I had been meaning to sit down and break this article down since yesterday, but with the demands of a full time job I did not have the time. Jumping right into the article it was written by Mike Futter over at Game Daily.biz and published on the 30th of June. Link to article in the description below. I will spare you nit picking through this article and focus on some key things that Wilson says in the interview that I think have a huge affect on the games that are made and published by EA. In the 13th section of the interview Wilson says something very concerning at the end. He details how Video game Creators like Todd Howard and his ilk are a thing of the past. Mike writes “Wilson suggests that the industry has started moving away from a model that prioritizes a single individual’s vision as an anonymous team toils to bring it to life. “
Mike goes on to then quote Wilson as saying.
““It doesn’t work that way anymore,” he said. “No doubt there are individuals who have disproportionate impact in the creation of this thing that we do. No doubt in my mind there are very special people, but there are collections of them, and groups of these very special people that come together and do amazing things, and with teamwork you do more.”
Continuing 2 sections down he quotes Wilson.
“We don’t live up to those values each and every day, but we have a framework through which to measure ourselves and drive our behavior and get us towards a better place, and I feel good about that,” Wilson said. “I think what you discover is any time you get a group of people who are passionate about an idea, and it’s a creative idea, and it’s a pioneering idea, there is a better than average chance you are going to get it at least partially wrong on some level.”
This is so telling of how EA is run, and why EA is consistently failing on almost every front. In my business I approach every situation as if I am going to win 100% of the time. I would never allow myself to set a professional Goal that plans on the idea of some failure. There is a distinct difference between evaluating ones own performance or the performance of a company to find where you have error-ed and correct those flaws. Then trying to excuse your failings as something you know to be already predetermined at the start and it is part of the inevitable outcome. The article mentions something in the 20th section about Wilson being the Former head of EA sports and how that division is “continuing to be potent revenue generators” short for making large amounts of money.
These small section is the real explanation of why Andrea Wilson is the CEO of EA. I will skip to down to section 26 and end here.
“We brought together these two groups of players who were making this emotional value calculation on two different vectors,” Wilson explained. “One was traditional BioWare story driven content, and the other was this action-adventure type content. About the 30 or 40 hour mark they really had to come together and start working in on the elder game. At that point everyone kind of went, ‘Oh, hang a minute.’ Now the calculation is off. It’s off because I’ve got a friend who sits in this other category of player. They want to play the game a certain way. I want to play the game a certain way. The promise was we can play together, and that’s not working very well. Oh, by the way I’m used to 100 hours of BioWare story, and that’s not what I got.’ Or, ‘I expected that this game would have meaningfully advanced the action component that we’d seen in games like Destiny before, and I don’t feel like it has.’”
Andrew Wilson in my opinion is out of touch with reality. These two groups of players Wilson is talking about did not get what EA told them they would. It is not a matter of the adventure types from Destiny 2 didn’t like story aspect, and the RPG players didn’t like the shooter looter aspect. The issue is that neither of those components exist in a semi to fully fleshed out form in the game. Lastly when they got to the 30-40 hour mark and then in your opinion couldn’t figure out how to play the game with there friends who play other styles of game play, you are trying to hint that the Elder game you call it; wasn’t achievable as a bi product of this unintended miscommunication between game play styles.
Andrew there was not Elder content in the game. There was no end game that you promised. At the time you gave this interview the game had been out for months, and there still is no end game to speak of. This point he try’s to make about why anthem didn’t work, ties almost seamlessly into my first point. Andrew Wilson thinks Game Creators/Designers are a thing of the past. Andrew Wilson thinks games should be created from the thoughts and opinions of many perspectives. Least we forget the greatest classical music every compassed was down so by a composition committee.
The greatest masterpieces of verse, music, dance, architecture, painting, sculpting, and all audio and visual art forms have been crafted by teams of artists. The idea that a single creative mind would create a single fluid consistent story to follow is old fashioned. And upon release of anthem we got just that. There was no real vision behind Anthem. There is not soul to anthem. The thing that Andrew Wilson and many other publishers want to remove from game creation is the creators themselves. This is why we will continue to see horrible triple a games. And companies like CD project Red will dominate the market space. People want to believe in the story you tell. For that to happen you need a story teller.