down instead.
How does Trip Hawkins view all of this? He seems to be someone who got lucky (started at Apple early), and then proceeded to be manage companies that kept sinking good opportunities under his leadership.
I do however know there were a lot of people there who would basically force themselves into crunch mode for no reason, other than to perfect or try to add a specific feature. Even when they were heavily dissuaded by both management. I have a very specific memory of someone crunching for ~6 months to finish their little pet project only to completely burn out.
Also as far as i know when crunch was required, it required a bunch of approval, and we were paid extra during crunch time, and we were allowed to refuse to do crunch.
EA developed a reputation for abusing their employees first and only after facing tons of bad press and lawsuits did they promise to try to turn that around.
I mean, props to them if they really have improved things, but in order to get there they had to be dragged kicking and screaming
I've never understood the cynical way certain people view EA from the outside. EA is a large business (~30B market cap) and subject to the same sorts of challenges of any business at that scale. From my perspective EA is a federation of mostly autonomous studios trying to "find the fun" in an increasingly competitive entertainment landscape. Even if you manage to create a compelling core experience, bringing that to market is a challenge even at EA's scale.
Maybe you should listen to what those outsiders are saying. EA ships half baked games for full price and loads them with the most scummy and deplorable monetization models in existence (looking at you too Activision.) I haven't heard wonderful things about the working conditions come crunch time either. It's not difficult to understand.
And let's not forget the now (in)famous "surprise mechanics" debacle. EA deserves every bit of their current public image.
That said, I also suspect they don't care. They make money off their properties, and as long as that is working for them, they can continue to have their jobs.
Oh yeah, that much is obvious.
They're a publicly traded company that needs to continually meet analyst targets or the stock tanks. It's a lot harder to align yourself to customer expectations when the market is constantly pressuring you for more short term revenue, even at the cost of long term goals and motivations.
Period.
Few - if any - at the 'C' level are a game developer or likely even a gamer. Their job is to make a profit selling potatoes or car parts - it doesn't matter.
What EA and any company of that scale needs most at the top is people who are interested in large-scale workflows, IP management, and labor issues. Some aspects of these things are tied to the creative and intellectual parts of the work, others aren't. But the point of being that big should be to capitalize on unique opportunities to do R&D or push larger-scope experiences. It's not the nickel and diming that makes for lasting success.
Then you haven't been paying attention. I'm a gamer, so I see the criticisms all over the place.
> EA is a large business (~30B market cap) and subject to the same sorts of challenges of any business at that scale.
There are plenty of entertainment companies with much larger market caps that have succeeded without relying on getting children to gamble.
> From my perspective EA is a federation of mostly autonomous studios trying to "find the fun" in an increasingly competitive entertainment landscape.
Replace "find the fun" with "find the money", and completely scratch out anything to do with autonomy, and you'd be correct.
> Even if you manage to create a compelling core experience, bringing that to market is a challenge even at EA's scale.
The vast number of successful indie developers would like a word with you.
Honestly, your comment just reeks of being out-dated. Everything you said may have been true 20 years ago. In the 90's, I would have considered EA to be a respectable studio. But today? They're the most anti-consumer company out there, even worse than Comcast.
EA is to gaming as Oracle is to enterprise software products.
My hypothesis, of course, is that very few people can keep delivering for twenty years. But still I can't help thinking―what it'd be like if Psygnosis taught a generation of rookies their way and did something other than F1 and Wipeout after 2000.
Also iirc there's a running theme of ‘we solemnly promise that the studio keeps the creative control after the acquisition,’ from both companies.
It was interesting to learn that Remorse was made using Ultima VI's game engine that was considered too action-y for a turn based RPG.
* https://www.gog.com/game/crusader_no_remorse
* https://www.gog.com/game/crusader_no_regretRelated tidbits for Chris Roberts' current project, the long in development and hopefully finished some day Star Citizen. They've referenced both Origin and EA as companies in the Star Citizen universe, it's a cute little easter egg of industry history.
"Origin Jumpworks" as one of the ship manufacturers, and "Electronic Access" as makers of the Star Marine (first person shooter) and Arena Commander (ship combat arena) modes which are positioned as in-universe video games.
I missed out on a lot of the older spaceship games, I ought to pick those up on GoG and give them a try sometime.
The only other space games I've tried are in the X series, but they focus heavily on economics instead of flight and combat.
Got my start on Mac games, so Escape Velocity: Nova was my jam. Loving the variety of space games these days.
I have some broad gaming tastes, and about 500 unplayed Steam games, so I'm not exactly looking into acquiring more right now.
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