The last-minute cancellation of EA Sportsâ NBA Elite 11 this fall isnât supposed to happen to any video game. How? Why? Kotaku learned the unusual story this week from EA boss John Riccitiello.
âIâm not sure Iâm going to give you a good explanation,â Riccitiello told me when I brought up the topic of Elite during an interview in Manhattan this week, âSo Iâll just give you the chronology and let you interpret what you want.â
Iâm going to pass Riccitielloâs approach on to you, the reader and present virtually all of what he said about Elite, a frank blow-by-blow with some added explanation from me. Then you may interpret it as youâd like.
Riccitiello started his tale by talking about the creative team behind the NBA series, a team ready to transform EAâs long-standing NBA Live series into 2010âs NBA Elite 11.
âA year and a half ago the [development] team in Canada came forward and they said, âLook, the way weâre going to take 2K on is that weâre going to fundamentally innovate. And weâre going to essentially give you dual-analog controls that give you an enormous amount of fidelity over the way you play the game.â You can literally take the ball from left to right, left to right, drive to the basket, switch the ball to your left hand and do a left-handed dunk. And they showed me that gameplay and put the controller in my hand, and I said, âThis is about as much fun as Iâve ever had playing any sports game.
âThey said, âWeâre going to do this for next year.â But it was a complete rewrite of the technology. It was an ambitious plan.
âThey were flashing from Canada that the game was going to come in hot.â
âSomewhere in the July timeframe, they were flashing from Canada that the game was going to come in hot. In a way, theyâd sort of bit off two yearsâ worth of work that they could only get done in 18 months. So it was going to come in hot. But they were still signaling to us that it was going to come in good, that they were going to get it.
âThe demo went on around the same time we were mastering the game [Editorâs note: Meaning the game was just about done and ready to go in boxes headed to stores]. The report was â we had known a month earlier that the gameplay was great but that they didnât synch up well against the animations, which was whatâŠ.â
As Riccitiello searched for his next word, I extended my arms out to the sides, in the manner of the notorious bug that helped make the NBA Elite 11 demo a mockery. âThis guy,â I said. âYeah,â Riccitiello responded.
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âWeâre in the middle of a nail-biter. The demo goes out. We final the game. We do an internal review. Weâre not happy. Interaction between the label and sales organization says the game is likely to be a 60 or something along those lines essentially for the fact that it wasnât finished. What do you do?
âThere arenât many decisions that are essentially squarely on my desk. This was one.â
âThere arenât many decisions that are essentially squarely on my desk. This was one.
âI thought about it and I thought, alright, at that point I didnât know how good [rival game NBA 2K11] would be but the rumors were [that it was going to be] good. So we could have shipped a product we werenât proud of dead against their game that they are proud of and that we would have been proud of to ship ourselves. We would have probably lost 5-1 in the marketplace against that and firmly cemented a reputation for being one to ship secondary sports titles. We could have put the game back in production and showed up back in time for, say, the All-Star Break⊠but when you look at the data, typically somewhere between 85 and 90% of basketball games ship between launch date and the All-Star game so we would have been competing for, what, half of the last 10%? And the knock-on effect would have been that the team that would otherwise have been working on the following yearâs product would have three fewer months to build it.
âSo thereâs the table: You can ship a product youâre not proud of and compete for marginal share. You can delay the game to get a better product, but thatâs going to have a knock-on effect. And we made what I judged to be the best call given the circumstances.â
At this point I asked Riccitiello if this was the most down-to-the wire heâd ever gotten with a game. The cut-off was so close here that copies of the game did make it into the wild
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âThatâs not a risk anymore if you only take risks that work.â
âTo be honest with you, I donât want to sound self-satisfied, but Iâm pretty proud of our ability to make that decision. Because, I donât think the consumer was served badly by buying 2K. Itâs a good game. And I think weâre better served. We were originally going to put Jam in our package. By separating it out people got to see what a good game that is. â
EA killed Elite and shipped versions of its Wii-revived NBA Jam for Xbox 360 and PlayStation 3 instead. That game, unlike Elite, had come together well.
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âPeople admire game companies that take risks but in retrospect they only seem to admire game companies that take risks when the risks work. Thatâs not a risk anymore if you only take risks that work. I think of it as like skiing. If you occasionally donât fall down, youâre not trying hard enough.â
There you go. If you were Riccitiello, would you have made the same call?
For the record, he wouldnât confirm that EAâs got a simulation style basketball game for next year, be it Live, Elite or something new. But, he said, âWeâre EA Sports, for Christâs sake.â