If we ran a video game company, maybe, just maybe, those of us who play video games would be like John Riccitiello. We really could be a boss. We could believe weâre the good guy. And we would know things about video games.
We would possess in our core the knowledge absorbed by holding a controller for many minutes of our life.
We would be able to tell anyone what is (obviously) good about being able to have brick walls break in a first-person shooter. We could tell everyone what was (not so obviously) wrong with Mirrorâs Edge.
We would know these things, because we play video games.
But would knowing things about games make us a better gaming CEO?
Thatâs the John Riccitiello question, the question of what happens when a guy who âgetsâ games, a guy who can hold his own talking about them, is in charge of one of the biggest gaming companies in the world. Itâs not that John Riccitiello is some gamer who got lucky. Heâs a former executive from Pepsi and Sara Lee on his second tour at Electronic Arts. That would be EA, the company that before Riccitielloâs return was considered an evil empire, an assembly line for games that could be simultaneously shiny and dull, the company that overworked its employees and never even made the second-best game of the year. That company, gamer John Riccitiello believes, is capable of making the best games in the world.
What The Boss Plays
This is the funny thing: The boss of one of the biggest video game companies on Earth plays video games. The driver of the Electronic Arts behemoth that bellows a new Madden, a Need For Speed and dozens of other games into the gaming market each year is a gamer. Maybe you would find it funny that it is funny. I have interviewed top gaming executives at Sony, Nintendo, Microsoft and Sega during my nine years covering games â many of them smart, insightful men and women â and I can confidently say that few betrayed more symptoms of having played lots of good video games and having thought deeply about them than EAâs John Riccitiello.
When we spoke earlier this month, Riccitiello told me that being a gamer wasnât the only thing that matters when proving oneâs qualifications as a gaming CEO. A boss in his field could maybe even do without it. But, he added, âCould you imagine, say running a book publisher if you didnât read? Or running a movie studio if you donât watch TV or go to the movies?â These are not the words that come from the mouth of Riccitielloâs successful chief competitor, Activision boss Bobby Kotick, who had to explain to Kotaku in June that he didnât mean it when he told a crowd of game creators in February that he doesnât play video games.
Riccitiello used to talk about playing BioShock â about having finished it, but maybe he was just studying it on the eve of trying to buy the company that made it. He has finished Portal, if watching the ending on YouTube counts as finishing the game (It doesnât; but cheating is a gamer tradition). He is a self-professed lapsed Madden player, which means he used to, at least, be there.
Hereâs some proof of the concentration of video games in his veins. Itâs the thing he said to me last December when â without warning â I asked him whether EA would make a sequel to the experimental and admired, though critically and commercially shaky, first-person action game Mirrorâs Edge:
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That sounded to me like someone who is comfortable playing games or at least capable of understanding the gaming experiences of others.
The Impact Of A Player
Riccitiello plays enough to talk the talk and to make a convincing display that he is one of us, a person who just might know where the X button is without looking. That puts a different spin on the truth that, as a gaming CEO, he is determined to please his stockholders by getting the gamers of the world to part with more money.
Gamers can hope that this gaming CEO understands what itâs like to play. They can hope he remembers how it feels wielding a controller in a moment when nothing else seems to matter. He seems to. And that appears to infuse him with a restless dissatisfaction with todayâs video games understood by only the most passionate of gamers â the ones who are hooked but want better-tasting bait.
âWhen I played games a decade ago or 15 years ago, I was a lot more forgiving,â he told me during our interview this month. âPart of it was, if you could sort of simulate [something] in software, almost anything, it was the first time you saw it. If you could just pull off the technology and engineering, you didnât necessarily need the same artful insight, and you certainly didnât need the polish. A lot of it, if you remember games going back to like GoldenEye on the N64, is that we remember them as a lot better than they are.â
He sees in his customers, the gamers, some of the same gaming habits he sees in himself. We treat games differently these days, he says: âI think consumers are consuming them differently and I am too. Iâm probably playing fewer titles, but spending more time with them â they have to earn my respect to get that time.â
Was it something other than his gamer instincts that instilled this idea in Riccitiello? It could be sales trends that inspired Riccitiello to re-engineer the EA factory in the last year or so to make fewer, better games. Theyâve halved the output and will only (!) release 36 games this year that were made in-house. With that theyâve also shut down studios and laid off many developers, it should be noted, some of the cuts are ascribed to rising cost of doing business in certain regions
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But thereâs something else to this EA effort for fewer, better games, something articulated by Riccitiello the gamer when he talks about what he wants in a new video game: âI myself realize that ⊠I have a much higher standard. [A game] needs to be both exceptionally well executed and very artful. If graphics are relevant to the game in a meaningful way, itâs gotta be somewhere near the leading edge of what people are able to display on that particular system ⊠or it feels to me that Iâm just accepting something put together too lazily.â The old quality standards donât cut it, he says. Surely, gamers nod with him.
The reader of a Riccitiello profile may cry out that every aspect of the EA CEOâs quoted gaming habits just so happens to be the expression of an appetite EAâs business plan is designed to feed. Skepticism aside, try out his praise for the smaller, portable games EA makes â specifically, Boggle on the iPad during a flight from Vancouver to California â and see if it doesnât resonate with your gaming life or that of someone you know: âIâve got room in my life for five-minute games too, when theyâre well executed. Most of the time I donât like the cheesy easy stuff but if itâs well executed itâs fine and Iâm having a blast with it.â
Maybe he does know what a gamer wants.
The Playerâs Money
John Riccitiello sometimes buys his games in real stores, the way you or I would. That does not keep him in touch with Joe Gamer. âTo be fair, I probably have more economic resources than most gamers,â he says. âSo even if I were buying them at retail â and I do â I donât know that that would accomplish anything.â
Money is the breaking point. Money is the matter about which the CEO gamerâs experience might most differ from the regular gamerâs experience. A $60 credit card charge hasnât stung the CEO in a long time. Should we the gamer be in charge, we would like to think we would remember. And we would be loathe to raise the price of a game higher. Yes? We would remember how it felt to be the little guy, wouldnât we?
As CEO and gamer, Riccitiello is at the forefront of finding new ways for gamers to pay more. He has not advocated higher game prices. But he has pushed for gamers to spend more on the games they buy. He stresses value. Why encourage the player not to pirate? Because, if they pay, theyâll get more, he says. Why encourage the player to buy a game new instead of used? Because theyâll get more for buying new.
Itâs all about a transformation Riccitiello has mentioned in most of the interviews I have done with him in the past three years, the transition from selling games (in CEO-speak, he says âpackaged goodsâ) to selling services.
Riccitiello, a lover of metaphors, hasnât found one that quite works to explain this transition yet. This month he tried on me the notion that âWe donât sell toasters anymore we sell toast.â Not quite. True, EA doesnât want to sell you just one thing that you donât replace for a long time, you know, like a toaster. They would rather keep providing you with new slices of content after you buy a loaf. But, well, no, this metaphor crumbles to a crisp.
(More successful is Riccitielloâs go-to metaphor about the console wars â âThey make the war. We make the bullets. Weâll sell to any of them.â)
Forget toast metaphors. What feels more correct is Riccitielloâs expression of how gamers play in 2010 and how EA is changing its workflow to accommodate them. âI used to buy a whole bunch of titles and play them for three weeks and move on and never look at them again,â he said, before switching from what he does to what you or I might do â âToday, firstly everyone goes onlineâ â and then settling on what his developers do â âfive years ago, the standard at every game company was when the game goes gold [and is sent to manufacturing], the 60 people on the title or 160 people, depending on the title, all of them [would be done working on that game] except maybe one or two guys who were gonna take a phone call, when you find out thereâs a video card from some Taiwanese hardware manufacturer you didnât have ideal compatibility with. ⊠For the most part today, for most games, the entire team remains intact post-ship[ping of the game] for a combination of free and paid [downloadable content], services, server management, code patches, figuring out exactly where people are dying and bunching up in the map, fixing that and improving the experience.â
All of that post-release work the developer do after they are âdoneâ with the game provides gamers the new slices of that toast Riccitiello was talking about. That is the new product EA is selling, the thing that would keep a gamer satisfied longer with a game and for which, Riccitiello hopes, theyâd be willing in some way to pay. This initiative used to be called Project $10 and some gamers have complained its a rip-off for things the basic price of a game should give them. Riccitiello, proud already of the breadth of post-release content offered for free and for charge across games such as Mass Effect 2 and Dragon Age, believes he is selling more value.
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âRight now I make [a] FIFA [game] on Facebook. Iâve got FIFA on iPad, FIFA on iPhone, three consoles, PC, Iâve got an online games service, and I donât think many people are going to buy every instance of that game. First off, it just adds up to a boatload of money. But I bet youâve got most of that hardware, right? So why wouldnât I license you at some advantageous price all of what Iâm making?
âThe point Iâm making isnât that weâre going to do that tomorrow, thatâs not the point Iâm making. The point Iâm making is the fact that the business model needs to evolve and recognize a little bit that thereâs a big service component.â Thatâs one possible Riccitiello future to a present that just had his EA introduce Online Pass, a service paid for either with the purchase of a new game or as an extra charge with the purchase of a used game. The Online Pass system is designed to transition gamers into a service relationship with the EA sports games they buy and to finance that service. Adds Riccitiello, âThe model is going to keep evolving in ways that Iâm hopeful most gamers are going to find it positive. â
The EA CEO doesnât see himself only making subscription-based games in the future. He isnât turning his company into a factory of World of Warcraft-wannabes, each and every game something you pay for each and every month. That, any gamer knows, would be ridiculous. But we would pay differently because we now play differently, because, in part, he knows we do since he plays differently too.
The Coke Commercial Revolution
There are times when Riccitiello has snapped at me during interviews, such as when I asked him a couple of years ago about the seemingly low sales of an EA Steven Spielberg game for the Wii called Boom Blox. Referring to my previous employer for whom I was interviewing the EA boss, he said âlast time I checked MTV wasnât a financial network.â
There are times when heâs been aggravated by a fusillade of skeptical questions regarding whether his comments about quality games fueling EA to success would be proven true or discredited as wishful thinking. (He would point at the strong acclaim and sales of Mass Effect 2, Dragon Age and Battlefield: Bad Company 2 as realization of his vision.)
There was only one time, however, when Riccitiello heard me out and then said I had just asked âthe best question Iâve had from a journalist in the better part of three years.â Letâs assume it was not the phrasing that won this praise but the topic, one about the repercussions of the divides among gamers who hate or are threatened by what other gamers play. The Xbox fans have anxiety about the Wii players, who, the worst snobs say, arenât playing real games. The Wii players sigh at the Facebook FarmVille players who, well⊠are they even playing a video game? What effect does this have?
To answer, Riccitiello recalled his first stint at EA and the purchase of a casual games company called Pogo that made simple puzzle and mystery games designed to be played on computers by moms and kids. âI was involved in the team that bought Pogo in 2001,â he said. âFor about five years, I swear to God, if they had had leprosy I donât think they could have been a more disdained organization [within EA] because they made cheesy little toy crap from the perspective of people that worked out of Madden or another games title. That prejudice existed up until Iâd say a few years ago.â
Riccitiello didnât see the snobbery about Pogo hurting gamers but he saw it damaging game development. It made developers look down on each other.
Today at EA, those groups are mixing. Some teams from the recently-EA-purchased Playfish, which makes games for Facebook, and teams that have made big-budget EA games are being forced to make some games together. âYou take a team of people thatâs used to making the equivalent of a Hollywood blockbuster,â Riccitiello says, âand now theyâre told to report to the guy that makes videos for YouTube. Thatâs the way they think about it and it seems like a step backwards. And what Iâm watching here is really fascinating. One thing is that the guy thatâs making videos from YouTube is saying, âHey I can get way better production values if I do this,â because they keep hearing that from the guys who are building it which is how you get a product like [EA Playfishâs Facebook game] FIFA Superstars to look so cool. It does look pretty cool. The second thing you get is that the people who are building these [big] products live through one and two year dev cycles and the primary orientation in life is you sort of master it and itâs done⊠Look at a [Playfish] team that publishes and republishes content every single week. And they use the telemetry to tweak and adjust and improve and they think that what theyâre doing is a service⊠What Playfish does is every title, every Tuesday gets republished based on the telemetry data from two weeks ago, a week to fix it, a week to publish it, and you do it again.â
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To cap his answer, Riccitiello tried a new metaphor. âWhatâs happening inside of EA for the first time ever feels like the âI want to teach the world to singâ Coke commercials where people that build mobile games and people that do telemetry and people that are game designers on core games and people that are building MMOs finally â and for the first time â feel like peers. I think maybe weâre a little ahead of the game industry consumer relative to that.â
Would we as gamers-turned-CEOs be able to get over our snobbery? Would we pair the Wii guy with the PS3 lady? The Facebook expert with the cut-scene crafter? Would we try to teach the gaming world â or at least the game-making world â to sing in perfect harmony?
I donât know.
But I do know that we the gamers and John Riccitiello, the CEO who plays a game or two, would at least probably both say we had the same general goals for our video game behemoth. I think youâd say the kind of thing that any gaming CEO would probably say, of course, because when they offer their grand vision they say appealing things. But if you were a gamer, maybe it would mean a little something extra.
Out of Riccitielloâs mouth, the goals sound like this: âIâm a gamer. Iâm deeply engaged in the process of making sure we make the worldâs best games. Thatâs that thing thatâs most important to me: Making the worldâs best games and services, stuff I want to be proud of, stuff I want to believe 10 years from now people will still be thinking about, stuff that changes the way the industry perceives what a game can be, new intellectual property, sequels that matter, that arenât just simply the next notch in an annual series of iterations. You donât get it right every single time, but basically weâre trying to do great things.â
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Part two in a series of one-on-one interviews with the most powerful people in gaming