CambriaRising
Member
I can't say I'm super surprised.
Damn son...pandemic never stood a chance. Bought out in 2008, shut down in 2009. Brutal.
Its like, WHY?! Why even buy them? Fuckin scum corporation
All you have to do to make Maxis relevant again is just fucking put them on some low to mid-budget offbeat Sim titles like their classic 90s output. The current PC scene is ripe for that to be profitable.
can you give us any insight as to why there was such a long gap between SC4 and SC13?
vertexnormal said:Money. It all comes down to money. EA as a corporation doesn't share our sense of obligation out of sentimentality. Hence today's announcement.
The long gap is probably caused by several factors. First was that the expansion for SC4 didn't print cash like The Sims was at the time. Sure it made money, but The Sims had a HUGE (I remember reading 16x) return on the investment. So it got deprioritized to make The Sims 2. Which again made huge returns.
EA has adopted a greenlight gating process. Where by with little or no capital invested they have a few highly talented senior designers/creative types come up with the framework of a game. They develop what they can as proof of concept, usually simple gameplay prototypes and concept art, which is then presented to EA. This sets up a series of gates and reviews whereby they get more money and manpower as it seems necessary and the time to work on the gameplay, engine, and artistic style. This whole period is called preproduction, and can last from a few months to a few years. At some point you go into production, which means you know what you are making, how you are going to do it, how they are going to sell it and hard numbers to back all of that up. Some time after that, when marketing thinks it is right, they will announce the game to the public. From that point on nothing changes from the public facing. Once locked into 'online-only' there was no way of changing it. People complained that the cities were too small but there was no way to address that without compromising the numbers and forecasts when the game was sold to EA's corporate overseers. EA can't be negotiated with at this level, you can't change their mind, you REALLY have to fight to get dates changed etc.
So, during that 10 year wait there was almost 9 years of silence. 3 or 4 of those years had active development of the game that shipped, with another year or more of a small group of creatives. There were other attempts that never made the light of day, and products (Simcity Societies comes to mind) that didn't deliver that 'SimCity' experience.
I offer all of this with the caveat that they don't even tell us (read 'the devs') all of this and some of it is conjecture.
I also don't fault EA with this process. It is meant to minimize risk and it does pretty well at that. EA is a very large ship, it takes a lot of energy and time to get it to change direction. That long process steers the ship and adds predictability. Smaller companies are able to pivot much faster but lack EA's resources and ability to 'play the long game'. All of this stuff happens out of necessity, and all of it comes down to money.
EA is actually a great place to work these days. In the past there were difficulties (I was part of the EA Spouse/class action) but a lot of that has turned around. They really do want to retain talent and minimize layoffs. Not everyone shares this experience, but I haven't worked back-to-back weekends in almost a decade. EA has a really good benefits package, competitive pay, and a strong sense of progressive public responsibility. Maxis, in particular, the Sims side has what is probably the highest level of gender equality in the industry.
I'm sad to see that studio close, it's been my home for a very long time.
vertexnormal said:EA has patterns it likes to repeat, the spring layoff is one of them. I had left in January to get a head start, so yeah some of us saw it coming.
The small team tasked with keeping SimCity running(including myself) have all accepted positions to continue and develop SimCity at EAHQ.
That's the first rule though right? Corporate are never to blame for Corporate's mistakesugh
Both Spore and Sim City could have been great had EA not meddled with the designs of them and made horrible decisions anyone with a brain could have seen would have failed.
The disaster that was SimCity claims its final victim
I agree. EA have not helped matters, but Maxis sealed their own doom.I know it's popular to hate on EA but in the case of Maxis, I really wonder if Maxis management didn't have a big hand in killing the golden goose.
We're getting consistent messages from studio heads that EA gave them a lot of freedom and that impopular pivots came from the studios themselves, not the publisher (see also the former BioWare leads). I'm sure corporate highly encouraged these changes but the narrative of a business tyrant oppressing a creative enterprise is too simple for my taste. Just look at all the talented developers hastily jumping on any bandwagon that seems to promise huge finanical success (MMOs, mobile, crowdfunding etc.)
Straight from the horse's mouth: SimCity's Lucy Bradshaw Defends Always-On DRM, Says EA Didn't Force It On Them
If you roll with the hypothesis that Maxis leadership pushed for the reviled online/social/DRM-driven game design then the current move by EA reads more like HQ trying to bring the talent under direct control at the sattelite studios instead of its own failed management at Maxis Emeryville.
An ex-Maxis employee is posting on Reddit right now.
https://www.reddit.com/r/SimCity/comments/2xxvz1/ea_closes_maxis_emeryville/EA has adopted a greenlight gating process. Where by with little or no capital invested they have a few highly talented senior designers/creative types come up with the framework of a game. They develop what they can as proof of concept, usually simple gameplay prototypes and concept art, which is then presented to EA. This sets up a series of gates and reviews whereby they get more money and manpower as it seems necessary and the time to work on the gameplay, engine, and artistic style. This whole period is called preproduction, and can last from a few months to a few years. At some point you go into production, which means you know what you are making, how you are going to do it, how they are going to sell it and hard numbers to back all of that up. Some time after that, when marketing thinks it is right, they will announce the game to the public. From that point on nothing changes from the public facing. Once locked into 'online-only' there was no way of changing it. People complained that the cities were too small but there was no way to address that without compromising the numbers and forecasts when the game was sold to EA's corporate overseers. EA can't be negotiated with at this level, you can't change their mind, you REALLY have to fight to get dates changed etc.
I know it's popular to hate on EA but in the case of Maxis, I really wonder if Maxis management didn't have a big hand in killing the golden goose.
We're getting consistent messages from studio heads that EA gave them a lot of freedom and that impopular pivots came from the studios themselves, not the publisher (see also the former BioWare leads). I'm sure corporate highly encouraged these changes but the narrative of a business tyrant oppressing a creative enterprise is too simple for my taste. Just look at all the talented developers hastily jumping on any bandwagon that seems to promise huge finanical success (MMOs, mobile, crowdfunding etc.)
Straight from the horse's mouth: SimCity's Lucy Bradshaw Defends Always-On DRM, Says EA Didn't Force It On Them
If you roll with the hypothesis that Maxis leadership pushed for the reviled online/social/DRM-driven game design then the current move by EA reads more like HQ trying to bring the talent under direct control at the sattelite studios instead of its own failed management at Maxis Emeryville.
You could have said that about Maxis 5-10 years ago, replacing console with PC of course.The day EA closes DICE is pretty much the day they are going bankrupt or are moving completely away from console games. I mean it's cool to hate EA but lets not use hyperbole.
Nah, there was also The Sims 4 being a commercial turd that nailed the coffin shut.
I would've shut them down too after the last Sim City.
I hope people feel bad about buying EA games and they stop.
I thought it was confirmed the Maxis who worked on Sims 4 still have jobs. Only the Sim City folks got canned.Nah, there was also The Sims 4 being a commercial turd that nailed the coffin shut.
You could have said that about Maxis 5-10 years ago, replacing console with PC of course.
Not me. If I was in charge of EA I would have taken the criticism of Simcity 5 and immediately challenged Maxis to start making Simcity 6 but with the desires and features that the community wanted. The Simcity brand is (was?) one of the strongest in PC gaming, it appeals to not only gamers but non gamers too, it almost has a Minecraft kind of appeal and that's why the first four games sold in huge numbers and are popular to this day. They tried something new with Simcity 5 and it flopped badly, but if SC5 proved one thing in spades it's that there is a very hungry community out there for city builders. Cities Skylines is proving that very same thing right now, a week before it even releases, and it also proves that if you make a city builder with the features that the fans want then it will sell well.
Killing a strong brand like Simcity and axing a talented team like Maxis is just bad business, pure and simple, but because EA can't turn the franchise into what they truly want it to be (a mobile compatible online only DLC printing machine) they would just rather get rid of it than make a good product that differs from their "vision".
EA suffers from corporate America-itis. It's too inflexible, is afraid to innovate, and is far too concerned with book balancing than making good games. In fact EA doesn't make "games" anymore, they make profit centers. To them, that's all these SKU's are. I miss the EA of old... and now I'll miss Maxis too.
It is easy to be an arm chair executive when you don't actually have the job or responsibility.Not me. If I was in charge of EA I would have taken the criticism of Simcity 5 and immediately challenged Maxis to start making Simcity 6 but with the desires and features that the community wanted. The Simcity brand is (was?) one of the strongest in PC gaming, it appeals to not only gamers but non gamers too, it almost has a Minecraft kind of appeal and that's why the first four games sold in huge numbers and are popular to this day. They tried something new with Simcity 5 and it flopped badly, but if SC5 proved one thing in spades it's that there is a very hungry community out there for city builders. Cities Skylines is proving that very same thing right now, a week before it even releases, and it also proves that if you make a city builder with the features that the fans want then it will sell well.
Killing a strong brand like Simcity and axing a talented team like Maxis is just bad business, pure and simple, but because EA can't turn the franchise into what they truly want it to be (a mobile compatible online only DLC printing machine) they would just rather get rid of it than make a good product that differs from their "vision".
EA suffers from corporate America-itis. It's too inflexible, is afraid to innovate, and is far too concerned with book balancing than making good games. In fact EA doesn't make "games" anymore, they make profit centers. To them, that's all these SKU's are. I miss the EA of old... and now I'll miss Maxis too.
Battlefield is way more popular and making more money than Sim City ever did. They are not shutting down The Sims branch of the Maxis.
It is easy to be an arm chair executive when you don't actually have the job or responsibility.
Sucks simcity has to die though just because of 1 poor game.
That's an easy stance to take, however EA has a history of abusing popular franchises and twisting them into products that are not what the customers want, simply in attempts to generate huge money makers. You only need to look at Dungeon Keeper mobile, Plants vs Zombies 2, and Simcity Societies for a small sample of examples.
It's mismanagement of a gaming company, pure and simple. They make very bad decisions in pursuit of profitable products while disregarding said products customer desires. If the company I worked for did this we'd go out of business. EA continues to gut and kill off what once were very successful development studios and franchises, it's a pattern of theirs, and the reason is they ignore what made those studios successful in the first place and instead twist them into something else in the name of greed.
Just looking at the city building game genre, let's do a few comparisons. It's been 12 years since Simcity 4 came out, what's been done in the genre since then? We've had the Tropico games from a small dev of a few dozen people, we've had the Anno games, Banished was made by ONE PERSON, oh and Cities Skylines is due out next week made by about a dozen people. Now, EA had Fucking Maxis, the studio that not only invented the genre but produced four of the best games in it, and arguably made THE best city building game ever in Simcity 4. And what did EA make with all of that talent? Simcity 5. We all know how that turned out. Simcity 5's problems at it's root was the design decisions made from the very beginning of development. They completely failed to make the game that their customers wanted.
There is lots of money to be made in video games, and yes even in the city building genre, but to do so you absolutely have to make games that people will enjoy playing. You can't treat your customers like cash pinatas, and you certainly can't tell them what they want, you need to design and develop games that your customers want. EA consistently fails at that, over and over again. They succeed sometimes too mostly with first person shooters but they are losing marketshare to other developers in recent years. It's a gradual but noticeable trend. And the problem isn't the dev talent they own, it's the business decisions they are making at the top.
So yeah, you can say that it's easy from the armchair to run a company like EA. But can you honestly tell me that EA's top brass make GOOD decisions when it comes to games? Is that something anyone can state with a straight face?
I appreciate this stance. But, at the same time, can we ignore all the positive games that have come out under EA? Look at the games Bioware makes. They are still great. Are we really upset at EA over them? What about the people behind Need for Speed? That's still rocking.; Than you have in house studios like EA Sports - Madden and the rest (save the NBA game) are doing really, really well.
So, they have a history of scooping up companies and IPs, but for one reason or another those IPs get squadered. At some point, EA can't always be at fault either. Dungeon Keeper mobile is probably an EA idea, but uh... last I checked, we hadn't gotten a Dungeon Keeper game in forever. Chances are we weren't going to get another one either way. So they chose to use a dead IP in a mobile game experiment. It's almost worse that Nintendo is doing this same thing with Pokemon Shuffle, because Pokemon is still popular and relevant.
My point here isn't that EA does no wrong - of course they do. It's just that at some point, it's on the developers to actually create compelling products. Bioware is a prime example of a studio that makes great games and somehow, EA hasn't ruined that. Why do you think that is? IF you make great games and they sell, EA isn't going to tell you what to do.
Frank Gibeau, the president of EA Labels, has shown that business truly does come before gameplay with comments he made as part of a preview document for the CloudGamingUSA event happening on September 11-12 in San Francisco. Gibeau is very proud of the fact he has never green lit a single project that consisted solely of a single-player experience. He insists that every game EA publishes has an online component to it. His reason for doing this? Apparently EA has 'evolved with consumers (PDF)' suggesting he thinks this is what consumers want in every game. ...
I thought it was confirmed the Maxis who worked on Sims 4 still have jobs. Only the Sim City folks got canned.
The Sims isn't unaffected by the closure of Maxis Emeryville. EA is also laying off "a handful of people" from the Sims team at the company's Redwood Shores offices, an anonymous EA source told Polygon.
elelunicy said:Except it isn't. The Sims 4 sold close to 2 million in retail alone. With the high digital ratio on PC, it could have sold as much as 4 million copies - which is similar to what The Sims 2 and The Sims 3 did in the same time period.
Neither SimCity nor the recent release of The Sims 4 performed very well, according to a person familiar with goings-on at the studio.
Can you predict who will be next?
My bets are criterion next, then DICE
The other problem is that EA sent Maxis to die on Origin. Now I don't have a problem with Origin, but that is like making a console game and having your publisher make a deal that it is Gamestop exclusive. You really think only selling the game to the subset of hardcore gamers that have Origin installed is a good business move? Is this the shit they teach in MBA school?
I actually wouldn't mind that. Might be the only hope of seeing pso2 outside of Japan.EA should buy Sega
I know it's popular to hate on EA but in the case of Maxis, I really wonder if Maxis management didn't have a big hand in killing the golden goose.
We're getting consistent messages from studio heads that EA gave them a lot of freedom and that impopular pivots came from the studios themselves, not the publisher (see also the former BioWare leads). I'm sure corporate highly encouraged these changes but the narrative of a business tyrant oppressing a creative enterprise is too simple for my taste. Just look at all the talented developers hastily jumping on any bandwagon that seems to promise huge finanical success (MMOs, mobile, crowdfunding etc.)
Straight from the horse's mouth: SimCity's Lucy Bradshaw Defends Always-On DRM, Says EA Didn't Force It On Them
If you roll with the hypothesis that Maxis leadership pushed for the reviled online/social/DRM-driven game design then the current move by EA reads more like HQ trying to bring the talent under direct control at the sattelite studios instead of its own failed management at Maxis Emeryville.
Normally I would give the benefit of the doubt, but we have reports that Command and Conquer and Dawngate were scuttled partially because they didn't want to play ball with Origin. EA may not require those features, but without them the project may not get the time and budget it needs to be successful, if it gets the green light at all.