Electronic Arts

Pioneers in Interactive
Entertainment


By Bryce Gilbert



   


WHEN I FIRST STARTED PLAYING computer games some 15 years ago, I really didn't think the games at that time could really be improved upon all that much. I thought the sound was amazing, the graphics were incredible and the animation simply mind-blowing. Little did I know just how far computer gaming would become. Today's games sound and look better, they move faster, and they are more in-depth than the games of yesteryear.


So where did it all begin? The game that comes to mind for most people is probably Pong. Yes, this simple tennis game was a big moment in the history of video games, but according to www.videogamespot.com, you have to go all the way back to 1961 to find the first video game. It was then that MIT student Steven Russell coded a game he called Spacewar, using ASCII characters for graphics running on a million-dollar mainframe computer. Later, in the late 1970s, the text game "Adventure" appeared on large main-frame computers. The game was pretty simple, consisting of commands such as "look at tree," or "move north." Little did the designers of this game know that it would set the precedent of text-based adventure games for years to come. There was not an actual market for computer games until the eighties at which time computer game companies began forming like wildfire. Epyx, Broderbund, Sierra On-Line (then called "On-Line Systems") and SSI all began to publish games. It was also in the early eighties that a man by the name of William Murray Hawkins III entered the gaming scene.


In 1972, William Murray Hawkins III (nicknamed "Trip") entered Harvard where many of his fellow students programmed computers to simulate entrepreneur Nolan Bushnell's "Pong." Trip himself created a football computer game in 1973, called "AccuStat." On it, he ran a simulation of the 1974 Super Bowl in which the Miami Dolphins beat the Minnesota Vikings 24-7. In his simulated match, the Dolphins won 23-6. Upon graduation in 1978, Trip was hired by Apple Computer Inc., where he became the company's first marketing manager (www.gameznet.com).

After profiting from Apple's initial public offering in 1980, Mr. Hawkins fulfilled his goal. He raised $5 million from private investors and used it in 1982 to create his own computer game company - Amazing Software, which later changed its name to Electronic Arts (EA). With Electronic Arts, Trip wanted to explore the entertainment potential of PCs. He lured people from Apple and Atari to help him create games such as Dr. J and Larry Bird Go One On One (one of my early favourites), Skyfox, M.U.L.E., Adventure Construction Kit, Seven Cities of Gold, and countless others. Electronic Arts had grabbed a foothold in the industry.


Today, Electronic Arts, headquartered in Redwood City, California, is the world's leading interactive entertainment software company. In 1999 Electronic Arts posted revenues of more that $1.2 billion, compared to $900 million the year before (Business Journal Serving San Jose & Silicon Valley, Vol.17 Issue 16, p67). Their strategy is "to create new online entertainment experiences and extend its brands and franchise properties to the Internet" (www.ea.com). The company develops, publishes and distributes software worldwide for personal computers and video game systems. Electronic Arts markets its products under seven brand names: Electronic Arts, EA SPORTS(tm), Maxis(tm), ORIGIN(tm), Bullfrog Productions(tm), Westwood Studios(tm) and Jane's Combat Simulations.


Electronic Arts pioneered the massively multiplayer online game market with its groundbreaking Ultima Online. The game debuted in August 1997 and has since attracted 130,000 users, each of whom pays about $40 for the software and a $10 a month subscription fee. That would suggest that the game is currently generating about $20 million a year (San Francisco Business Times, Vol. 13 Issue 40, p3). Ultima Online is the company's only product exclusively dedicated to online gaming. A few other games, like Tiger Woods Golf, have online capabilities which allow players to log on and compete with players around the world and even compete in online tournaments pitting game owners against one another for cash prizes. "Commerce and pay-for-play games will be the most successful areas for us," said Rex Ishibashi, general manager and vice president of EA Online. Electronic Arts is aiming to grow its Internet business from around $10 million to more than $200 million in the next three years.


Indeed, the future of Electronic Arts and the Online gaming looks bright. Internet gaming tournaments are attracting big sponsors and the allure of big cash purses. Says 'professional gamer' Peter Fong, who recently won a Ferrari in an online gaming tournament, "I think potentially computer gaming will actually be bigger than all other sports, except maybe soccer" (Brandweek, Vol. 39 Issue 26, p39). If the people at Electronic Arts have it their way, it may not be long before you're going to be able to fill out your tax form to say 'professional gamer' - that sounds like the profession for me.


Bryce Gilbert is a graduate of the Printing Management Technology Program and is currently in the first year of the Multimedia Diploma Program at the Southern Alberta Institute of Technology. When not in school, Bryce enjoys skiiing, golf, squash, reading, and online gaming.



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