Gamesmaster Makes a Play for
Place in History
Financial Times (FT.Com)
Chris Nuttall, April 13,
2008
John Riccitiello has just
come out of a meeting with
film executives that has not
gone according to the
script.
"The buzz in Hollywood,
which I heard from some
Hollywood folks . . . is
people are worried whether
Iron Man the movie is going
to get killed by Grand Theft
Auto the game," says the
chief executive of
Electronic Arts, the world's
biggest video game
publisher.
"I don't think I've ever
heard of that before."
The 48-year-old believes
this reversal of fortunes
represents a big change
rather than a blip: "There
is more interest today from
Hollywood to make movies out
of our games than there is
interest in our industry to
make games out of their
movies. There's a big reset
happening now."
It is this emerging primacy
of video games that has
tempted him to a take a top
job at EA for a second time
in 10 years.
He was president and chief
operating officer from 1997
to 2004, then took a break
with a private equity fund
for three years, before
rejoining the games company
in April last year as chief
executive.
One year on, he is convinced
he made the right decision.
Sitting in a conference room
at EA's Silicon Valley
headquarters, the Berkeley
science graduate who was
raised in California is
casually dressed and
relaxed. But on the subject
of the industry he becomes
passionate and animated.
"The rate of change in this
industry is massive," he
enthuses.
"The games industry 10 years
ago was a toy business in
the minds of most consumers.
Toys 'R' Us at the time
merchandised products
alphabetically so Monsters
toys were next to Madden
[NFL football games],
Barbies were next to boxing
games."
Today, probably more than
2bn people worldwide are
game players, he says.
Electronic games have become
as ubiquitous as television
and bigger than the movies.
Their popularity is fuelled
by a proliferation of
devices that can play games
- from mobile phones to
iPods and handheld consoles
- and advances in the
performance of graphics and
microprocessor chips that
enhance realism and
interaction.
"We've had to wait for
Moore's Law to capitalise on
itself for decades . . . so
we're finally able to do
this stuff," he says,
referring to the steady
doubling of transistors on
chips every 18 months.
"It feels like what movie
moguls might have seen in
the 1920s and said: 'Hey,
we've got talkies now, where
is it going?' I feel like
we've stepped through a time
window where our games are
so compelling and seem so
real."
It will not be long, he
believes, before games are
ranked as an art form
alongside cinema.
"Our industry is passing
through a phase where I
believe the greatest games
will be viewed by almost
everybody as being as
important as Best Picture at
the Academy Awards."
If so, he would nominate
Grand Theft Auto IV as the
most successful game of 2008
and possibly the current
generation of consoles. The
game, released by the
publisher Take-Two and its
studio Rockstar Games on
April 29, is expected by
analysts to sell about 10m
units in the first few
months.
GTA IV and its Rockstar
creator are the primary
reason for the audacious
$2bn takeover bid for
Take-Two that Mr Riccitiello
launched in February. The EA
chief believes his
$26-a-share offer, giving a
60 per cent premium on
Take-Two's share price, was
generous. Take-Two has
rejected it as opportunistic
and undervaluing the
company.
He envisages the fiercely
independent Rockstar fitting
into the semi-autonomous
studio system he has
established at EA over the
past year. It is a system he
describes as "city
state-style independence".
This studio structure stems
from his experience with
Elevation Partners, the
private equity firm he moved
to in Redwood Shores.
While at Elevation, he
bought and ran the studios
Pandemic and BioWare (he is
an avid player of BioWare's
successful role-playing game
Mass Effect). In fact, he
liked the studios so much he
bought them twice, paying
about $860m last October to
bring them into the EA fold.
"I spent three years outside
EA managing independent
developers, while EA ran a
global monolithic studio
organisation. I thought
central command and control
homogenisation had run its
course."
Studios such as Criterion in
the UK, which had been
renamed EA UK, have now
reverted back to their
original names. "Allowing
people to put their name on
the front of a product
allows them more of a sense
of ownership and increases
their passion," he explains.
The company had also become
too big to manage, hence his
division of EA last June
into four "labels" for its
sports titles, the Sims
brand, emerging casual games
and EA Games, which
covers the rest of its
titles.
Mr Riccitiello has given EA
a much needed shake-up.
Under the 16-year tenure of
his predecessor, Larry
Probst, the company had
grown from sales of $102m in
1991 to $3bn in revenues
last year, and achieved
undisputed leadership among
pure-play publishers.
But the company did not
handle the transition to
next-generation consoles
well, being slow to see the
potential of Nintendo's Wii.
The quality of its games
also slipped and it lost
market share in 2007 as hits
dried up.
Buying Take-Two would give
EA the hit stables of
Rockstar and another studio,
2K Games, but Mr Riccitiello
says: "I don't think you
ever want to buy to fix a
problem.
"EA's product line-up in
2008 is the best it's ever
been; it's a truly
spectacular line-up and
we're going to see strong
share growth," he says,
citing games such as Spore,
the new title from Will
Wright, creator of The Sims,
and Boom Blox, the first
game
developed with the director
Steven Spielberg.
A Take-Two acquisition would
also be likely to confirm
EA's number-one status, due
to be challenged by
Activision Blizzard, as the
merger of rival US publisher
Activision with the games
division of Vivendi is
completed.
Mr Riccitiello says being
number one has never been
his priority.
"Above all, I'm trying to
bring great quality and
innovation back . . . I'm
also trying to drive us
towards a variety of new
business models, whether it
be subscription or
micro-transactions, or
advertising-based," he says
However, he admits to
wanting to cement the
26-year-old company's place
in history. "I read a book
on how every medium creates
one great company: animation
created Disney, CBS was
created by radio, NBC by
television.
"Interactive entertainment
is going to determine one
great company and I think
it's this one. One of the
reasons I've come back is to
try to take it to the next
step."
Personal passion smooths
transition for consumer
goods man
John Riccitiello believes
his passion for video games
and technology has been
vital to his success in an
industry where those with
consumer goods backgrounds
often struggle.
The 48-year-old has focused
for the past 11 years on
video games, but spent the
previous 17 in consumer
goods where he learnt
marketing, sales and finance
and how to manage teams. He
joined EA from Sara Lee,
where he was head of its
worldwide bakery division.
Before that, he was chief
executive of Wilson Sporting
Goods and held executive
positions at Haagen-Dazs,
PepsiCo and the Clorox
Company.
"But throughout I had this
personal passion . . . I
bought the earliest Apple
products, built lasers and
holograms in high school. I
played the original Doom and
Mortal Kombat.
"So the reason I was twice
able to be quoted that this
was my dream job - once when
I came back and once a
decade earlier - is that it
was one of those rare
circumstances where I was
able to unite something I
had a personal passion for
together with where I could
make a difference. Passion
really matters in the
entertainment business."