Categories
computer games games industry marketing massively multiplayer

What’s wrong with EA: EA Mythic, and the FAIL of WAR

I’ll do a follow-up post in a minute with the anecdote that lead me to this. But here’s the general opinion/analysis first.

Project history (skip if you know all about Warhammer Online and Mythic already)

Huge project (cost in excess of $50 million to develop), based on a 20-year-old IP that is known and loved around the world, the game launched last year to a big marketing campaign.

Initial sales figures were excellent.

First-month renewals were dire, the company lost large amounts of money, they laid off large numbers of staff, and the CEO quit/resigned. They are now (late 2009) into the key point in such a product’s lifecycle where it has one last chance to succeed.

The parent company has recently laid off 1500 staff across different countries and products, but also just bought a small studio for $400 million.

The problem with Mythic/WAR today

Here’s what’s going on right now (based on observation, guesswork, and personal experience of similar situations at other companies):

They are spending large amounts of money to acquire new customers, while simultaneously erecting artificial barriers to turn away those new customers.

They are running loud marketing campaigns to attract those who’ve already rejected the product, while simultaneously creating powerful negative publicity for their own product.

In other words, this is a company that has a failing product AND has a non-unified product strategy, and yet is continuing to spend heavily. This strategy is known as “pure, blind, Hope”. It looks extremely similar to what happened with TR towards the end of it’s (brief, painful) lifetime:

“let’s work harder, do more, spend more! Cross your fingers, chant the secret mantra, and hope it all turns out for the best!”

Hope is not a strategy. All that can happen is that they might get lucky despite all the mistakes; there might be enough good left that they can survive this foolishness long enough to ditch the deadweight and pull themeslves out of the mire.

The inevitable PlayFish comment…

Maybe this would be a good project for the new hires from PlayFish to start work on? The essentials are there – and if the product could be made to succeed, it is a huge cash-cow. It could single-handedly pay-off a lot of the debt on that $400 million…

Categories
conferences databases massively multiplayer network programming system architecture

Speaker Evaluations – GDC Austin 2009

Conferences don’t make these public.

But they should.

So … here are the evaluations (from the audience) for our panel session at AGDC 09.

Judge for yourself whether you want to attend any future sessions featuring us again (Adam Martin, Bill Dalton, Rick Lambright, Joe Ludwig, Marty Poulin).

Head Count: 74; Evaluations: 32 (43% response rate)

  • Overall rating of the presentation – 88% (AVG: 86%)
  • How relevant was the topic to you? – 86% (AVG: 84%)
  • How well did this class meet your expectations? – 94% (AVG: 84%)
  • Would you recommend this session to a colleague? – 90% (AVG: 84%)
  • Evaluate the speakers’ ability to communicate – 94% (AVG: 86%)
  • If there were visual aids (slides) how were they? – 74% (AVG: 60%)

All of those are above average, and I’m glad that a particularly high number would recommend the session to their colleagues.

It seems that we did particularly well on fulfilling the remit (very high number for “met expectations”), and that our speakers had an awesome ability to communicate (almost 10% higher than average for the other speakers at the conference).

Audience Comments

  1. The most entertaining session I attended, but didn’t sacrifice information value.
  2. Interesting format, I wouldn’t mind seeing more of this, but it is time consuming
  3. Good stuff
  4. Slow, confused start lost valuable time for Q&A
  5. Should have done middleware
  6. Only 3 topics covered. Expected others

Comment 4 – yeah, something I’m unhappy about too, (it wasn’t our fault, it was the people running the conference), but there was nothing for it but to grin and carry on. Someone screwed-up the radio microphones, and we lost a lot of time at the start waiting for them to fix it. There was nothing we could do – they had connected the mics from a different room to *our* speakers. We didn’t find out until the person in the other room started talking, and it all came out through our speakers :(.

Comment 6 – we covered 4 topics (oops, audience can’t count :P). We all wanted to do more, but at GDC conferences, the organizers only give us 1-hour slots. With 4 speakers + moderator, I think that was pretty good, especially considering the time we lost at the start.

Perhaps someone will clone this format for a future conference (seems a good idea), and try to get a 2-hour slot for it?