http://www.develop-online.net/features/1067/EAs-leap-of-faith
Taking into consideration what you’ve been saying about the importance of dev autonomy and, elsewhere, the need to add multiplayer to games, what if the Visceral team told you that multiplayer isn’t something that should be added to Dead Space? It’s not something completely unforeseeable, considering its genre. Gibeau: So I don’t go up to every game team and ask – what is your deathmatch mode? [laughs] I look at how to make games a broader idea with online services. I mean, EA used to be against M-rated content. Go check out Dead Space [laughs]. It’s one of my core cultural studio values to allow developers to decide more on what they want to build. And a studio’s creative call needs to be balanced against a commercial imperative, and if you look at online these days – that’s the place to be. Game makers, the really good ones, they want to make great games but they also want to make blockbusters. One of the things they need to do is balance that out – I have the right team to help them. I volunteer you to speak to EA’s studio heads; they’ll tell you the same thing. They’re very comfortable moving the discussion towards how we make connected gameplay – be it co-operative or multiplayer or online services – as opposed to fire-and-forget, packaged goods only, single-player, 25-hours-and you’re out. I think that model is finished. Online is where the innovation, and the action, is at. I always found it a big problem when a game’s executive producer would come up to me and ask what I should do next. I would always respond that’s not my job. You’re job is to come up with the creative vision, mine is to edit and tweak so it’s a bigger commercial opportunity. I’m very clear about that.
Well, it’s not only about multiplayer, it’s about being connected. I firmly believe that the way the products we have are going they, need to be connected online. Multiplayer is one form of that. ![]()
Yes but, how would you respond if Visceral told you that Dead Space isn’t the type of game that should have multiplayer? It sounds like EA insists on some game elements, and I am wondering how that affects dev autonomy.
(PR manager: It’s more about educating the developers. Not on the creative side, but on the way people play games. Social media has really changed the way consumers look at entertainment. Everything’s more interconnected and 24-7 these days.)![]()
I must go back to the question – John Riccitiello described development studios as “flowers in a hot house”, in that you change the temperature by a couple of degrees and all the flowers die. Do studios care if you tell them a game needs, for example, social networking elements?
No, it’s about collaboration – looking at being both critically acclaimed and commercially successful. It’s both, and I like to give studios a lot of creative autonomy, and that’s certainly proven by the types of games we’ve brought out over the last couple of years.![]()
My point was that you want to keep these studios creatively independent, but at the same time you have to insist on certain features, such as online. It’s the friction between those two that I was enquiring about.
Well you say ‘insist’, I say inspire. What I learned early on in my career was that, if you’re going to lead a creative team, you have to inspire people. They’re the ones living in the game.
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A good read, and I agree that games going forward will need to be connected somehow to stay competetive in the long run. Mass Effect 2 is a good example of this strategy for a singleplayer game I think.
I'm also glad to see that EA are doing so much to foster good environments for their developers to be creative in. 










