How Electronic Arts stopped being the worst company in America
The day before Consumerist.com announced the worst company in America, Larry Probst was already pissed.
That cloudy April day in 2013, Probst, interim CEO
of Electronic Arts, called an emergency meeting of his senior leaders at
the company's Redwood City, Calif., headquarters.
Probst knew that EA, which had grown into one of the world's
largest video gaming companies since it was founded in 1982, was
struggling: Its financial performance wasn't meeting expectations, its
stock had fallen two-thirds over the last six years and a loud group of
critics were probably about to crown the company the worst in America --
for the second year in a row.
In fact, more
than 250,000 people cast their votes on the advocacy website Consumerist
and crowned EA the worst company in America the year before, beating
out Bank of America.
"Consumerist readers
ultimately decided that the type of greed exhibited by EA, which is
supposed to be making the world a more fun place, is worse than Bank of
America's avarice, which some would argue is the entire point of
operating a bank," wrote Consumerist's Chris Morran while announcing EA's first win in 2012.
Nearly 78 percent of votes
went to EA again the next year, declaring it worse than the tardiest
airlines or the reviled cable companies that take forever to service
your home.
"It was a hideous thing," Probst
said of finding the company so hated. In that conference room on that
cloudy Monday, with the executive team surrounding him, Probst "hit the
roof," as one person described it.
"The
message I tried to deliver was, 'This will not happen again,'" Probst
recalled in an interview a year and a half after the gathering. "'As
long as I draw breath, this will not happen again.'"
Why were EA's critics so ticked off? They had a long
list detailing how the company lost its way. Some of the games it
released weren't considered as innovative or well made as the originals,
particularly titles like Medal of Honor: Warfighter. The
16th major installment in the series was criticized for not innovating on the typical shooting game.
Other players loathed EA's shift toward selling additional storylines
to games for an extra fee. And its efforts to compete with a new class
of games by Zynga and others, offered cheap or free on smartphones, tablets and Facebook, weren't well received.
EA seemed more like a business than a game
developer, said fans turned critics. "EA doesn't even have the decency
to recognize when they've published another uninspired piece of crap,"
one blogger at the gaming enthusiast site Destructoid wrote at the time.
Winning the worst company award served as a wake-up
call for EA, helping to convince executives they needed to change the
way they thought of their customers. That rethinking has paid off: Over
the past year, EA's sales, which declined in the year leading up to
Probst's April meeting, have swung back to growth. Profit has
skyrocketed to $875 million from $8 million in 2014, and the company's
stock price has soared.
All with little change in research and development investment and no dramatic layoffs.
Every company at some point faces a crisis of
confidence. At EA, this challenge manifested itself in a peculiar way:
customers were buying its games, but an increasing number of them also
disliked the company. A lot.
So, EA set about
changing its culture, from the way employees worked with one another to
the way they talked to customers.
"We needed
to look at systemic problems," said Patrick Söderlund, who heads up some
of EA's biggest games. "We needed to understand this is how people
perceive us -- right or wrong, it was as simple as that."
Big game, bigger response
EA's roots go back to some of the earliest days of
the video game industry. In 1982, Trip Hawkins, a director of strategy
and marketing for Apple, founded the company as a video game publisher.
He called it "Amazin' Software," but ultimately wanted a name that
presented games as an art form.
Electronic Arts released its first blockbuster title in 1988, John Madden Football. The game wasn't much back then
-- crude blobs on a green field, with statistics like time left and
yard line at the top of the screen. Even so, fans were hooked. The game
and its sequels built one of the best-selling franchises of all time. Madden games, like this one released in 2014, are usually among the best-selling of the year.
Electronic Arts
Today's Madden strives to look as realistic as
possible, with characters designed after real-life players in the
National Football League. Over 100 million copies of the game's more
than two dozen editions have been sold in the last 27 years.
So what led EA to go from being celebrated to despised?
Some gamers point to Mass Effect 3 as a
seminal moment in EA's history. Released a month before Consumerist's
vote in 2012, it was the latest title in a series about space-age wars
and the threats to life on Earth. Fans loved the franchise, particularly
because it offered players choices that affect how the story unfolds.
EA sold 890,000 copies during the game's first day on the market.
But then gamers got to the ending: No matter how they played, the tale
of the game's larger-than-life hero, Commander Shepard, ended with what
felt more like a hasty tie-up than a satisfying resolution to an epic
three-game buildup.
Players were furious. They
wrote in, complained online and signed petitions demanding EA to change
the story. But the company refused to change the way the game ended.
To EA, it was a matter of artistic independence:
Movies don't change their endings after being criticized, so why should a
video game?
To some customers, it was arrogance. Angry Birds became a cultural phenomenon. It even released a version inspired by Star Wars.
Screenshot by Scott Stein
The dispute between the company and its loyal fans
couldn't have come at a worst time. EA was struggling to adapt to a
quickly changing industry. Spurred by the popularity of smartphones and
social-networking sites like Facebook, millions of new gamers were
flocking to titles like the puzzle game Angry Birds by
Finnish developer Rovio Entertainment, and the world-building game
FarmVille by a then-startup in San Francisco called Zynga.
While these games didn't have the visual sophistication EA
considered its competitive edge, they were addictive.
John Riccitiello, EA's CEO from 2007 to 2013, had seen much of
it coming. In August 2007, he told a Manhattan ballroom filled with the
company's senior leaders that EA's business of putting games on discs,
shipping them in boxes to stores and selling them to customers for $60
apiece was waning and would eventually evaporate. The future was the
Internet, where games were purchased and delivered online.
He pushed the company to begin making games for mobile
devices, and he oversaw the acquisitions of Chillingo and Playfish in
2010 and 2009. The former had helped bring Angry Birds to
prominence on Apple's iPhone, the latter was one of Zynga's biggest
competitors.
At the same time, he laid off
1,500 employees over two years so he could bring in new talent
accustomed to making and selling games over the Internet. That shift
came at a cost, though, setting up a culture clash with employees who'd
been accustomed to creating games on discs.
EA built
sophisticated computer systems to begin tracking customers' behavior,
from their purchasing decisions to how they played games. The amount of
information was astronomical. Today, EA collects more data in 24 hours
than the US Library of Congress has in its entire archives.
The flood of information changed EA, executives and
employees said. The company struggled to understand all this new data
about customer's behavior, and how to apply it to making games. And it
didn't seem to value storytelling and bold new ideas as much, they said.
"Data helps keep everyone honest and it tells you if
your game is compelling or it isn't, but it doesn't tell you what they
didn't like," said Emily Greer, head of Kongregate, a gaming service
owned by retailer GameStop. "It doesn't help you find the soul of a
game."
Turning the Titanic
That group
of executives who met with Probst in April 2013 ultimately became what
he called a rehabilitation group. Their job: fix customers' complaints.
"Very early on, we developed a list of policies,"
Probst said. "We systematically went down the list -- what can we do
differently?"
Among them: EA created a "Great Game Guarantee," offering customers a full refund, for any reason, of a game purchased through its online store within 24 hours of first playing, or in the first seven days of purchase.
The company also did away with a draconian feature
it built to fight piracy and reselling of used games, which required
customers to type in a code on their computer or game console.
Next, EA worked on fixing its relationship with
customers. Gamers are not like most normal people; they're committed,
passionate, enthusiastic consumers who go all in when a new game they
want is released. Some sit in front of their screen, mashing on buttons
for hours -- or days -- until they finish the latest title. The company
needed someone at the helm who understood them.
In September 2013, Andrew Wilson was named EA's new CEO after
Riccitiello left abruptly. Then 39 years old, Wilson had rapidly risen
from being a developer in the company's Australian offices to head of
its sports games, including Madden football and FIFA soccer. He'd also
overseen the company's "Ultimate Team" services, a form of fantasy
sports that became a bedrock of the company's games and profits. Andrew Wilson, whom a UK blogger once called "a fist-bump, in human form."
CNET
Wilson is boundless energy in a suit. He speaks with a deep,
enthusiastic Australian accent, looks you straight in the eye and
cracks self-effacing jokes.
He lives the kind
of life that breeds excitement. He's an avid surfer who practices
Brazilian jiu-jitsu, and he's loved fast cars since he was a kid. A blogger in the UK once called him "a fist-bump, in human form."
He also understood data wasn't the only endgame.
"Data tells us more about players than we ever did before," he said
during an interview in a conference room with the words "Be Human First"
written on the glass. EA's future, he added, is in blending the data
and creative sides of a company.
"The
challenge with data is you never seek to do anything profound or
inspired," he said. "You just do what the data tells you."
But first he needed to help leaders at the company understand why EA was struggling.
Five months after taking over, on February 12, 2014,
Wilson gathered 146 of the company's top leaders at EA's headquarters.
Together with Gabrielle Toledano, EA's chief talent officer, Wilson
hatched a plan to help them understand why so many customers were
unhappy.
The group was led to the basketball
court, which had been temporarily remade into a conference space with
stations of computers and telephone lines. For hours, executives went
through the steps of installing, troubleshooting and playing the
company's games. They also listened in on customer service calls so they
could hear firsthand players' frustrations.
"We weren't thinking about everything we were doing in the context of the player experience," said Wilson. EA CEO Andrew Wilson leads a meeting of the company's top executives.
Electronic Arts
Söderlund was in that room. A former volleyball
player who rarely smiles for a photograph, he's worked at EA since 2006,
when it bought his game development studio. He now headed the division
responsible for some of EA's biggest games, including the
Need for Speed racing series, Dragon Age adventure titles and
Battlefield war simulation games.
He knew
customers were unhappy, but when he sat down and listened to a customer
lash out at a service agent, it struck him. Some executives had been
dismissive of customer complaints and even looked at the worst company
votes as a fluke. They couldn't be any more.
Over the course of that two-day meeting, Wilson discussed the importance
of taking risks with new franchises and creative games. He brought in
players to talk to the executives, including one from the Navy who
talked about how every year when Madden was released the
ship's commander demanded that the first person who received a copy had
to play with him. "Madden is our escape," Wilson remembered the man
saying.
A mantra Wilson wanted executives to rally behind was one of its codes of conduct,
"Think Players First." That meant making decisions in the best interest
of customers, rather than merely for the company. It was about doing
right by customers the first time around, be that by delaying a game to
make it better, or offering freebies as an apology for screwing up.
EA soon put that ideal to the test.
Risking millions
Söderlund went back to his office in Sweden and
faced a new challenge. There was an unexpected hiccup in the development
of a highly anticipated new title, a futuristic war game called
Titanfall.
Söderlund had been trying out the game on the newest Xbox, the Xbox One,
released in November 2013, and it was going great. But an engineer
whose job was to ensure the game's quality said it wasn't running well
on the older Xbox 360, originally released in 2005.
So he tried it and immediately knew it wasn't acceptable. The
animations weren't running fast enough, and when he shot a virtual
bullet, it didn't seem to hit at the right time. "We couldn't ship
this," Söderlund said. So he asked EA's executive team to push back the
launch by a few weeks.
Eighteen days might not
sound like much, but delaying a big-budget game is no small decision.
It isn't just a matter of keeping boxes off store shelves and sending an
apology email to eager customers. Companies commit to advertising
blitzes on TV, radio and the Internet. Shelf space and shipping
partnerships are set months in advance. Changing things last minute can
cost millions of dollars.
Still, Wilson and the executive team approved the delay
almost immediately. That was a surprise to Söderlund, who said a delay
likely wouldn't have happened before Wilson's retreat -- a sentiment
other EA executives echoed. "I've never had a project have a ship date
move," said Steve Papoutsis, who left his job as general manager at EA's
Visceral Games earlier this year.
In June
2014, EA began the next phase of its makeover by extending an olive
branch to players: show them pre-release versions of its games.
During a presentation at the Electronic Entertainment Expo,
one of the year's largest video game conventions, EA released a public
test of its next big game, Battlefield Hardline. Söderlund's team had
spent two years working on the game. Giving access to players so early
was unusual, but EA decided it needed to be more open and communicative
with players. It wanted to offer them insight into how it builds games,
and allow them to influence the way they're made. Giving players early
access was part of that. EA offered a pre-release version of Battlefield Hardline to eager players.
Electronic Arts
More than 1.7 million customers signed up to play
for free over 12 days of testing. When it was over, EA made the decision
to delay that game too, from its October planned release to March 2015.
Some of the customer responses to the game were factored in, including
making it more challenging in some areas and changing the way various
guns or gadgets worked. When EA held another public test in February, 7
million players joined in.
The next step
Talk to any EA executive and they'll say plenty more work needs to be done.
The company has notched some important wins,
including accolades for its latest Dragon Age adventure game released
last year, and it's regained enthusiasm of investors. But it faces
large and growing expectations for its upcoming slate of titles,
including its Star Wars tie-in game, Battlefront, which is
being developed by the same studio behind Battlefield. EA is expected to
discuss more details about that game, and others, during its
presentation at the upcoming E3 video game expo this month.
Analysts say EA needs to begin fielding entirely new
games, with fresh storylines and different characters for customers to
obsess over. "They have been doing some interesting things and I am
excited for upcoming titles," said Zachary Reese, a senior editor at UFF
Network, a group of video game fan sites. "I hope they start to take
more risks."
In the next year, Wilson said he
will appease critics by laying out his vision for the future, which
involves making games available on every device imaginable, from a
smartwatch to a smart TV. EA has already begun exploring offering games
through partnerships with cable companies, for example. And it's begun
focusing development on creating games players want to play for months
or years on end.
Most importantly, customers
seem to like EA again -- at least for now. In 2014, the company was
knocked out of competition for the worst company in America during the
first round of voting.
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