For Bobby Kotick, it all started with a handshake in a parking garage under an Atlantic City casino. The story of Kotick is the story of video game juggernaut Activision, a tale of chance meetings and unbelievable circumstance, of Apple founder Steve Jobs and millionaire recluse Howard Hughes.
But before the story thereâs the cheesecake.
Activision CEO Bobby Kotick is sitting next to me at a table in the back of a surprisingly average deli in Beverly Hills.
We were supposed to meet in his office in Activisionâs Santa Monica headquarters, but the multimillionaire wasnât feeling well. So we moved the meeting closer to his house, to an unassuming deli in a very assuming neighborhood.
Iâm sipping on water, gently crushing ice between my teeth, when Kotick ambles into the deli. Heâs wearing a blue blazer over a white polo shirt. His hair and his smile are both slightly askew. There are, despite popular gamer opinion, no horns poking out from his hair, and his eyes are neither red nor glowing.
He sits down and asks if I want anything to eat. I pass.
âNothing? They have the best cheesecake Iâve ever had,â he says, settling in his seat.
I dutifully order a slice.
The Father
Kotick likely wouldnât be running Activision today if it werenât for a chance meeting with casino mogul Steve Wynn.
Wynn, one of the richest and most influential men in the world, had and continues to have such a deep impact on Kotick that when I ask the head of Activision if he stays in touch with Wynn, Kotick looks genuinely shocked.
âHeâs like my dad,â Kotick says.
The two met by chance, sharing a table at the annual fundraising Cattle Baronâs Ball in Dallas, Texas. Kotick was bound for New York the next day to meet with potential investors in a company he was getting off the ground with a college roommate.
Kotick and his roommate had developed a piece of software that allowed the Apple II to deliver the easy-to-use interface of Appleâs Lisa computer at a fraction of the price
âIt was a mouse and an application suite,â he said. âIt was a really good idea and a really bad product. We had no idea what we were doing and it was hard to do.
âHe was the techie, I was the entrepreneur, we had grad students work on it and they did a pretty good job.â
Kotick and his buddy managed to wrangle a meeting with Steve Jobs to show off their idea.
âI was really scared about the meeting because he was like my hero,â Kotick said. âI showed it to him and he started screaming at us. He threw it on the floor and said it was a piece of shit and then he started criticizing it.â
âHe said, âThis is shit, but Iâm gonna show you something really cool.'â
Jobs then took out a blue case from under a table in his office, unzipped it and pulled out a prototype of the Macintosh.
âIt was really the coolest thing Iâll ever see,â Kotick said. âIâll always remember that. What I was wearing. The color of the caseâŚâ
Jobs told the two to go back to the drawing board and come up with something that copied the Mac, not Lisa for the Apple II.
âSteve doesnât get enough credit for how many incredible ideas he has stolen from other people and turned into great consumer products,â Kotick says, laughing.
Despite Jobsâ disinterest in the concept, Kotick and his partner pushed forward with their idea. They just needed the money to prototype the device. They hoped that a group of investors in New York with back them.
The day after the Cattle Baronâs Ball, Wynn heard that Kotick was bound for New York and offered to give him a ride on his new jet, a DC-9. During the flight, Wynn told Kotick about his own run in with fortune and fame and how it helped to launch his career.
In 1971, Wynn, now a multi-billionaire casino mogul and real estate developer, was just a small shareholder in the New Frontier Casino. He was also the night manager. So when a call came in from a man asking to talk to the person in charge, Wynn took it.
The man on the other end tells Wynn that âthat damned hotel of yours is blocking my view. Iâm gonna buy it.â The caller ends up being Howard Hughes.
More important than the cash Wynn gets from the eventual deal is the friendship he forms with Hughesâ banker. Eventually the financier decided to invest in Wynn.
âHe told Wynn, âIâm going to help you out, but some day you need to help out a young guy like Iâm doing for you,'â Kotick said.
So during that flight, Wynn tells Kotick that Kotick is the one Wynn is going to help. But thereâs a problem: Those investors in New York.
Kotick turns the deal down, instead asking for a room at one of Wynnâs many casinos for an upcoming trade show in Vegas. But Wynnâs offer is heavy on Kotickâs mind and he ends up blowing the deal with his investors.
Wynn jumps on the news when Kotick calls, and tells Kotick and his partner to go to Wynnâs New York offices.
âWe get to this limo and two gorilla guys say, âGet in,â and they take us to this building that has a helicopter waiting, and the gorillas say, âGet inâ.â
The helicopter takes them to Atlantic City and another car drives the two to the bottom of a parking garage under one of Wynnâs casinos, where he keeps his office.
Kotick explains the idea and says he needs $300,000 to make a prototype. Wynn writes them a check and then invites them to dinner.
âI said, âWe have all the contracts here, weâll change the name and get them to you by tomorrow,'â Kotick said. âHe looks us in the eye and says contracts, smontracts. Youâre my family now! And he walks out.â
There was one condition. As Hughes had demanded of Wynn, Wynn demanded of Kotick that he help out a young businessman in need if he became successful.
âIâm sitting there thinking, âAlright whatâs wrong with this picture. Weâre in the basement of a parking garage in Atlantic City with a guy with a pinkie ring who just gave us $300,000 who said weâre his family now. Weâre gonna die.'â
Kotick laughs, adding that Wynn looked like a movie star when he walked into his own underground basement that fateful day.
âEvery time I tell that story Steve tells me that he never had a pinkie ring, but I remember it.â
Electronic Arts Rivalry
Kotick is a natural storyteller. As he wraps up his explanation of Howard Hughes, Steve Wynn and that denied pinkie ring handshake, the table is silent. Everyone at the table is rapt.
Itâs not just me sitting with Kotick. There are two public relations and communications folks sitting across from, and next to Kotick. Andy Doyle, vice president of finance for Activision, sits at the other end of the table.
The reactions of this small gathering of Activision insiders gives some insight into Kotick. Heâs a leader used to speaking his mind, not mincing words, sometimes to his own detriment.
Throughout the interview, Kotick is exceedingly forthcoming, perhaps too forthcoming. Three times he goes off the record to talk with me about things he wants toâhas toâtell me, but canât as the head of a multi-billion dollar company.
Twice he catches himself using words that heâs been told arenât ânice.â One of them is âsucked.â
âOops, I canât say that,â he says, then after a short pause and a glance to the table adds, âbut it sucked.â
Itâs apparent that Kotick, an old-school gamer and entrepreneur, isnât used to having so many everyday people, so many gamers, paying attention to him.
It feels at times that Kotick still sees himself as the scrappy underdog, the unnoticed ideas man.
But the fact is, he heads up Activision, now the largest third-party publisher in the world, a goal he set for himself years ago.
Activision was founded in 1979 by a group of developers unhappy with the fact that Atari didnât credit them in games for their work. The company put out a number of huge hits, including Pitfall! for the Atari 2600. But in the late 80s the struggling company expanded its business to include business programs.
Kotick headed a group that purchased a nearly bankrupt Activision in 1991. Those early years were plagued by debtors and financial struggles, but Kotick had a plan.
âI remember in the early 90s we had this business plan that was a road to a billion,â Kotick said. âI donât remember the exact inspiration of that as an objective but I think it had more to do with we want to be as big as EA but now, I think itâs the luxury of the success we have or the balance sheet weâve achieved that. Iâm not really as concerned about revenues⌠I want to make sure every one of the games is a lasting franchise that is the very best game it could be.â
Itâs just been in the past year or two that Kotick feels the company has the âluxuryâ of sitting on a game until it shines.
âFor a long time, we didnât always have that luxury,â he said. âWe had to be opportunistic to make payroll. That didnât mean you would necessarily agree to compromise the quality of the game up front, but youâd get to a point where you just didnât have any more money to invest.â
Thatâs not the case anymore, Kotick says.
âNow weâre in this great position where, you know, we donât have to make anything but the best games,â he said. âItâs a great feeling to say, âThatâs not ready for prime time, go back and make it great.'â
That doesnât mean they always make the right decision, and Kotick knows that.
Activisionâs rivalry with Electronic Arts isnât just about Kotickâs personal goal of toppling the publisher from the top spot, itâs also driven by the experience Kotick said he had developing software for EA.
Before he bought into Activision, Kotick ran a company that developed business programs for EA, like Deluxe Write for the Amiga.
âActually that totally shaped my thinking about how to be an effective publisher,â he said. âThe EA model was to have lots of independent developers but oppress them.â
Kotick says the fact that he started out as a developer and later became a publisher gives him a unique perspective.
âI always said I donât want to do what was done to me,â he said. âWhere Iâm beholden to the publisher. So part of the whole philosophy of Activision was whether youâre owned outright or not, if youâre a studio you have control of your destiny, you could make decisions about who to hire, flexibility on what products to make, how to make them, schedules appropriate to make them, budgets.
âYou still have responsibilities to make great games and make a profit doing them. But it was the opposite philosophy of EA at the time. They very much wanted to commoditize the product development process. Theyâd buy a developer and itâd become EA this, EA Vancouver regional, and we like the idea that youâre an entrepreneur, you have an identity, keep your identity. That spirit is what helps to be successful in making great games.â
Kotick and Activision got into the habit of working with studios he thought were potentially worth purchasing, and if they did well, buying them out.
âI used to call it, we like to date before we get married,â he said.
The Hate Mail
Kotick isnât a big fan of the artful interpretations of his Activision headshot that are making the rounds on Internet forums, gaming websites and Photoshop contests.
There are quite a few: Kotick with horns poking out of a cloud of brown hair, a smiling Kotick with crimson eyes, Kotick with a goatee and devilish eyebrows.
But his three daughters love the pictures.
âHow can I not be aware [of the things people say about me]. It certainly bothers me personally,â he said.
The negative image, the hate for Kotick among some gamers is driven by several things, Kotick tells me. Being the top person at the top third-party game developer brings with it a certain level of attention and animosity. And it doesnât help that Kotick can be quite colorful in the way he talks to analysts.
âThere are four to five things that Iâve said that can totally be taken out of context,â he said. âLike âTaking the fun out of making video games.â Iâve used that line for a really long time with the investment community to explain that âHey, weâre mindful of our responsibility to provide a return to our investors.'â
âIt was kind of like a joke!â
Kotickâs inflammatory comments, like that he would charge more for a game if he could, come often because he forgets the size of his audience when heâs talking during a panel or investor call. He doesnât seem to grasp just how closely people follow him these days.
âThe world has changed,â he tells me, defending his word choice. âI never really think to edit what Iâm saying because itâs going to be taken out of context because somebodyâs going to hear it in a different way. But you donât build a successful business by overcharging your customers. And you certainly donât build a successful business that requires a tremendous amount of creativity and inspiration and innovation by figuring out how to take the fun and joy out of what people do. Itâs like an obvious thing to me to think if you hear something like that; youâre going to think itâs funny, itâs not meant to be serious.â
Iâm not totally sold on what Kotick is selling and I tell him so. You canât use a word like exploit and expect people not to be riled up by it, I point out.
Do you, I ask Kotick, sometimes say these things because you want a reaction? Maybe youâre poking the Internet to see what happens.
âNo, Iâm not like that,â Kotick says. âI love to poke people to get a reaction but monetization, exploit, those are the words the investment community uses.
âYou know what, I look at that and say, exploit is a bad choice of words. I donât mean that to be that way, I was not thinking about it in a way, or using it in a way that it was misconstrued. I actually think thereâs a better choice of words that more accurately describes what I was thinking at the time. Itâs not a big deal.â
The hate mail, the negative articles in blogs and the pictures quickly hit home when Kotick started seeing them.
âOh yeah, I think [gamersâ perspective of me] is totally inaccurate,â he says.
But he didnât try to do anything about it until he had dinner with a bunch of folks from Blizzard. He found himself talking to some of the developers about the processing speed of the Amiga and the person he was talking to was blown away that he was âtechnical.â
âI said, âIâve been doing this for 25 years, yeah, Iâm technical.â And he said, âNo one knows that, I mean, people donât know that youâre a developer. They donât know that you are technical, they donât know that you are deeply involved with that kind of making products. You know, the perception of you is that youâre just like this greedy business guy.'â
The Future
Kotick sometimes borrows trouble. Like when he told a gathering of developers that he doesnât play games.
Thatâs not exactly true.
âI have three kids, Iâm a single dad,â Kotick said. âIf they want to play video games I would love to play with them but if they donât I gotta do what they want to do. I also have an addictive personality.â
But much more importantly, both for Kotick and the many developers who work for him, he knows that if he plays a game, he might very well ruin it.
âI really like video games and that passion has never really gone away,â said Kotick, who rattles off an impressive list of consoles heâs owned in the past and games he loved. âIf I go play Modern Warfare, Iâll find a hundred different things Iâd like done differently. And I donât have the discipline to not express my opinion.â
As the interview is winding down I point out to Kotick that he has achieved his goal, traveled down that road to a billion. So why not retire?
âIâm not really thinking about that,â he says, after I point out he could use the time to play more games. âI have a big objective for the next ten years. You know the thing thatâs really exciting is that when you look at whatâs happened to our medium. Weâre finally now at a point where we have all the characteristics of mass market, mass media opportunities. And I think itâs three things for me that are really driving how you make video games as appealing as TV.â
The first is making video game characters real, something he feels still hasnât happened.
âYou canât put dialogue in these characters in a way where itâs believable,â he says. âIf we can get the facial animation to be compelling, the dialog to be believable, I think you can satisfy that emotional connection between the audience and the character that gives you the characteristic attributes of film and television.â
The second is physical interface, like what Guitar Hero brought to gaming. Something that Kotick strongly believes has a lot more opportunities.
âPhysically tying you as a player to what you see on the screen, I can tell you a hundred fantasies Iâve always had whether itâs like conducting an orchestra or unleashing as a rock star, really having a driving experience, like with a helicopter flying experience that is real,â he said. âSo physical interface is really just scratching the surface of opportunity there.â
Finally, tapping into the ever increasing importance of social interaction, whether that means Facebook and Twitter, multiplayer gaming or including voice and video in a game.
âAnd so those things, I think, combined, give you the ability to have a medium that is much more broad appeal than video games are today and thatâs really exciting,â he said. âI think itâs getting better but thereâs a whole part of the population that still does not want to be challenged by the TV.
âI think that thereâs more opportunity over the next ten years to make interactive entertainment a true mainstream form of entertainment than Iâve seen in 20 years of doing this.â
Weâre out of time. In fact weâve been out of time for nearly an hour. Kotick has waved off the hints, ignored the reminders, blown off meetings. But his handlers are getting impatient.
Kotick wanders off, walking through the diner to disappear onto the streets of Beverly Hills.
I stay for my untouched slice of cheesecake.
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Part one in a series of one-on-one interviews with the most powerful people in gaming.