In case anyone was hoping for Visceral's Star Wars game by March 2017, it's not happening.
http://files.shareholder.com/downlo...13DBCAF89D/EA-Transcript-2016-01-28T22_00.pdfEA said:Drew Crum - Stifel Nicolaus - Analyst
Got it. Okay, thanks. And aspirational number on R&D as a percentage of revenue, how important is culling less profitable or non-profitable titles
in the portfolio? Do you have an opportunity to do that going forward? How you think about limiting the number of SKUs going forward? Thanks.
Blake Jorgensen - Electronic Arts Inc. - CFO
We are down to less than 15 major SKUs. And that feels like a good size of the business and we are obviously announcing that we are investing in
some action-based SKUs by bringing people like Jade Raymond and Amy Henning into our organization to help build those. And those are obviously
a few years out in our SKU plan.
But clearly we want to try to grow genres, and grow our revenue base with more titles, both digital live services titles as well as traditional console
titles. Part of -- to do that part of it is we have to be ruthless that we don't spend a lot of money on smaller titles, we size them correctly, but we
also want to continue to look for ways to bring new, interesting titles to the market.
Look at Unravel as a perfect case of that. We're trying to address the marketplace for broader titles that address a wider audience in terms of types
of games they are, the types of games people want to play. We are also trying to build enough product to be able to effectively run subscription-based
businesses, and that requires a great portfolio, which we have and will continue to add to. We will always cull, but there's not a ton of things to cut
back on today because we've brought the total number of titles down to a very perfect level for us now.