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    <title><![CDATA[[GameRatty] tag: unique]]></title>
    <link>http://gameratty.com/tag/unique</link>
    <description></description>
    <pubDate>Sat, 06 Sep 2008 05:00:00 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[Is Spore the Mother of all Video Games?]]></title>
      <link>http://gameratty.com/article/12ec37323b694915bb766c1404108a99</link>
      <guid>http://gameratty.com/article/12ec37323b694915bb766c1404108a99</guid>
      <description><![CDATA[Electronic Arts Inc. is set to release one of the most highly anticipated video games ever: Spore. Spore is the brainchild of videogame designer extraordinaire Will Wright, and has been in production...]]></description>
      <content:encoded><![CDATA[<p>Electronic Arts Inc. is set to release one of the most highly anticipated <a href="http://www.romow.com/Games/Video-Games/">video games</a> ever: Spore.  Spore is the brainchild of videogame designer extraordinaire Will Wright, and has been in production since 2005.  Electronic Arts is betting big on the game, which is described as a completely original concept in video gaming that includes robust social networking features, and the ability to create virtual universes from the amoeba level up.</p>
<p><span id="more-97"></span></p>
<p><img class="floatRight" src="http://www.romow.com/games-blog/wp-content/my_uploads/2008/09/spore.jpg" alt="spore" />The company is most famous for their series of sports games, such As John Madden Football, but has recently encountered strong criticism for their strategy of <a href="http://www.romow.com/Games/Developers-and-Publishers/">developing</a> sequels to pre-existing games, rather than innovating new titles. EA is hoping that the release of Spore will shush the critics once and for all, and turn around the company&#8217;s lackluster profit outlook. </p>
<p>Although Electronic Arts will not reveal any exact numbers, analysts suggest that the company has spent upwards of $50 million developing the new game.  With marketing and distribution costs included, the total price tag to bring Spore to the marketplace will be around $75 million. Obviously, that is a pretty hefty break-even point for EA, and accordingly, they have launched a massive marketing and PR campaign to introduce the new game to the public.</p>
<p>But one of the biggest problems in promoting Spore is explaining exactly what it is, and what it does.  The videogame industry thrives on originality, but too much originality can be a marketing nightmare.  If the game is too far &#8220;outside the box,&#8221; it can be difficult to simply explain to gamers what it is, or to find reference points to compare it to. This could be a serious issue with Spore, a game purportedly so original (and some say groundbreaking) that it almost defies description.</p>
<p>In a very very basic sense, Spore enables players to create and oversee entire galaxies, from the most basic single celled organisms, to massive planets and solar systems.  In effect, the user becomes &#8220;God&#8221; over a virtual world, with the ability to create and shape the destiny of all life forms and structures within it.</p>
<p>But it gets even more advanced than that; Spore is also a highly social game, and utilizes social networking technology in several unique ways.  For one, players can create new and unique lifeforms to populate their virtual universe.  Those original lifeforms then become features of other users environments as well, creating a type of shared collective consciousness amongst players.</p>
<p>If this sounds confusing so far, just imagine how difficult it is for EA&#8217;s marketing team to effectively promote Spore! While the game itself sounds unique and strangely wonderful, the real question is, can EA succeed in making Spore accessible to the general public? With so many video games simply rehashing the same old tired formulas, let&#8217;s hope that Spore catches on big and shakes up the stagnant videogame world.</p>
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      <pubDate>Sun, 07 Sep 2008 01:52:16 +0000</pubDate>
      <category domain="http://gameratty.com/tag/spore">spore</category>
      <category domain="http://gameratty.com/tag/video games">video games</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/players">players</category>
      <category domain="http://gameratty.com/tag/spore enables players">spore enables players</category>
      <category domain="http://gameratty.com/tag/spore catches">spore catches</category>
      <category domain="http://gameratty.com/tag/video games simply">video games simply</category>
      <category domain="http://gameratty.com/tag/social">social</category>
      <category domain="http://gameratty.com/tag/includes robust social">includes robust social</category>
      <source url="http://www.romow.com/games-blog/is-spore-the-mother-of-all-video-games/">Is Spore the Mother of all Video Games?</source>
    </item>
    <item>
      <title><![CDATA[Nintendos Mystery Case Files: MillionHeir Event at Nintendo World Store - photos]]></title>
      <link>http://gameratty.com/article/24ac4054ce9861764b15d0d8918ce5ca</link>
      <guid>http://gameratty.com/article/24ac4054ce9861764b15d0d8918ce5ca</guid>
      <description><![CDATA[These photos/blurbs come directly from Nintendo

Consumers are questioned by performers on the whereabouts of Phil T. Rich, a character from the new seek-and-solve video game Mystery Case Files:...]]></description>
      <content:encoded><![CDATA[<p>These photos/blurbs come directly from Nintendo&#8230;</p>
<p><a href="http://gonintendo.com/wp-content/photos/bw1.jpg" title="bw1" onclick="pp_image_popup('http://gonintendo.com/wp-content/photos/bw1.jpg',675,489,'bw1'); return false;"><img src="http://gonintendo.com/wp-content/photos/thumb_bw1.jpg" class="centered" alt="bw1" width="300" height="217" /></a></p>
<blockquote><p><strong>Consumers are questioned by performers on the whereabouts of Phil T. Rich, a character from the new seek-and-solve video game “Mystery Case Files™: MillionHeir™,” Saturday, Sept. 6, 2008 at Nintendo World store in New York. The game is the first in the popular “Mystery Case Files” series to release exclusively for the top-selling Nintendo DS™ portable game system and will be available nation-wide on Sept. 8.</p>
<p><a href="http://gonintendo.com/wp-content/photos/bw2.jpg" title="bw2" onclick="pp_image_popup('http://gonintendo.com/wp-content/photos/bw2.jpg',708,485,'bw2'); return false;"><img src="http://gonintendo.com/wp-content/photos/thumb_bw2.jpg" class="centered" alt="bw2" width="300" height="205" /></a></p>
<p>Joseph DeMartino wins a copy of “Mystery Case Files™: MillionHeir™” and the new silver Nintendo DS™ at New York’s Nintendo World store on Sept. 6, 2008. Fans gathered for a unique pre-release event where performers acted as characters from the video game and consumers enjoyed a chance to buy the anticipated seek-and-solve title ahead of its Sept. 8 launch date.</strong></p></blockquote>
<p><strong><small>PR email</small></strong></p>
]]></content:encoded>
      <pubDate>Sat, 06 Sep 2008 19:56:30 +0000</pubDate>
      <category domain="http://gameratty.com/tag/nintendo world store">nintendo world store</category>
      <category domain="http://gameratty.com/tag/nintendo">nintendo</category>
      <category domain="http://gameratty.com/tag/files">files</category>
      <category domain="http://gameratty.com/tag/mystery">mystery</category>
      <category domain="http://gameratty.com/tag/portable game system">portable game system</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/sept">sept</category>
      <category domain="http://gameratty.com/tag/silver nintendo">silver nintendo</category>
      <category domain="http://gameratty.com/tag/files series">files series</category>
      <source url="http://gonintendo.com/?p=55070">Nintendos Mystery Case Files: MillionHeir Event at Nintendo World Store - photos</source>
    </item>
    <item>
      <title><![CDATA[Top Games & Media Industry Leaders to Converge at New York Games Conference!]]></title>
      <link>http://gameratty.com/article/40530075f3740c2b28ed0f34cc2a9970</link>
      <guid>http://gameratty.com/article/40530075f3740c2b28ed0f34cc2a9970</guid>
      <description><![CDATA[We have a very exciting new program to announce - NY Games Conference, an executive media conference focused on the future of gaming. The event will be held at DigitalLife, Ziff Davis Medias renowned...]]></description>
      <content:encoded><![CDATA[<blockquote><p><strong>We have a very exciting new program to announce - NY Games Conference, an executive media conference focused on the future of gaming. The event will be held at DigitalLife, Ziff Davis Media&#8217;s renowned lifestyle technology event at the Jacob K. Javits Convention Center in New York City, September 25-26, 2008.</p>
<p>NY Games Conference is the dedicated insider forum for media and tech executives to network, do deals, and share ideas about the future of console, PC, online and mobile games at DigitalLife, which now enjoys a unique position on the East Coast as a key industry venue for launching new products and attracting key press coverage heading into the holidays. Topics include: - MMOGs, virtual worlds, social networks, casual games and iPhone games. The conference also features elements from DMW&#8217;s cutting edge series of Millennials conferences focused on digital entertainment trends and strategies and consumer marketing for the youth market.</strong></p></blockquote>
<p> <a href="http://gonintendo.com/?p=55053#more-55053" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
      <pubDate>Sat, 06 Sep 2008 18:50:29 +0000</pubDate>
      <category domain="http://gameratty.com/tag/conference">conference</category>
      <category domain="http://gameratty.com/tag/games conference">games conference</category>
      <category domain="http://gameratty.com/tag/executive media conference">executive media conference</category>
      <category domain="http://gameratty.com/tag/media">media</category>
      <category domain="http://gameratty.com/tag/event">event</category>
      <category domain="http://gameratty.com/tag/lifestyle technology event">lifestyle technology event</category>
      <category domain="http://gameratty.com/tag/key industry venue">key industry venue</category>
      <category domain="http://gameratty.com/tag/key press coverage">key press coverage</category>
      <category domain="http://gameratty.com/tag/ziff davis medias">ziff davis medias</category>
      <source url="http://gonintendo.com/?p=55053">Top Games &amp; Media Industry Leaders to Converge at New York Games Conference!</source>
    </item>
    <item>
      <title><![CDATA[Spore's unique marketing plan - A tiny billboard that requires a telescope to see it!]]></title>
      <link>http://gameratty.com/article/3b9eb642ff24021b1980da69e621036d</link>
      <guid>http://gameratty.com/article/3b9eb642ff24021b1980da69e621036d</guid>
      <description><![CDATA[EA has come up with a unique marketing plan by making one of the worlds tiniest billboards to market their new title Spore . In San Franciscos Union Square, they have set up a 14 by 6 billboard with...]]></description>
      <content:encoded><![CDATA[	<p><img src="http://www.instablogsimages.com/images/2008/09/06/spore-billboard1_w8Go2_2263.jpg" alt="spore-billboard1_w8Go2_2263"/><br />
EA has come up with a unique marketing plan by making one of the world&#8217;s tiniest billboards to market their new title <strong><em>Spore</em></strong>. In San Francisco&#8217;s Union Square, they have set up a 14&#8243; by 6&#8243; billboard with the new advert. However, the board was placed at the top of one of buildings, making it impossible to read with the naked human eye. It would require a telescope to actually see it. EA has also done us the favor by placing a telescope aimed directly at the board, so users could actually take a look at read it. This idea seems to be quite dandy, because people would actually stop by to look at the ad. If it were just a regular full-scale ad, I think people would less likely notice it among all the other clutter of ads, but this unique idea certainly will have visitors taking a second look. So if you happen to be in the Bay Area in San Francisco, take some time to check this out. Shown below (the last pic) is the actual ad people see when they look through the telescope.<br />
<img src="http://www.instablogsimages.com/images/2008/09/06/spore-billboard2_jNwoj_2263.jpg" alt="spore-billboard2_jNwoj_2263"/><br />
<img src="http://www.instablogsimages.com/images/2008/09/06/spore-billboard3_m9ERU_2263.jpg" alt="spore-billboard3_m9ERU_2263"/><br />
<img src="http://www.instablogsimages.com/images/2008/09/06/spore-billboard_wIBJa_2263.jpg" alt="spore-billboard_wIBJa_2263"/></p>
	<p>via: <a href="http://kotaku.com/5046243/spore-gets-worlds-tiniest-billboard-requires-telescope-to-see">Kotaku</a>
</p>
]]></content:encoded>
      <pubDate>Sat, 06 Sep 2008 16:57:51 +0000</pubDate>
      <category domain="http://gameratty.com/tag/telescope">telescope</category>
      <category domain="http://gameratty.com/tag/unique">unique</category>
      <category domain="http://gameratty.com/tag/telescope aimed directly">telescope aimed directly</category>
      <category domain="http://gameratty.com/tag/idea">idea</category>
      <category domain="http://gameratty.com/tag/unique idea">unique idea</category>
      <category domain="http://gameratty.com/tag/naked human eye">naked human eye</category>
      <category domain="http://gameratty.com/tag/people">people</category>
      <category domain="http://gameratty.com/tag/billboard">billboard</category>
      <category domain="http://gameratty.com/tag/plan">plan</category>
      <source url="HASH(0x8473678)">Spore's unique marketing plan - A tiny billboard that requires a telescope to see it!</source>
    </item>
    <item>
      <title><![CDATA[In-Depth: EA's Gibeau On Reinvigorating EA Games]]></title>
      <link>http://gameratty.com/article/fc7a615a3e8af703e44a983e6ffa8361</link>
      <guid>http://gameratty.com/article/fc7a615a3e8af703e44a983e6ffa8361</guid>
      <description><![CDATA[Over at Gamasutra, Christian Nutt has been talking to EA Games' Frank Gibeau about the continuing -- if you believe it, which I believe I do, somewhat -- reinvention of Electronic Arts as a more...]]></description>
      <content:encoded><![CDATA[<p><img alt="-" src="http://www.gamesetwatch.com/frankgibeau.jpg" hspace="5" align="left"/><i>[Over at Gamasutra, Christian Nutt has been talking to EA Games' Frank Gibeau about the continuing -- if you believe it, which I believe I do, somewhat -- reinvention of Electronic Arts as a more creative, progressive game company. And that's worth a crosspost here on GSW, I think.]</i></p>

<p>Since its unveiling during Game Developers Conference 2005, Will Wright's evolution sim <i>Spore</i> has become a huge investment for EA, one which the company hopes might eventually expand into an entire division of the company, as has Wright's mega-hit franchise <i>The Sims</i>.</p>

<p>Until that happens, however, <i>Spore</i> falls under the EA Games umbrella managed by label president Frank Gibeau. Beyond that game, Gibeau is working to encourage a label-wide focus on quality, one which he admits had "slipped" in the years prior to CEO John Riccitiello's wide-reaching reorganization of the company.</p>

<p>Gamasutra sat down with Gibeau to discuss the high expectations for <i>Spore</i>, what exactly success means in the context of that game, plans for the franchise, and why it's important to EA's long-term bottom line that studios be allowed to prioritize quality over rigid development deadlines.</p>

<p><b><u>Spore And Electronic Arts</u></b></p>

<p><b>What does <i>Spore</i> mean to EA? </p>

<p></b>Frank Gibeau: <i>Spore</i> is a huge priority for EA and specifically for our EA Games label. This has been a big bet for the company over the last several years. It's a Will Wright project that carries a level of expectations for quality and, frankly, success. And we're finally on the verge of bringing it to market after a few E3s and a few years of working on it, and we couldn't be more proud of the product and we're very excited about it. </p><p>We believe it has the potential to become a platform on which we can build a very large and enduring business. The team that is building <i>Spore</i> has been the team who put out <i>The Sims</i> and <i>The Sims 2</i>, so they bring a lot of experience and knowledge from the business side about how that grew, but even more importantly, we have a really powerful creative idea in <i>Spore</i> with the combination of the editors and the gameplay and the quality of content that frankly we think travels pretty well. </p>

<p>It's a global idea -- an idea that appeals to eight-year-olds all the way up to 80. It appeals across gender lines -- probably not as much as the female-skewing of <i>The Sims</i>, but there's a lot of women who find <i>Spore</i> appealing and have been playing the <i>Creature Creator</i>. </p>

<p>On [September] 7th, we'll be launching it on the PC, Mac, DS, and also iPhones and mobile phones. We haven't even scratched the surface of other platforms out there like consoles and the Wii and some others. Clearly we're thinking about those, and we believe the <i>Spore</i> concept and IP can move a lot across a lot of platforms over a long period of time.</p>

<p><b><u>The Meaning Of Success</u></b></p>

<p><b>I know this has come up before, but can you define what success means, in the context of <i>Spore</i>? Obviously, we the public probably won't know how much in the way of resources went into it, but success is definitely a big question in terms of that game.</p>

<p></b>FG: I think that we will consider <i>Spore</i> successful based on the critical reception that it receives, based on the commercial reception, and how long and enduring the business will be. We believe that we've got a very high quality game that we're anticipating that we're going to meet success on a critical level. </p>

<p>On a commercial level, the indicators are pretty positive with the reception to the <i>Creature Creator</i> and the buzz that's out there. Obviously, you want to score with unit sales and revenue profit, and those will start to roll in and we'll be able to gauge whether we hit our goals or not. And frankly, time will tell whether or not <i>Spore</i> as a concept is as broadly appealing a concept as controlling people in <i>The Sims</i>, and whether <i>Spore</i>'s unique blend of editors and pollinated content gameplay can expand and move across more platforms. </p>

<p>I think when we think about <i>Spore</i>, we believe that it has the potential to be another label inside of our company, much like <i>The Sims</i> is. That would be something that we would ultimately aspire to. But we're a very focused bunch, just in making sure that we have a great release on September 7th and that our SKU plan shortly thereafter starts to roll out with a lot of content and new gameplay modes for our customers.</p>

<p><b>Can you talk at all about the kind of investment you've made thus far?</p>

<p></b>FG: I can't give you hard numbers. I can say that it's been a significant investment for the company. It's been in development for a number of years, and you've probably seen it at a number of E3s. It's a significant investment for the company, but I can't really give you hard numbers.</p>

<p><b>This is pure theory, but what would the roadmap be like if it turns out that <i>Spore</i> doesn't have the reception that you're hoping for?</p>

<p></b>FG: I think we'll cross that bridge when we come to it. (laughs) I'm not sure speculating on a hypothetical of "What if it doesn't work?" is something I want to do right now. Again, we're really focused on nailing the 7th and making it a hit. If something isn't hitting expectations, we'll make adjustments. We always do. </p>

<p>Again, we believe that we're on track and we believe that we have something that's a pretty powerful idea. It wouldn't be getting the buzz and the anticipation if its core didn't have a compelling quality and idea. The <i>Creature Creator</i>'s reception has been pretty positive. We released one segment of the game back in June and we've got millions of uploads on our creatures and millions of downloads, and a very positive customer reception to it.</p>

<p><b>How has the commercial success of the <i>Creature Creator</i> been? A lot of people are using it, but it's unclear how much of that translates into commercial success. What do you think about how it's performed so far?</p>

<p></b>FG: I think you saw it in the PC charts -- I think it was number one in the month that it was released. It's a relatively low price point, so it moved quite a bit of volume to get to that chart position, and the same was true in Europe. Also, what's not tracked by that chart are digital downloads that our store and other third parties experienced, so between the digital and the retail sales of the <i>Creature Creator</i> complete [version] were very positive. </p>

<p>But again, we looked at that as an experiment, which was to put out a free version so that the folks who just want to try and see it for free can do that and have a great time, and for the people who were investing more time, we had the blocks set up for a purchase. We sweated that, and we wanted to really make sure that the customer saw value for that dollar. We believe that we successfully nailed that, and the feedback from the marketplace has been very positive.</p>

<p><b><u>Spreading Spore</u></b></p>

<p><b>You're alluding to this potential that it could become a large-scale brand like <i>The Sims</i>. I feel like <i>Spore</i> sort of exists outside of the Games label already, in the sense that it's got a large, comprehensive, multiplatform strategy. It doesn't feel so much like the other versions are ports of it, but they sort of plug in to this overarching strategy. Can you talk about how that has developed?</p>

<p></b>FG: I don't think of <i>Spore</i> as a product. We think of it as a platform. We have lots of opportunities to take that platform to other consoles and to smart phones. It allows us to bring different styles of gameplay. It allows us to bring multiplayer to it. I think it's a very flexible platform for us to be able to bring with lots of experience, because the idea is so gigantic -- creating and controlling a universe -- we can take it in lots of different ways. </p>

<p>When you talk to the design team and brainstorm of what we're going to do next, we never really run into walls. It really is, "Is it fun? How can we move it to a different region or customer in a different way?" Again, we think of it as a platform, and that's ultimately why when you make that development investment, you do it on a really big idea. </p>

<p>You're just going to see the opening salvo on the 7th in terms of those four platforms, but rest assured, they're not going to be ports on the Wii and the DS later on in its cycle. It's not going to be ported to the 360. We're going to look at how to bring that idea to life on those platforms in a unique way, because that's the only way it's going to work.</p>

<p><b>The strategy with other platforms -- do you think it's risk mitigation, or is it trying to serve the <i>Spore</i> strategy from the perspective of getting a global, broad appeal for the title?</p>

<p></b>FG: We actually looked at it more fundamentally, which was, "What would a <i>Spore</i> experience be like on the Wii, and why would that be cool?" And if it passes muster on that type of brainstorming and design, then that's when we start to move forward with it. Of course there's a business strategy behind it, which is platform extension and brand extension, but ultimately, where we've started is looking at, "Okay, how do you create and control a creature on the Wii in a universe and have it be fun?" </p>

<p>Does <i>Spore</i> exist in a browser experience? Sure. Could you create and control a universe in a browser? Sure. Is it completely different from what we're doing on the PC? Yeah. Again, we go back to that original creative idea that Will had, and the combination of pollinated content and editors, and bringing that to life in lots of different ways.</p>

<p><b>Is there a browser version of <i>Spore</i> in the works right now?</p>

<p></b>FG: We're not announcing anything, but speaking against your hypothetical, that was one of the platforms you could look at, sure.</p>

<p><b><u>Will Wright And Electronic Arts</u></b></p>

<p><b>Will Wright is not only a great fountain of game development ideas, but he's also becoming a significant player, culturally, and is starting to get the recognition that goes along with that. How do you see the significance of Will Wright in your organization, both in terms of designing games and in the broader question?</p>

<p></b>FG: It's a tough one to answer, because he is <i>Spore</i>. He created <i>The Sims</i>. These are incredible entertainment experiences from a genius, so when we look at Will Wright, he's the guy. When you look at what he wants to do and how he works, it's very much a collaborative and flexible environment in terms of how we work together, but he's the guy who came up with <i>Spore</i>. </p>

<p>Now, there's an incredible team around him at Maxis that frankly helps bring these things to life and makes them a reality in terms of the game design and the code and the rest of it. But he's magnificent when he's in these teams and inspiring young designers, and he's surrounded himself with some pretty capable engineers. And Will Wright is Will Wright. He's everything he's cracked up to be, and he's an excellent part of our company.</p>

<p><b><u>Mainstream Appeal</u></b></p>

<p><b>The title is getting some mainstream notice. What are your expectations there? Have you been finding this is a concept that's really being embraced by the larger world of media and culture that encounters it?</p>

<p></b>FG: Yeah, we've been very surprised and have loved the reception we've been getting from non-traditional gaming media, and frankly, just from the people downloading it who have never played a game before and who are casual players. </p>

<p>I think the vessel or the idea that has really worked with them has been the <i>Creature Creator</i> -- the fact that you can make these fantastic animals and make them do different things. You're almost a Pixar artist overnight without training, in terms of how easy to use the editors are. That's really been the entry point to this idea of <i>Spore</i> for the mass market that I think has captured their attention -- this idea of evolution and the toolbox of the editors to create whatever you can imagine. </p>

<p>Frankly, we've been blown away with what we've seen uploaded to YouTube. We knew we could get to some pretty wild designs, but the quality of even the ones that are salacious is amazing. It's really cool to see what people can do when you give them these tools.</p>

<p><b>It's funny just to see the ones that mimic preexisting characters. I saw a really convincing Pikachu, which kind of surprised me.</p>

<p></b>FG: I saw a Viking ship! We were just stunned. Every day here we're just shooting around different creations that people have made. Again, I think what's so killer about the game is that you can download it. When you're playing the game, that Viking ship is in the game, or that Pikachu that you saw could be in the game. </p>

<p>I think that's another powerful part -- this idea of the pollinated content and the social networking that can happen inside of that. It's really elegant, simple, and I think it ties to a lot of interesting things that people are doing right now with user-generated content.</p>

<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/r6mdrBhTAD0&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/r6mdrBhTAD0&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object></p>

<p><b><u>Reinvigorating EA Games</u></b></p>

<p><b>At E3, John Riccitiello spoke to Dean Takahashi and the quote that stuck out in my mind was, "I don't think the investors give a shit about our quality." There's been a big push for quality from EA, and it's been building over the past couple of years, but the EA Games label is probably under the most scrutiny, especially from the hardcore gamers, to deliver on that strategy. What do you think about it?</p>

<p></b>FG: I think our quality slipped, and that was one of the things -- as an assumption and then an objective -- that I brought to this job, which was, "We are going to improve the quality of our products, and we are going to create IPs that have the same resonance as some of the top ones we're seeing in the industry." </p>

<p>In the 24 or so months before I got the job, there were some big mistakes, and the quality was down. I think what I brought to the job and thought about most carefully on the initial, "What are we going to do here?" was, "How do I unlock the talent I saw inside EA?" </p>

<p>I think there's incredible designers and creators inside this company, but the talent was being stifled or prevented from really manifesting itself into great games. That was really job one, to figure out how you unlock that talent and how you find room in the business plan to give yourself the time to create the hits -- "hits" meaning games that are averaging north of 80 on Metacritic, as opposed to being in the 70s or lower. </p>

<p>It's going to be a long process, but I'm very pleased with the start that we've had so far in the first part of this year. I'm very proud of <i>Burnout [Paradise]</i> and <i>[Battlefield:] Bad Company</i>, and I'm very pleased with where <i>Spore</i>'s ending up. <i>Warhammer [Online]</i> looks to be doing great, and <i>Mirror's Edge, Dead Space</i>, and <i>Need for Speed: [Undercover]</i>. </p>

<p>We've really given the teams the autonomy, the flexibility, and the time to really get after quality in each of these different franchises. And while we're not perfect, I think we're definitely making strides here. Our average quality is way up through the first part of this year. We're not satisfied, though. We need it to be higher, and we're going to continue to press and push to make it that much better.</p>

<p><b>If the games are better, they probably will sell better. Investors don't care about quality directly, but they care about it indirectly. It's obviously much more creatively satisfying to encourage talent to blossom and to see great games coming out, but what do you think about it strategically?</p>

<p></b>FG: Strategically, you've got to find a methodology that allows you to orchestrate all of these different game releases into a financial plan. But it all operates off the idea that good games generate good profits. Frankly, they generate long-term, enduring profitability, and when you cut corners on quality and ship a game that's a 65 in order to make a quarter, you might make the quarter, but I can guarantee you that the gamer customers are not going to be happy and they're not likely to buy the sequel in any sizable numbers. In fact, you might even get some of the units back because you overestimated or you dumped in the channel. </p>

<p>I wasn't party to John's interview to Takahashi on that quote. My view is more simple, which is, "Great games generate great profits." I know that John feels that way, and that's what we dialog at internally at the company, but for me, I try and look at all the different studios inside of our label, and I try to figure out how to orchestrate a plan over the long term that generates this long term, enduring profitability, but it starts with great games, because that's what we do. </p>

<p>We've been there where we've been pumping out games, and you can look at the reception and the response from gamers out there and our fans kind of starts diminishing. You can't get that back. The only way you get that back is by making great games and winning them back one at a time. That's what we intend to do and are doing, frankly.</p>

<p><b><u>"The Core And More"</u></b></p>

<p><b>One thing that the label split does is that it sort of shuts the EA Games label out of the casual boom to an extent. I mean, you've got the EA Casual label, <i>The Sims</i> label, and you've got Pogo, but you guys are focused more directly on the core. What do you think about your positioning there?</p>

<p></b>FG: I think the way we describe it internally is, "The core and more." If you look at <i>Need for Speed</i> or <i>Spore</i>, they're pretty broadly appealing designs, and they do reach a customer that is more casual in terms of their play pattern. </p>

<p>It depends on what you call casual, but a guy who's on Kongregate or Addictive Games... they're hardcore gamers, in all those cases. They're playing for free, but at the same time, they're [also] playing <i>World of Warcraft</i> or they're playing <i>Metal Gear Solid</i> on the PS3 or they're playing <i>Bad Company</i> on the 360. So I tend to come at it from a point of view of that we're not shut out of the casual games market at all. </p>

<p>We're really looking at male gamers, 15 to 35, and where they spend their time. There's lots of different expressions of the franchises and brands that we do that could work in a play-free model, as well as a traditional packaged goods model. So I don't feel like I'm shut out at all. It's really a play that's "the core and more," but acceptability is pretty key to us, being able to grow this market. I'm not interested in being "only M-rated games that appeal to a certain segment that's only this big."</p>

<p><b><i>Dead Space</i> isn't the first M-rated game that EA's published, but it's maybe the first significant M-rated new IP developed by EA. I could be going out on a limb here, but it stands out in my mind.</p>

<p></b>FG: When we started that project, it was a very careful calculation, frankly, that said that the survival horror genre is a great genre, as represented by <i>Resident Evil</i>, but there's room for more in that category, and there's ways to innovate there. That was an example of very carefully saying, "Yeah, this is a survival horror game. It's M-rated, and we're going all out. We're not going to compromise and try to make this T-rated." </p>

<p>But when you look at something like <i>Spore</i> or <i>Need for Speed</i> or even <i>Mirror's Edge</i>, we're trying to reach a broader audience with an accessible design -- something that can really appeal to the mass market. In those cases, again, it all starts at the original game idea and really understanding where its limitations are and where its opportunities are.</p>

<p><b>Are you concerned at all with the extreme, hard-M kind of content that's going to be going into Dead Space? As you're publicly traded and open to criticism and are to an extent new to dealing with that sort of content as a company...</p>

<p></b>FG: Not in the least. For me, the rule is, "Does it have creative integrity?" And I think that it does. I would be proud to be the publisher. If we were a cable channel, I would be very excited to have The Sopranos, Generation Kill, The Wire, Weeds, or any of those M-rated shows, because at their core, they have incredible creative integrity. The writing is spectacular, and you can be proud of that. </p>

<p>The thing you have to watch is that you need to follow the rules in terms of how you promote it. As long as the right age groups are buying the game, I'm satisfied, because I'm very proud of what's in Dead Space. But Dead Space has creative integrity. If something is just there for gratuity, bolted on to try and hype it, then that's not something that I'm interested in.</p>

<p><b><u>The Casual/Hardcore Divide, Or Lack Thereof</u></b></p>

<p><b>You're talking about the distinction between casual and hardcore, and I think it's awfully forced sometimes, in the sense that it seems like an "either/or." It's not really as much of a black-and-white situation as it's painted. Mirror's Edge does have a broad appeal in a lot of ways. Just on the face of it, it's fairly hardcore just in terms of it being first-person action-oriented, but its worldview is so different to a game like <i>Dead Space</i> or <i>Medal of Honor</i>.</p>

<p></b>FG: Absolutely. I couldn't agree with you more. I kind of reject the notion of casual and hardcore gamers. I think it ends up putting you into boxes with limitations that you don't need to be dealing with. But when I look at what we do in our label, it's not about EA, the corporation. It's about the developers, and it's about the individual city-states -- the studios. </p>

<p>I play a lot of games, and I'm a big fan of Infinity Ward and <i>Call of Duty</i> and Blizzard and <i>World of Warcraft</i>, and I think of those development teams and franchises just as people think of Maxis with <i>Spore</i> or DICE with <i>Battlefield</i> or BioWare with <i>Mass Effect</i>. I think that's where the value is in what we do, and that's where the importance is. That's why the model that we're trying to use inside of our label is much more focused on those developer brands and going after ideas like you describe, which is <i>Mirror's Edge</i> as well as <i>Dead Space</i>, as well as <i>Skate</i> and <i>Need for Speed</i>.</p>

<p><b><u>The State Of EALA</u></b></p>

<p><b>EALA has been primarily creating games that fall under EA Games. Since it's the end of the Neil Young era, can you tell me a little bit about where it's going and what's going on there?</p>

<p></b>FG: Neil hasn't run EALA for a while. EALA reports into my organization. There are multiple groups down there. There's the mobile team and some casual groups. But in general, we have <i>Command & Conquer</i>, both <i>Red Alert</i> and <i>Tiberium</i>. We've got <i>Medal of Honor</i> down there. We've got a very good business. Mike Verdu, who ran the <i>Command & Conquer</i> business with Neil, is now the general manager of EALA. </p>

<p>He reports in to Nick Earl, who runs our California studios. He manages Maxis, as well as our Redwood Shores group that's doing <i>Dead Space</i>. I feel very good about the management and the leadership and the franchises at EALA. </p>

<p>Across town, you have Pandemic, so we have a pretty sizable footprint in LA inside our label with the EALA group as well as Pandemic. It's a group that we have very high expectations for, and we have a future plan for them over the next few years. We feel really great about the <i>Red Alert</i> product coming out this November.</p>

<p><b>EA A, I'm going to be blunt here, has been a disappointment by and large, I think, in terms of output. It's produced a number of games that disappointed creatively. The last installment of <i>Medal of Honor</i> was, I'm sure, a disappointment commercially, too. That's why we're kind of wondering what the story is there.</p>

<p></b>FG: We're very confident in EALA. This isn't BS, because if we weren't, we'd do something different. I believe in Mike and his leadership. I believe in Nick, and I believe in the teams down there. We have a product in <i>Command & Conquer</i> that has delivered 80-plus rated Metacritic, which is a tough standard, for seven years now. It's an extremely successful business for us globally, so if you just take it by pieces, certainly the <i>Command & Conquer</i> business has been humming along. </p>

<p><i>Medal of Honor</i>? It's been bumpy, no question about it. We hope to have a different strategy there that allows us to get back and bring that brand to greatness, and I feel confident that we have some good moves underway there. And we have some other products down there that we're evaluating with Doug Church's team, on the Spielberg projects, and also on <i>Tiberium</i>. </p>

<p>This is software meets entertainment. Things get bumpy. Sometimes you have groups that have uneven performance. But all I can speak to you right now is what I'm responsible for, which is what's going to happen to LA going forward. It's a key part of our organization, we have some top franchises there, and I think we have a very proven, stable, aggressive leadership team there in place now where we intend to change your perception of EALA, for sure.</p><div class="feedflare">
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      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/385362900/indepth_eas_gibeau_on_reinvigo.php">In-Depth: EA's Gibeau On Reinvigorating EA Games</source>
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      <title><![CDATA[A Dirty Word]]></title>
      <link>http://gameratty.com/article/069ca38843ae92066d371458fb0a508c</link>
      <guid>http://gameratty.com/article/069ca38843ae92066d371458fb0a508c</guid>
      <description><![CDATA[If youve been following the 200+ comments in the thread below our recent discussion of our experiences in the Warhammer Online closed beta, youll have spotted that a vocal minority of the WAR...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.rockpapershotgun.com/images/sept08/war2.jpg" alt="" /></p>
<p>If you&#8217;ve been following the <a href="http://www.rockpapershotgun.com/2008/08/22/rps-impressions-warhammer-online-beta/">200+ comments</a> in the thread below our recent discussion of our experiences in the Warhammer Online closed beta, you&#8217;ll have spotted that a vocal minority of the WAR community, having made their way here thanks to a link on the <a href="http://www.warhammeronline.com/">warhammeronline.com frontpage, </a>are absolutely furious with us. All those that were simply critical remain, but there were at least another 50 abuse-filled tirades we deleted, consisting of the usual expletives, judgements about our intelligence and sexuality, and a surprising amount of racism towards the British. It&#8217;s true: we do drink a lot of tea.</p>
<p>Whether expressed politely or furiously, there were three or four central complaints about what we said  - but one stands above them all.<br />
<span id="more-2480"></span></p>
<p>We said it&#8217;s got its similarities to World of Warcraft. Well, in fairness, John said it was exactly like World of Warcraft, but clearly the fact he went on to list several ways in which it wasn&#8217;t meant the tongue-in-cheekiness of that statement was lost on some folk. (My sneaking a WoW screenshot into the post as a gag was probably a bad idea in retrospect, but it made me giggle). We did, admittedly, come back to the comparison quite a lot, but  that we were generally very positive about the game was either unobserved or ignored - the simple fact of making that comparison enraged a fair old slice of the WAR community. A surprise it certainly wasn&#8217;t, but I think there&#8217;s more at play than simply Angry Internet Men.</p>
<p>A similar outpouring of abuse happened to Richard Bartle when he made <a href="http://www.rockpapershotgun.com/2008/06/26/war-wars/">a somewhat reckless judgement</a> about WAR&#8217;s WOWiness a while back, and I&#8217;m sure similar venom&#8217;s been poured on a thousand forum posts and news stories the web over. So I&#8217;m aware that this post is a little akin to saying &#8216;Candyman&#8217; into the mirror three times, and fully expect further fury below, but let&#8217;s try and have some considered conversation about this.</p>
<p><img src="http://www.rockpapershotgun.com/images/sept08/war1.jpg" alt="" /></p>
<p>It&#8217;s without a doubt true that dismissing WAR as a WOW clone would be wrong and stupid - there are important differences, and with its perma-war theme and PvP foundations it&#8217;s genuinely aimed at achieving a different overall atmosphere than WoW&#8217;s cartoon high-jinx. </p>
<p>There are also important similarities. Huge similarities. It&#8217;s bizarre that so many people won&#8217;t allow this observation to be made. WoW was not the first of its kind, and no-one is saying it is. It is, however, the biggest, and as a result of that it&#8217;s the grandest inspiration for any current MMO developer. WAR exists because of World of Warcraft. It also exists because of an awful lot of other factors, and it&#8217;s true to say that World of Warcraft might not exist without the Warhammer tabletop game. The reason we don&#8217;t say Everquest did it first and Blizzard borrowed from Games Workshop every time we talk about Warhammer Online is not because we don&#8217;t know it - of course we know it - but because it doesn&#8217;t alter the simple truth that EA&#8217;s interest in making and funding WAR is, I have no doubt, because they want a piece of Warcraft&#8217;s pie. </p>
<p>I think it&#8217;s going to work, too - I&#8217;m expecting an awful lot of dispossessed WoW players to head WAR&#8217;s way. It evolves and streamlines certain core WoW/Everquest concepts that have, over time, proven themselves a little tired, and that&#8217;s enough to make the game seem more new and exciting than it perhaps ultimately is. </p>
<p>Still though - why are these guys so angry? There are, I think, two root causes for the unchecked fury. One is that &#8216;WoW&#8217; has become a negative term to a lot of gamers. It carries connotations of grinding and repetition and dumbed-down cartoon noobishness or whatever - witness too <a href="http://www.rockpapershotgun.com/2008/07/01/aint-no-pleasin-some-folks/">the anger around Diablo 3&#8217;s art style</a>. There&#8217;s also the simple fact of its popularity - Coldplay sell a lot of records, and it&#8217;s for precisely that reason (as much as the fact they make awful music) that a lot of people despise &#8216;em. The ubiquity is cloying. There&#8217;s crossover with the Sims too - the games&#8217; own interestingess ignored by a certain slice of gamers because they consider them aimed at a different audience, thus somehow beneath them. So WoW is a dirty word. </p>
<p><img src="http://www.rockpapershotgun.com/images/sept08/war3.jpg" alt="" /></p>
<p>It&#8217;s beyond simply gamers&#8217; own distaste for WoW, though. In the wider world, that is to say the tabloids and worried mothers, WoW is a by-word for the worst stereotypes of PC gaming: anti-social fat guys, playing 24 hours a day, speaking in tongues of statistics and cod-Shakespeare. While the stereotypes may be largely inaccurate, no-one wants to be associated with that - you say WAR is like WoW and people feel insulted. While there are plenty of definite reasons to be given why WAR is not like WoW, it&#8217;s telling that a great many of the angry comments haven&#8217;t listed them - they&#8217;ve just called us stupid and wrong. And it&#8217;s because they&#8217;re offended. With its darker theme and focus on all-out war, Warhammer Online is considered cool where other MMOs are not. Say it&#8217;s like WoW and people feel you&#8217;re undermining its cool.</p>
<p>Which leads onto the second reason. MMOs aren&#8217;t like other games. They&#8217;re closer to a lifestyle choice, for a lot of people defining how their spare time is spent, how their lives are lived. So if you criticise the game, you criticise the player. God knows there are plenty of non-MMO games that people treat as though they&#8217;re bound to their very souls - witness the <a href="http://www.eurogamer.net/article.php?article_id=143797">pile-on for Eurogamer&#8217;s MGS4 review</a>, or even the outrage about various RPS writers being down on Stalker: Clear Sky - but it&#8217;s even worse with MMOs. Telling a WAR player that his game is similar to WoW is like telling a goth that he&#8217;s emo. No-one wants to be told they&#8217;re not unique and interesting, to be dismissed as a stereotype they&#8217;re not. </p>
<p><img src="http://www.rockpapershotgun.com/images/sept08/war4.jpg" alt="" /></p>
<p>WAR is not WoW. But it is a lot like it in a number of crucial ways, and for one essential reason: money.   I suspect Mythic and EA aren&#8217;t too concerned about the comparison themselves - they might disagree with the sweeping generalisation, but if they didn&#8217;t want to be compared they would have gone for an entirely different interface and art approach. Saying WAR is like WoW is not the same as saying it&#8217;s a bad or a lazy game, but unfortunately there are guys who do intentionally make the comparison unfavourably, and that&#8217;s perhaps understandably made a lot of WAR fans very touchy. I wish they wouldn&#8217;t take it so personally, but it can&#8217;t realistically be stopped. </p>
<p>We&#8217;ll be talking a lot more about WAR over the coming weeks, and will be able to better discuss the RvR/PvP elements that were so marginal in the underpopulated EU closed beta, but I suspect we&#8217;ll still end up making the occasional WoW comparison. It&#8217;s not meant to be an insult.</p>
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      <pubDate>Sat, 06 Sep 2008 09:25:08 +0000</pubDate>
      <category domain="http://gameratty.com/tag/war">war</category>
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      <source url="http://feeds.feedburner.com/~r/RockPaperShotgun/~3/385022067/">A Dirty Word</source>
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      <title><![CDATA[XboxLIVE! Film Club Announced]]></title>
      <link>http://gameratty.com/article/8501bb5c1c28ec54e19f5782a5b8751b</link>
      <guid>http://gameratty.com/article/8501bb5c1c28ec54e19f5782a5b8751b</guid>
      <description><![CDATA[Microsoft yesterday announced a unique initiative that will enable entertainment fans to see some of the most anticipated new movies before their theatrical release

The &quot;XboxLIVE! Film Club&quot; will be...]]></description>
      <content:encoded><![CDATA[Microsoft yesterday announced a unique initiative that will enable entertainment fans to see some of the most anticipated new movies before their theatrical release.
 <br> 
 <br> The &quot;XboxLIVE! Film Club&quot; will be delivering a number of sneak preview screenings to a select group of Xbox fans in an exclusive setting, giving them the chance to see brand new movie titles before anyone else.
 <br> 
 <br> Commenting on the new programme and the films lined up, James Houlton XboxLIVE! Marketing Manager, Microsoft UK said: &quot;We've got some truly compelling blockbuster titles and HD content on our XboxLIVE! Video Store service, with recent smashes Cloverfield, Stardust, Beowulf, The Kite Runner and I Am Legend all resonating extremely well with our audience. Now with the launch of the &quot;Xbox Film Club&quot;, Xbox fans will be able to get the jump on their friends and see some of the biggest films of the year before...]]></content:encoded>
      <pubDate>Sat, 06 Sep 2008 08:50:34 +0000</pubDate>
      <category domain="http://gameratty.com/tag/film club">film club</category>
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      <source url="http://www.n4g.com/gaming/News-194927.aspx">XboxLIVE! Film Club Announced</source>
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      <title><![CDATA[Spore Origins hitting the iPhone soon, Yahtzee Adventures will as well]]></title>
      <link>http://gameratty.com/article/3e4cf1e4dda9f53f7b3f9b2865f67dc3</link>
      <guid>http://gameratty.com/article/3e4cf1e4dda9f53f7b3f9b2865f67dc3</guid>
      <description><![CDATA[Yesterday, Electronic Arts announced a veritable slew of games slated for the iPhone. All of them are fairly unique EA products, and should hopefully toss some much-needed quality into the already...]]></description>
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				<img src="http://www.destructoid.com/elephant/ul/102667-yahtzee_review_col2.jpg" alt="Spore Origins hitting the iPhone soon, Yahtzee Adventures will as well screenshot" width="468" border="0" />
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				<p>Yesterday, Electronic Arts announced a veritable slew of games slated for the iPhone. All of them are fairly unique EA products, and should hopefully toss some much-needed quality into the already endless number of shoddy titles available via iTunes.<br /><br />The nine games announced are <i>Yahtzee Adventures</i>, <i>EA Mini Golf</i>, <i>Lemonade Tycoon</i>, <i>Mahjong</i>, <i>Monopoly: Here and Now</i>, <i>Tiger Woods PGA Tour 09</i>, <i>Need for Speed Undercover</i> and the previously announced <i>SimCity</i> and <i>The Sims 3</i>. In addition to those landmark titles, EA also dropped that <i>Spore Origins</i> will be available on September 7.<br /><br />What does this mean for the lovely iPhone? Hopefully a bunch of games that are better than the majority of the games that I have had the opportunity to sludge through. I never exactly got wrapped up into the potential of the iPhone to take the place of a real handheld gaming device like the Nintendo DS or PlayStation Portable, but it&rsquo;s going to take decent first-party games like some of the games EA announced to at least boost the iPhone&rsquo;s saturated library.<br /><br />[via <a href="http://www.1up.com/do/newsStory?cId=3169784" target="_blank">1UP</a>] </p>		
					
		
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      <pubDate>Sat, 06 Sep 2008 05:55:27 +0000</pubDate>
      <category domain="http://gameratty.com/tag/decent first-party games">decent first-party games</category>
      <category domain="http://gameratty.com/tag/iphone">iphone</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/spore origins">spore origins</category>
      <category domain="http://gameratty.com/tag/yahtzee adventures">yahtzee adventures</category>
      <category domain="http://gameratty.com/tag/lovely iphone">lovely iphone</category>
      <category domain="http://gameratty.com/tag/mini golf">mini golf</category>
      <category domain="http://gameratty.com/tag/speed undercover">speed undercover</category>
      <category domain="http://gameratty.com/tag/electronic arts">electronic arts</category>
      <source url="HASH(0x8b3f4f4)">Spore Origins hitting the iPhone soon, Yahtzee Adventures will as well</source>
    </item>
    <item>
      <title><![CDATA[Spore Origins hitting the iPhone soon, Yahtzee Adventures will as well]]></title>
      <link>http://gameratty.com/article/93a60ef112c21a1cd1921f6ded831eca</link>
      <guid>http://gameratty.com/article/93a60ef112c21a1cd1921f6ded831eca</guid>
      <description><![CDATA[Yesterday, Electronic Arts announced a veritable slew of games slated for the iPhone. All of them are fairly unique EA products, and should hopefully toss some much-needed quality into the already...]]></description>
      <content:encoded><![CDATA[
					<p>
				<img src="http://www.destructoid.com/elephant/ul/102667-yahtzee_review_col2.jpg" alt="Spore Origins hitting the iPhone soon, Yahtzee Adventures will as well screenshot" width="468" border="0" />
			</p>
				<p>Yesterday, Electronic Arts announced a veritable slew of games slated for the iPhone. All of them are fairly unique EA products, and should hopefully toss some much-needed quality into the already endless number of shoddy titles available via iTunes.<br /><br />The nine games announced are <i>Yahtzee Adventures</i>, <i>EA Mini Golf</i>, <i>Lemonade Tycoon</i>, <i>Mahjong</i>, <i>Monopoly: Here and Now</i>, <i>Tiger Woods PGA Tour 09</i>, <i>Need for Speed Undercover</i> and the previously announced <i>SimCity</i> and <i>The Sims 3</i>. In addition to those landmark titles, EA also dropped that <i>Spore Origins</i> will be available on September 7.<br /><br />What does this mean for the lovely iPhone? Hopefully a bunch of games that are better than the majority of the games that I have had the opportunity to sludge through. I never exactly got wrapped up into the potential of the iPhone to take the place of a real handheld gaming device like the Nintendo DS or PlayStation Portable, but it&rsquo;s going to take decent first-party games like some of the games EA announced to at least boost the iPhone&rsquo;s saturated library.<br /><br />[via <a href="http://www.1up.com/do/newsStory?cId=3169784" target="_blank">1UP</a>] </p>		
					
		
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      <pubDate>Sat, 06 Sep 2008 05:55:27 +0000</pubDate>
      <category domain="http://gameratty.com/tag/decent first-party games">decent first-party games</category>
      <category domain="http://gameratty.com/tag/iphone">iphone</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/spore origins">spore origins</category>
      <category domain="http://gameratty.com/tag/yahtzee adventures">yahtzee adventures</category>
      <category domain="http://gameratty.com/tag/lovely iphone">lovely iphone</category>
      <category domain="http://gameratty.com/tag/mini golf">mini golf</category>
      <category domain="http://gameratty.com/tag/speed undercover">speed undercover</category>
      <category domain="http://gameratty.com/tag/electronic arts">electronic arts</category>
      <source url="HASH(0x8b463e0)">Spore Origins hitting the iPhone soon, Yahtzee Adventures will as well</source>
    </item>
    <item>
      <title><![CDATA[EA thinking Spore as a platform]]></title>
      <link>http://gameratty.com/article/8d020773d0250e8c9b05b7ae5607f126</link>
      <guid>http://gameratty.com/article/8d020773d0250e8c9b05b7ae5607f126</guid>
      <description><![CDATA[We all know that Spore is a special game, regardless of how it is being received by the media and gamers alike. The little bits and pieces of technology that have been injected into the title that...]]></description>
      <content:encoded><![CDATA[
					<p>
				<img src="http://www.destructoid.com/elephant/ul/102666-spore_civ2_550x413.jpg" alt="EA thinking Spore as a platform screenshot" width="468" border="0" />
			</p>
				<p>We all know that <i>Spore</i> is a special game, regardless of how it is being received by the media and gamers alike. The little bits and pieces of technology that have been injected into the title that compose its real-time strategy or life simulation portions are distinct and have obviously taken a ton of time to create. Because of <i>Spore&rsquo;s</i> inherent uniqueness and its pliability as a game, Electronic Arts&rsquo; President, Frank Gibeau, has been thinking that Spore could be licensed out as a platform that other developers can use to build their own games.</p><p>He mentioned his desire to possibly farm out Spore in an interview with <a href="http://kotaku.com/5045855/ea-considers-licensing-spore-as-a-platform-for-developers" target="_blank">Kotaku&rsquo;s</a> Brian Crescente. Gibeau was obviously excited about the game and the possibility of tossing it out for other developers:</p><blockquote>What's so beautiful about Spore is that it's extremely malleable. You could add RPG or action, you could take it to different platforms, like (Web-page) flash games, the PlayStation 3, the Xbox 360, Nintendo's Wii&hellip;It travels well to other platforms.<br /></blockquote><p>I can&rsquo;t imagine anything more interesting that could be done with Spore. Having other developers taking apart its <i>Civilization</i> portion, or even evolution engine, could lead to excessively unique takes that supersede the initial experience of Spore. Perhaps 3DRealms could license out the platform and create an illustrative history of the <i>Duke Nukem Forever </i>development process. The possibilities are endless. </p>		
					
		
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      <pubDate>Sat, 06 Sep 2008 05:00:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/spore">spore</category>
      <category domain="http://gameratty.com/tag/special game">special game</category>
      <category domain="http://gameratty.com/tag/platform">platform</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/excessively unique takes">excessively unique takes</category>
      <category domain="http://gameratty.com/tag/gibeau">gibeau</category>
      <category domain="http://gameratty.com/tag/frank gibeau">frank gibeau</category>
      <category domain="http://gameratty.com/tag/life simulation portions">life simulation portions</category>
      <category domain="http://gameratty.com/tag/spores inherent uniqueness">spores inherent uniqueness</category>
      <source url="HASH(0x8b3ada0)">EA thinking Spore as a platform</source>
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