You are, presumably, a person who plays video games and probably not a rich executive. Maybe you own an Xbox 360 or play games on your iPhone or maybe both.
You have some favorite video games. And there are some series and some types of games that you hate. Maybe you keep up with gaming news on a site like Kotaku. You have an ordinary life, probably. A good one, hopefully. But youâre not a wealthy Chief Operating Officer, and you might not be able to relate to all of the hopes and fears of the average COO.
When Peter Moore, COO of Electronic Arts talks, what he is saying could affect you. Itâs even sort of about you. Itâs about the games you might play in the future and the way you might play them. But itâs also about how the things you might say make a COO feel. That part, you might be able to relate to. The part about where the COO thinks games are going? Thatâs the part that might make your head spin.
EA, of course, makes Madden and Mass Effect and The Sims and Battlefield and Bejeweled and so much more. Theyâre about as massive as it gets in gaming and what they want to do will affect a lot of gamers.
Iâm about to dump a whole lot of Peter Moore on you, but Iâve got to set this up first. Moore is an amiable executive who, in a previous incarnation as a top marketing guy at Microsoft, would roll up his sleeves to reveal tattooed logos of whichever major game he was about to hype. Heâs frank enough in interviews to say that a key product his company is currently offering might need two more years of tinkering before itâs excellent. Heâs relatable enough that this middle-aged, English executive can precede his latest interview with me, conducted a couple of weeks ago in Los Angeles at E3 with a discussion about West Coast rap. Heâs mortal enough that he admits a weakness for reading all the comments under articles about EA and internalizing the harshest criticism. This is a Rorschach blot of a sentence, but letâs give it a shot: He genuinely seems to care.
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He did not think it was cool at all that his company had been called âcynical bastards.â
Iâd interviewed Moore many times before we spoke at E3 but was eager to again to follow-up on a rant of his that I had witnessed while visiting EAâs Los Angeles campus in May. Heâd ranted then, in front of reporters, about how day-one downloadable content, micro-transactions and other aspects of modern gaming were here to stay, how gamers needed to cut EA some slack and how he did not think it was cool at all that his company had been called âcynical bastards.â (That last one was a reference to the creator of Minecraft, Markus âNotchâ Persson, snarking on EAâs promotion of an âindie gameâ bundle when the company started promoting a discount bundle of several indie-developed games that EA had partnered with and published. EA = indie? Itâs a $4 billion company, one of the industryâs largest.)
***
âWeâre going through, as an industry, just an unbelievably difficult transformation, that is not from one business model to another but from one business model to a myriad of different business models,â Moore said to me as we chatted in L.A.
Business models. Not the sexiest of topics. We were definitely in the realm of Things COOs Care About. But it does involve you, so bear with me.
âIt is a very interesting period,â he said. âAnd Iâll say interesting period in our industryâs history when the conventional wisdom of âWeâre going through a console transition and, when the new consoles come out, everything is going to be fine againâ, is no longer the case. Consoles are still going to be a very important part of what we do. But so are browsers. So are iOS devices. So are Android mobile phones. So are PCs, which are feeling a renaissance. Itâs all coming together in this potpourriâŠâ
Moore: âI think, ultimately, those microtransactions will be in every game, but the game itself or the access to the game will be free.â
OK, stop again. A little more context is needed. The mood of my chat with Moore was the mood of much of E3. Many game creators and business people with whom I spoke seemed tired of this generation of gaming and said they felt gamers were ready to move on. Some, of course, are excited about selling games to the huge numbers of people who own Xbox 360s now rather than to the relatively tiny number of people who will own a next-gen Xbox in, say, the fall of 2013 when that machine is just getting started. But coming in from the sides, breaching the walls of the hardcore gamerâs paradise that is E3 are the Zyngas and the Apples, the people making games for Facebook and iPad and Android. Companies like EA have been branching out to all of those fresh areas, just as theyâve been trying out new or imported business modelsâmaking their games free-to-play (you download the game for free and pay for gameplay-relevant upgrades and/or cosmetic items later); selling downloadable expansions even on the day a game launches, and so on.
Overall, thereâs a sense of confusion as to what is really going to take hold, whether one form of gamingâprimarily the $60 console gameâis going to be dominant in the future. Hell, youâre about to hear from a COO who raises the question of even how relevant the $60 console game will be. In fact, letâs get to that part now:
Kotaku: âHow do you balance the effectiveness of any microtransaction-based game design or business model with the anxiety a gamer might feel that theyâre being nickel and dimed?â
Moore: âI think, ultimately, those microtransactions will be in every game, but the game itself or the access to the game will be free. Ultimately, my goal is⊠I measure our business in millions of people have bought our game. Maybe when Iâm retired, as this industry progresses, hundreds of millions are playing the games. Zero bought it. Hundreds of millions are playing. Weâre getting 5 cents, 6 cents ARPU [average revenue per user] a day out of these people. The great majority will never pay us a penny which is perfectly fine with us, but they add to the eco-system and the people who do pay moneyâthe whales as they are affectionately referred toâto use a Las Vegas term, love it because to be number one of a game that like 55 million people playing is a big deal.â
Kotaku: âYouâre saying inevitably all games are going to be that model?â
Moore: âI think thereâs an inevitability that happens five years from now, 10 years from now, that, letâs call it the client, to use the term, [is free.] It is no different than⊠itâs free to me to walk into The Gap in my local shopping mall. They donât charge me to walk in there. I can walk into The Gap, enjoy the music, look at the jeans and what have you, but if I want to buy something I have to pay for it.â
Kotaku: âI understand how that would work for Madden. I canât imagine how that would work for a Mass Effect. Thatâs a storyline game.â
Moore: âThatâs the point. If the business model⊠what do you do? It may well be that there will be games that survive and they are the $60 games, but I believe that the real growth is bringing billions of people into the industry and calling them gamers. Hardcore gamers wonât like to hear this. They like to circle the wagons around what they believe is something they feel they have helped buildâand rightly so. But we have seen, whether it was with the Wii getting mom off the couch to do Wii Sports or whether it was, more recently EA Sports Active, where we get females who love to work out, all the things that social gaming didâRock Band did it, Guitar Hero did itâall of the things that elevated it from being a dark art of teenage boys usually sequestered in the bedroomâthat it was testosterone-filled content that everybody railed againstâto where everybody is a gamerâŠif you can move your index finger and swipe it this way, yourâe a gamer. And that has got to be the way it goes.â
***
You really could have called this E3 the anxiety E3, the E3 when people wondered and even worried about what was coming next. But why confine that to E3? The feelingâs been rumbling for a while and there are peopleâyounger gamers, I imagineâwho might tell codgers like me who grew up playing Super Mario Bros. to get over it and embrace our free-to-play League of Legends era.
Anxiety?
Moore: âWe canât end up being music.â
A big gaming chain went out of business in Europe. So, hereâs Moore, cheering for the big chain in the U.S.: âWe all love going to GameStop and chatting with the guys. You want these guys to stay in business. Youâve got to provide them with opportunities to play in digital, otherwise they become Blockbuster. Otherwise they become Tower Records. â
Under threat?
Moore: âWe canât end up being music.â (Iâll get back to that one.)
***
Peter Moore, the polished COO, gives the impression of a man who is bushwacking, hacking at the reeds and swatting at the gnats, squinting at the sun while trying to find a clearing. And the last thing he yearns for nowâthough he likes constructive criticismâis what he thinks are unfair potshots.
Moore: âYouâve got this potpourri of things coming together in this fabulous kind of soup that we need to figure out as an industry⊠I just ask for patience. You know me pretty well. I read all of this stuffâŠ. I think at times gamers need to understand that we need to work our way through this stuff. They need to be patient with us as we try to figure out what are the business models of the future. I am the chief operating officer of a company that has offices in 70 countries and is responsible for the employment of over 9000 very creative, hard-working talented people. And when you see the thingsâlook, I know itâs the Internet, I know itâs anonymousâŠ
Kotaku: âItâs not all anonymous. Somebody with a name called you âcynical bastards.â You referenced that [in an earlier speech].â
Moore: âI did. I took umbrage to that in front of you. I just read that story and, what weâre referring toâIâm almost doing the interview for youâis the fact that we decided to help some indie developers and bundle some stuff upâŠâ
Kotaku: âRight, those were partner games, right?â
Moore: âYeah, these were Partner games. EA Partner games⊠before I even came to EA, I was in awe of what EA had done in terms of EA distribution and EA Partners, to get out there and help provide a platform of distribution for developers that just couldnâtâ put their stuff out on the market. We were the guys that would do that. I donât know of anybody else in this industry thatâs got the record that Electronic Arts have, way before I got here, welcoming stuff. Look, we do it to make money. No bones about it. But we do it so that we can share money and put games out in the market. And you can name a hundred of them that you know EA has published as an EAP or, previously, EAD operation. Probably the biggest one was Rock Band, which was an EAP title which we helped market. We worked with MTV and really helped that little bit of a social change to what gaming was all about. Yes I know Guitar Hero was there, but Rock Band became a bigger⊠that was an EAP title. So, the âcynical bastardâ thing, and, of course, because of who it was and it got so much coverage that I just thought: âThis is not right for the employees who have worked hard to put this together. My team at EAP had worked with these developers and said, âletâs just bundle this together and offer up a deal.'â
Kotaku: âDid you call Notch?â
Moore: âNo. â
An EA spokesperson sitting nearby chimed in, pointing out that shortly after the âcynical bastardsâ incident, EA announced that EA would waive distribution fees for 90 days for any Kickstarter-funded games sold through its new PC service, Origin. A counter-measure to Originâs mighty competitor Steam? Probably. A boost for indies? Probably that, too.
***
Itâs weird to hear a COO to ask his customers for patience as his company dabbles with different business models. Moore will vigorously defend charging $10 extra for Mass Effect 3âs day-one DLC, maintaining that the $60 base game was chock-full, but his answer as to why EA didnât charge for the day-one DLC for Mass Effect 2 is a meek: âWe make individual decisions about individual games and individual business decisions with partners who are involved.â
He certainly respects the enthusiasm of gamers. âThereâs no more passionate a fan of a medium than a gamer,â he said. âPeople love movies. People like music. People love TV shows. Nobody loves their medium like gamers love their medium. Iâve always known that the tallest trees catch the most wind. Thatâs a fact of life.â
And he doesnât think his company should be spared harsh words. âNone of us expect to be nor do we deserve to be immune to criticism.â
Moore: âThereâs no more passionate a fan of a medium than a gamer.â
But the patience heâs begging for sounds like it could be, well, expensive or even just confusing, for gamers who wait for EA to figure out the best way to charge for its stuff.
âI want people to understand that what EA employees and the people who create the games are working hard to do is pick our way through this transformation as best we can,â he said. âWeâre a publicly-traded company. We have an obligation to, quite frankly, make money so we can re-invest money in making great games again. The games you saw yesterday [at EAâs E3 press-conference, games such as Dead Space 3 and Crysis 3] are, if you will, pre-paid by us from a development perspective. And itâs only a year or a year and half down the road that we start to see that [money come back as people pay for the game]. Thatâs why, to continue to do what we do and build the brands and build the business models, again, Iâll ask for patienceâthe same way you covered me when I said we need 18 months for Origin and I still stand by that.
âWeâre just picking our way through and nobody is any way trying to gouge anybody. [Moore slaps hand on the table.] Weâre picking through this at the same time that gamers are trying to figure out what he or she likes about games in the future. and how much they want to spend and what platform they want to do it on and what other genres there are of the future. Weâre doing our best, alongside everybody else. â
***
Letâs get back to the music thing. The upheaval of the music industry several years ago is surely what freaks out movie people and book people and, it seems, games people as well. Piracy, downloading and the Apple juggernaut changed everything. Who buys CDs any more? Who waits for albums?
Music is the spectre. So letâs end on this last exchange:
Moore: âWeâve got to listen better as an industry, but at at the same time weâve got to pick our way through these things. Stephen, we canât end up being music. Music used to make money selling music. They donât make money selling music anymore. Apple makes money selling music. God bless them, because they sorted out the problem that was BitTorrents and LimeWire, KazaaâŠâ
Kotaku: âMy kitchen table is LimeWireâs kitchen table, because they went out of business and my wife and I needed a new table.â
Moore: âWeâve got to listen better as an industry, but at at the same time weâve got to pick our way through these things.â
Moore: âI remember going to a lot of going-out-of-business sales in 1999, south of Market, but this ability for us to learn from the lessons of music⊠Maybe we donât sell our games up front and itâs all about [making money later]. Maybe it is like music. Music is now all about going on tour and concerts, go do corporate appearances, sell your merchandise, build your online website, find ways to do it that way, because they donât make much money after Apple takes its cut, and thatâs where most of us get our music.
âWeâre going to go through a similar trial and tribulation in the video game industry in which itâs no longer about⊠we donât even see ourselves as a traditional publisher anymore. Weâre a digital entertainment company. And within that comes different ways we have to drive our revenue, keep our investors happy and make sure that wâere providing compensation to our employees in the form of the stock price that theyâre happy with that is part of their equity package. And all of this is part of being a publicly-traded company.â
Kotaku: âThe glass-half-empty reporter would mention that you didnât just mention as one of your priorities: Make great video games.â
Moore: âThatâs a given for EA. Thatâs what we do.â
(Top photo by Chris Hondros | Getty; modified by Luke Plunkett)