Electronic Arts to Outperform in 2018 Investors Overreacted to Gamer Outcry

Overview of criticism related to Electronic Arts Inc.

Since the 2010s, the video game company Electronic Arts has been at the heart of numerous controversies involving acquisitions of companies and anti-consumer practices in their individual games, as well as lawsuits alleging anti-competitive practices on EA'due south part when signing sports-related contracts. In 2012 and 2013, the visitor was named "Worst Company in America" by Consumerist, while it was named the 5th most hated company in the United States by Usa Today in 2018.[1]

Studio acquisitions and closures [edit]

During the early on 2000s, when EA was in a menstruum of fast growth, the visitor developed a reputation of acquiring development studios, primarily for their intellectual holding (IP) assets rather than the studios' talent, and then later forcing changes on the studios' work production that impacted the quality or telescopic of the game, and/or determining the studios were no longer necessary due to the poor performances of their games and dissolving them.[1] This created an appearance that EA was treatment games every bit if information technology were an assembly line, merely looking to put out every bit much product as possible without care for the content or the creative staff that were behind the cosmos of the games.[2] The company gained the derogatory nickname as the "Evil Empire" within the video game manufacture every bit a event of these business practices.[1]

EA's handling of Origin Systems, the studio backside the Ultima serial, is considered a key example of this business organisation practice. EA acquired Origin in 1992. Under EA, Origin was pushed into quickly finishing two Ultima titles, Ultima Viii: Pagan and Ultima IX: Rising, despite protests from the studio'southward founder Richard Garriott.[3] Both titles were poorly received compared to the previous entries in the series.[4] Betwixt these, Origin had as well developed Ultima Online which had been successful. Following development of Ultima Nine, the studio had started work on Ultima Online 2, but due to the poor sales of Ultima IX, EA cancelled that work, leaving Origin primarily to support Ultima Online until EA decided to shutter the studio in 2004, moving the remaining staff to other divisions inside EA.[5] Other studios considered to take been affected by EA'due south treatment include Bullfrog Productions, Westwood Studios, Maxis, and Pandemic Studios.[five] [6]

By 2008, EA had started altering its practices, in part due to the date of a new CEO, John Riccitiello. Riccitiello acknowledged in 2008 that the company's prior practices towards conquering was wrong and that the company now gave acquired studios greater autonomy without "meddling" in their corporate culture.[7] The company's CFO Blake Jorgensen similarly acknowledged this prior practice was "somewhat marginal in performance" in a statement in 2014, and that going forwards, the visitor would likely tiresome downward on acquisitions and giving the opportunity for their internal studios to help produce major titles instead.[8] This sentiment was echoed past those that had worked in EA in the past and present. In 2008, John D. Carmack of id Software, in announcing that EA would publish their upcoming championship Rage, said that EA was no longer the "Evil Empire":[nine] Carmack said "I'll admit that, if you asked me years ago, I still had thoughts that EA was the Evil Empire, the company that crushes the small studios... I'd have been surprised, if you lot told me a twelvemonth agone that we'd end up with EA as a publisher. When we went out and talked to people, peculiarly EA Partners people like Valve, nosotros got almost uniformly positive responses from them."[nine] Peter Molyneux, who had founded Bullfrog, also said that EA was not an "Evil Empire" in an interview in 2014, only acknowledged that when studios are acquired by the likes of EA, the added funds and additional back up, such as larger offices, "changes the flavor of the company" and can pb to events that can atomic number 82 to poor performance from the studio.[ten]

While the visitor's reputation in managing studios had improved since 2008, EA'south closure of Visceral Games in 2017 was considered by Engadget every bit a return to EA's "bad habit of shuttering well-known studios".[11]

EA was one time criticized for the conquering of 19.ix percent of shares of its competitor Ubisoft, a move that Ubisoft's then spokesperson initially described as a "hostile act".[12] Notwithstanding, Ubisoft CEO Yves Guillemot after indicated that a merger with EA was a possibility, stating, "The showtime choice for us is to manage our own visitor and abound it. The second option is to work with the movie manufacture, and the third is to merge."[13] However, in July 2010, EA elected to sell its reduced 15 percent share in Ubisoft.[fourteen] That share equated to roughly €94 million (Usa$122 million).[15]

Treatment of employees [edit]

In the video game industry, it is not uncommon for publishers and developers to have employees work extra hours near the last few weeks or months of the evolution bike to make sure a game is released on time, often unpaid equally such workers are classified as exempt from overtime pay; this is commonly known as "crunch time".[16] In 2004, Electronic Arts was criticized for employees working extraordinarily long hours, up to 100 hours per week, every bit a routine do rather than during the "crunch fourth dimension" menstruum. Erin Hoffman, the fiancee of an EA employee, posted an "EA Spouse" blog anonymously as a "disgruntled spouse" in 2004, describing some of the worktime demands EA had made of her fiance, such as "The current mandatory hours are nine a.m. to 10 p.m.—seven days a week—with the occasional Sabbatum evening off for proficient behavior (at half-dozen:30 PM)."[16]

Hoffman'southward web log went viral and brought awareness of this "crisis culture" to the forefront of the industry.[16] Two class action lawsuits were filed against EA by employees. The showtime was filed originally in 2004 by video game artists looking to be compensated for unpaid overtime.[17] EA settled with the class for US$15.half-dozen 1000000 by 2006. In addition to the settlement funds, EA reclassified several of the low-level developers into hourly-rate schedules to qualify for overtime in the future, but forgoing visitor stock options.[18] A second adapt was brought against EA by programmers, and was similarly settled in 2006 for Us$14.9 million.[19] Additionally, Hoffman's weblog led a full general trend across the game industry to address the matter of crisis time, though as of 2015 it remains a pregnant industry event.[16]

Since these criticisms first aired, information technology has been reported that EA has taken steps to address work-life residual concerns past focusing on long-term projection planning, compensation, and communication with employees. These efforts accelerated with the arrival of John Riccitiello as CEO in Feb 2007. In Dec 2007, an internal EA employee survey showed a 13% increase in employee morale and a 21% increase in perception of management recognition over a three-year menstruation.[xx] In May 2008, Hoffman said EA had made significant progress, merely may now be falling into old patterns again. She said "I think EA is tremendously reformed, having made some real strong efforts to get the right people into their human being resource department", and "I've been hearing from people who accept gotten overtime pay in that location and I think that makes a neat deal of departure. In fact, I've really recommended to a few people I know to apply for jobs at that place", simply she also said she has begun to hear "horror stories" in one case once more.[21]

The crunch civilization at EA has since been mentioned in association with other games, with the excessive crunch having said to contribute towards the poor quality of the game. Such titles including 2006's Superman Returns which suffered from culture changes every bit EA reacted to the class action lawsuits,[22] and 2019's Anthem.[23]

Game quality [edit]

EA's aggregate review functioning had shown a downward trend in quality over recent years and was expected to bear upon market shares during competitive seasons. Pacific Crest Securities annotator Evan Wilson had said, "Poor reviews and quality are first to tarnish the EA brand. According to our ongoing survey of GameRankings.com aggregated review information, Electronic Arts' overall game quality continues to fall... Although market share has not declined dramatically to date, in years such as 2007, which promises to have tremendous contest, it seems likely if quality does not better."[24] [25]

EA had also received criticism for developing games that lack innovation vis-à-vis the number of gaming titles produced under the EA brand that prove a history of yearly updates, specially in their EA Sports franchises. These typically retail equally new games at full market price and feature only updated squad rosters in improver to incremental changes to game mechanics, the user interface, soundtracks and graphics. One critique compared EA to companies like Ubisoft and concluded that EA's innovation in new and old IPs "Crawls forth at a snail's step,"[26] while fifty-fifty the company's own CEO, John Riccitiello, acknowledged the lack of innovation seen in the industry generally, saying, "Nosotros're boring people to death and making games that are harder and harder to play. For the near part, the industry has been rinse-and-repeat. There's been lots of production that looked like last twelvemonth'southward product, that looked a lot like the yr earlier." EA has announced that information technology is turning its attending to creating new game IPs in order to stalk this trend, with recently acquired and critically acclaimed studios BioWare and Pandemic would exist contributing to this process.[27] [28] In 2012, EA's games were ranked highest of all large publishers in the industry, according to Metacritic.[29]

Sports licensing and exclusivity [edit]

On June 5, 2008, a lawsuit was filed in Oakland, California alleging Electronic Arts is breaking United states antitrust laws by signing exclusive contracts with the NFL Players Clan, the NCAA and Arena Football League, to use players' names, likenesses and team logos. This keeps other companies from beingness able to sign the same agreements. The suit farther accuses EA of raising the toll of games associated with these licenses equally a outcome of this action.[thirty] In an interview with GameTap, Peter Moore said it was the NFL that sought the bargain. "To be clear, the NFL was the entity that wanted the exclusive relationship. EA bid, as did a number of other companies, for the sectional relationship", Moore said. "It wasn't on our bidding that this went sectional... Nosotros bid and nosotros were very fortunate and lucky and delighted to be the winning licensee."[31] While EA argued the actor's likenesses was incidentally used, this was rejected by the Usa Courts of Appeals in 2015.[32] A further entreatment to the US Supreme Court was unsuccessful.[33] In June 2016, EA settled with Jim Brown for $600,000.[34]

On September 26, 2013, EA settled a series of wide-ranging class activity lawsuits filed by old NCAA players accusing EA and others of unauthorized use of player likenesses in their football and basketball games. EA settled the lawsuit for an undisclosed corporeality.[35] [36] The settlement is reported to exist effectually $xl meg, to be paid to between 200,000 and 300,000 players.[37]

Consumerist rating as "Worst Company in America" [edit]

In April 2012, Consumerist awarded EA with the title of "Worst Company in America" along with a ceremonial Golden Poo trophy.[38] The record-breaking poll drew in more 250,000 votes and saw EA beating out such regulars every bit AT&T and Walmart. The terminal round of voting pitted EA confronting Bank of America. EA won with l,575 votes or 64.03%.[39] This consequence came in the backwash of the Mass Effect 3 ending controversy which several commentators viewed every bit a significant contribution to EA's win in the poll.[39] [40] Other explanations include use of day-one DLC and EA's habit of acquiring smaller developers to squash competition.[41] EA spokesman John Reseburg responded to the poll by maxim, "We're sure that bank presidents, oil, tobacco and weapons companies are all relieved they weren't on the list this year. We're going to continue making award-winning games and services played by more than than 300 million people worldwide."[42]

In April 2013, EA won Consumerist 'due south poll for "Worst Company in America" a second time, consecutively, becoming the first visitor to do and then. Games mentioned in the announcement included the critically controversial Mass Issue 3 for its ending, Dead Space 3 for its use of microtransactions, and the more recent SimCity reboot due to its poorly handled launch. Additionally, poor customer support, "nickel and diming", and public dismissiveness of criticisms were likewise given as explanations for the results of the poll. Consumerist summarized the results by asking, "When we live in an era marked by massive oil spills, faulty foreclosures by bad banks, and rampant consolidation in the airline and telecom manufacture, what does it say well-nigh EA'southward business practices that so many people have—for the 2d year in a row—come out to hand it the title of Worst Company in America?"[43]

When asked about the poll by VentureBeat, Frank Gibeau, President of EA Labels, responded "we accept it seriously, and want to see information technology alter. In the last few months, we take started making changes to the business organization practices that gamers clearly do not like."[44] Gibeau attributes the elimination of online passes, the conclusion to make The Sims iv a unmarried-player, offline experience, too as the unveiling of more than new games to the shift in thinking. "The point is nosotros are listening, and we are changing," Gibeau said.[44]

Loot boxes [edit]

A loot box is a type of microtransaction in video games, in which players can use in-game rewards or real-world funds to proceeds a virtual box filled with in-game items, the effects of which can vary. One arroyo used when creating loot boxes is to limit the organization to only provide items that exercise not change gameplay, such as visual customization options for characters. In contrast, another approach sees loot boxes manipulate items that do change gameplay. The latter style has drawn criticism from gamers and the wider public.[45]

Boodle boxes had gained popularity from developers and publishers around 2017, and Electronic Arts had included loot boxes or their equivalents in its games, such as FIFA 18 in its "FIFA Ultimate Team Fashion", Mass Consequence Andromeda, and Star Wars Battlefront II. EA'due south initial approach to boodle boxes during Battlefront Ii 's open beta period involved pay-to-win elements, with boxes containing powerful unlockable characters that otherwise would require hours of play to acquire through in game funds, in-game boosts only available through loot boxes, and other effects.[46] [47] [48] Players complained nigh the pay-to-win aspects, leading EA to alter what the Battlefront II loot boxes contained, including assuring all items could otherwise be earned through in-game means.[49] [50] The changes still allowed players that spent money on loot boxes to proceeds game-affecting elements at a faster rate than those trying to earn them in-game, leading to further criticism. Only prior to the game's full release in November 2017, Disney, which owns the Star Wars intellectual property, warned EA to disable the game'due south loot boxes until they could devise a non-pay-to-win system, fearing the loot box organisation could be seen as encouraging players, including children, into gambling.[51]

In response to players who were angered by the manner in which the Battlefront Ii progression system was ready upward, EA issued a argument on Reddit which stated, "The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes. Nosotros selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards earlier launch. Among other things, we're looking at average per-role player credit earn rates on a daily basis, and we'll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of form attainable via game play."[52] This currently remains the almost downwards-voted comment on Reddit.[53] A day after the post on Reddit was made, a Twitter user, who claimed to be a developer at Electronic Arts, had reportedly received over 1,600 death threats due to Battlefront Ii, and the story was picked upwards past CNBC.[54] Even so, the user's story was called into question after Jason Schreier, a lead writer at Kotaku, reached out to BiggSean66, the user who made the claims. After Schreier sent multiple messages and received no response from the user, BiggSean66 locked their Twitter account and removed any reference to beingness a developer from their Twitter bio.[55] EA eventually reactivated the boodle box organisation without any pay-to-win elements past March 2018, just the negative attention the game had drawn has impacted EA's financials.[56] Blake Jorgensen stated that they missed Battlefront Two 'due south targeted sales by 10% due to the loot box controversy, and had missed their financial targets for the fiscal quarter afterward release due to the boodle box system being offline for several months.[57]

While Battlefront 2 was not the only game criticized for questionable boodle box systems at this time, the attention it drew led several governments to evaluate the nature of loot box systems equally potential gambling mechanisms. Much attention was drawn to EA'due south FIFA games and their Ultimate Team Manner. Both Belgium[58] and kingdom of the netherlands[59] issued rulings that boodle boxes may be considered unregulated gambling and instructed developers and publishers of games they found out of compliance (including FIFA) to take corrective actions. In the case of Kingdom of belgium, EA contested the ruling, asserting that the FIFA organisation was not in violation of gambling regulations, only somewhen by January 2019 disabled the ability for Belgian players to buy loot boxes in FIFA games to bring the game into compliance.[lx] In the United Kingdom, EA defended its employ of loot boxes, comparing them to "surprise mechanics", akin to the collectible toys found in Kinder Surprise eggs, a argument criticized by the gaming press as downplaying the boodle box issue.[61]

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Source: https://en.wikipedia.org/wiki/Criticism_of_Electronic_Arts

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