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  • EA: Games becoming 24-hour-a-day, seven-days-a-week experiences

    Last month, Electronic Arts announced it was to add 300 staff to its Galway customer service centre in Ireland. The centre, which was opened in 2011 by Bioware to support the launch of Star Wars: The Old Republic, already houses some 400 staff, but the increase aims to offer multilingual support around the clock to EA’s customer base. We caught up with Peter Moore, Electronic Arts chief operating officer, to find out more about why the publisher was attracted to Ireland, the closure of PopCap in the region, and why games today are becoming around-the-clock services.

    The Galway Centre opened in 2011 for Star Wars: The Old Republic–what’s the focus on broadening it at this point?

    Well, you’re exactly right–when we first came in here it was a primarily a single game focus, with Bioware leadership. And as our business evolved and as the industry has evolved in the last 12 months in particular, and games moving more to always-on, 24 hours-a-day, seven days a week, we’ve also evolved and grown the centre. So I’ve been over about five weeks ago with the Irish Prime Minister making an announcement about growing this centre and a long term plan to add another 300 jobs in Galway. So much of that is focused on growing our ability to interact with our consumer 24 hours-a-day, seven days a week. As our games, as I say, become services, so does the demand to get instant response for our consumers…and we have to respond to that demand. Otherwise I think we’re being disingenuous when we take their money if we’re not there for them as we move more and more into this direct-to-consumer world that we as publishers are now embracing.

    “As our games, as I say, become services, so does the demand to get instant response for our consumers…and we have to respond to that demand. Otherwise I think we’re being disingenuous.”

    You mentioned the Irish Prime Minister there. What role has the government played in the formation of the customer service centre?

    The Irish Prime Minister, the Taoiseach, in Dublin a few weeks ago–he and I sat down at a press conference and announced our commitment to Ireland, which they love. First, they love Electronic Arts being committed to the Irish Republic, bringing a technical element of our jobs, particularly focused on the Western part of Ireland and being able to grow our already pretty sizable footprint here. I also think we act as what they call a cluster in which a lot of other companies look at EA making a commitment to this part of the world and following suit and I think that’s important to them. And our commitment, the power of what Electronic Arts brings to a region was sufficient to actually get the Prime Minister to get personally involved in making this happen, as well as the Minister of Enterprise, Richard Bruton, who was also at the press conference. I can take you back to places like Vancouver where we put down stakes many years ago and feel very proud about what Vancouver, British Columbia means to digital entertainment today, so much of that were the roots that EA decided to put down, and I think that they see that and feel that this situation is no different. When companies like ourselves make commitments to regions, other companies follow suit.

    “When companies like ourselves make commitments to regions, other companies follow suit.”

    What are the overall aims for the Galway expansion, and how will you be measuring success?

    Well, I think more and more as we start to focus on dealing directly with our consumers, so many of our game experiences now rely upon our ability to respond to challenges that consumers have. And the game experience is less about walking into a retailer and buying a plastic disc and taking it home and waiting for the game to load and then playing. It’s more about downloads and achievements and entitlements and downloadable content and micro transactions. And your credit card is out there and we need to protect your security and privacy. And when you download something and it doesn’t quite work the way that you expected to, we’ve had a commercial transaction with you and we need to help you. So from that perspective, we need to build out that competency because that is our industry of the future, that is the way that interactive entertainment is going, and we’ve got to be prepared to be able to help people–this is no longer an offline experience, this is no longer really a physical media experience going forwards, this is going to be direct to consumer digital. And companies like ourselves–I put us in the same bracket as Apple, Google, Facebook–we’re a service, we’re online, we’re providing entertainment, and boy we better be there for the consumer when some of that breaks down.

    What kind of standards does the customer service centre hold? Specifically, do you train the staff there to deal with gamers, who can be fairly contentious and outspoken?

    (Laughs) Yeah, you don’t get to talk to a gamer for three weeks I think is the training. We don’t let you out in the wild for three weeks. I’ve had the fascinating privilege listening to calls and watching our agents help people get through–they’ve lost their passwords, they know they’ve downloaded something–they can’t figure out where it went, they’ve got some micro transactions they thought they paid for–they can’t figure out where they are in a game situation. All of those things have to be resolved, and we owe it to the consumer to resolve those things. We also have to be careful–we have 20 million contacts a year right now, either via telephone or live chat or email or web based support, and not everyone in a 20 million contact sampling is up to any good and we just have to be careful with what’s going on. Obviously when you’re dealing online and you’re dealing with somebody’s credit card information, we also have security and privacy and that is paramount in what what we do here.

    “And companies like ourselves–I put us in the same bracket as Apple, Google, Facebook–we’re a service, we’re online, we’re providing entertainment, and boy we better be there for the consumer when some of that breaks down.”

    Can you go into depth on the total headcount over there now, and how the 300 new jobs are broken down?

    I don’t know about breaking down, but since we made the announcement of 300 jobs, in the first week we received 1,500 resumes and CVs, so clearly great demand. A very fascinating industry for people to want to work in here, and so we’re sifting through those now. We’ve got job [requisitions] on the website. When we look at our overall global number we’re about six hundred employees full-time and part-time at Electronic Arts that deal exclusively in handling our customer challenges, plus partners around the world that we outsource some of our capacity to as well, so it’s a growing part of our business; it’s an important part of our business, and then there’s no time limit on the 300 here in Galway. We’re sifting through resumes, making the hires weekly, obviously looking at quality people rather than hiring in quantity and that is also important to us.

    Is there still a dedicated Old Republic division within the centre, or has that been assimilated into the wider group?

    It’s part, but it’s no different from FIFA, it’s no different from Battlefield; It’s an MMO so it is a large part of this centre here that takes care of folks and as you know we’re moving to a hybrid model going forward here with both subscription and free-to-play and that is relatively imminent, so from our perspective we need to be geared up for that, so it’s a big part of what we do here, but so is FIFA and Battlefield and as of today Medal of Honor and as of next week Need for Speed.

    Zenimax also has staff in Galway. What’s the attraction of the area? Why is it so enticing?

    First of all, it’s a beautiful place to work and it’s a relatively young place. When I say that, from a demographic perspective, there’s a tremendous amount of technical students here at the local colleges and university that gives us a pipeline for well-educated technical folks coming right out of school, what we call “campus hires” that would allow us to bring them back in. And at the same time, we get great support as we alluded to from the Irish government, in making sure that we’re developing programmes through the Irish Development Agency in making this an important part of what they do here in Western Ireland, and like any government, they take job creation very seriously and invest accordingly and we’re delighted to work with them. I had the pleasure of meeting them when I was in Dublin, and I’m going to see them again today, and we have a very close relationship and we’ll continue to compare notes of how we can help build this part of the world and continue to invest in it. And when we think about the two places in the world now that are important to us for our customer experience, it’s Austin, Texas and Galway, Ireland.

    In terms of measuring customer satisfaction long-term, how does EA go about that?

    We measure it daily–so much of what we do will be surveys with the customer that brings back we we call CSAT scores: customer satisfaction scores. Typically, and you know this because you’re a consumer is that survey, the post-transactional surveys, if you talk to us we’ll ask you permission to ask you about experience and ask you to rank what happened so we’re getting 24-hour-a-day feedback on what we can do better. And then we ask you, quite frankly, to be able to rank us and that’s how you get customer satisfaction scores because we can think we’re doing well, but if the consumer doesn’t think we’re doing well, then nothing really matters because it’s got to be their reaction to us, and then that builds into a score database that we look at internally every single day.

    ” I think the idea is to make games bigger, make them 24-hour-a-day, seven-days-a-week experiences.”

    The expansion in Galway has come at a similar time to the reduction at PopCap in Dublin. What was the primary decision in terms of the closure?

    Unrelated–they’re both in Ireland, that’s the only linkage between the two. The other one was more of a development studio but PopCap had grown enormously and they were just doing some resizing in their business. I think the good news is that we were able in a lot of instances to offer other EA opportunities to PopCap folks. I know that, having spoken to, and got some reports back, that many of them are already gainfully employed elsewhere so we’re hopeful that that hasn’t been too negative an impact on those particular folks, and my thoughts are always with the employees and their families and hopefully they get employment again quickly which I think is going to be the case in most instances.

    What are the big challenges for EA going into 2013?

    Well, I think we’re still going through this transformation as an industry and I think we’re handling it as well as anybody, if not better. We’ve got big franchises but less of them, and I think the idea is to make games bigger, make them 24-hour-a-day, seven-days-a-week experiences and we talked about a few of them already–Battlefield 3 in particular. We’re still seeing peak concurrent users grow and gosh, we’re nearly 11, 12 months since we launched that game and that’s great for the industry. FIFA is a phenomenon on its own, and FIFA Ultimate Team–the way that people interact with that game now, I think, is industry-leading. And then [Star Wars: The Old Republic] is still a powerful part of, you know, certainly what we look at as the future of massively multiplayer games with great IP layered on, and we’re going to be fascinated in the not-too-distant future to see how this kind of free-to-play and subscription hybrid model works. And we’re geared up and ready to go with that. I think that we’ve, as a company, made all the necessary investments both in infrastructure at the back end and customer service that is somewhat invisible I think. But when you grow to [become] a company that literally interacts with hundreds of millions of people a month through all of our game experiences, you better have the infrastructure, the plumbing if you will, that works every day, otherwise it all falls down pretty quickly, and I’m confident we’ve got that.

    FIFA’s been a huge success, especially in the UK. What about NBA Live, what can you tell us about that franchise? Will it be going free-to-play?

    “But when you grow to [become] a company that literally interacts with hundreds of millions of people a month through all of our game experiences, you better have the infrastructure…otherwise it all falls down pretty quickly.”

    No, there’s nothing to announce on that, you saw the announcement that we’re not shipping NBA Live this year and it’ll be “standby, stay tuned for further info on that.”

    We’re not sure if you saw Tim Schafer talking about the cultural effects of disbanding teams at the end of projects, but do you have any opinions on that at all?

    You know, look, I saw the headline–I got on the plane from San Francisco two nights ago and saw the headline. I didn’t read down but I think I can probably guess his drift. You know, the idea of roll-off for teams being disbanded–I don’t know, it’s difficult for me to respond to that until I’ve read the story. I’ve been in the industry long enough to know that we’re constantly re-mixing staff and studios to make sure that we’re reacting to consumer needs. And boy, this industry right now, you think about what’s going on with social, what’s going on with mobile–where do you deploy your resources so that everybody is succeeding? The employee, the company, the gamer–it’s quite a challenge. Knowing Tim, he’s pretty outspoken and he’s a very talented and creative chap, so I’d have to read it before I can react to it, but I can pretty much imagine what the point is and all I can tell you is that from our perspective is that the continued changing and swirling seas of our industry requires us to be able to redeploy resources to wherever consumers want to play their games. Five years ago, nobody had ever heard of an iPad and smart phones didn’t exist, Xbox Live wasn’t the powerhouse that it was today, nor was PlayStation Network, and from that perspective we’ve had to change the way we create games and then link in games and nothing has been a more disruptive force than the Internet over the last decade. And so all of that comes together where you just can’t have the status quo of a studio doing the same thing year in, year out and you’ve got to look at studios and retrain and redeploy your resources accordingly.

  • Halo 4 DLC pass detailed

    Gamers wishing to pick up Halo 4 and all its add-on map packs will end up spending at least $85 to do so. Microsoft today announced the Halo 4 War Games Map Pass, a $25 offering that gets players nine maps in total that will be released between December 2012 and April 2013.

    The map packs will retail for about $10 each as standalone downloads, meaning those who purchase the pass will save about 15 percent. In addition, players who purchase the Map Pass will receive two in-game helmets (“Scanner” and “Strider”) and an in-game emblem (“Falcon”).

    The War Games Map Pass is included with the $100 Halo 4 Limited Edition.

    The first map pack due out for Halo 4 is titled Crimson. It will launch in December and includes the Wreckage, Harvest, and Shatter maps. Following in February 2013 will be the Majestic map pack, which adds the Landfall, Monolith, and Skyline environments to the mix. Rounding out the offerings will be the Castle map pack in April 2013. It adds the Daybreak, Outcast, and Perdition maps.

    Halo 4’s $25 DLC pass is one of the least expensive such offerings. Max Payne 3, Gears of War 3, Forza 4, and Borderlands 2 each made $30 passes available to users. On the highest end of the spectrum are Call of Duty: Black Ops II and Forza Horizon, which will both have $50 DLC passes.

    Halo 4 is due exclusively for Xbox 360 on November 6 worldwide. The game is a direct sequel to 2007’s Halo 3 and is the first numbered entry in the series developed outside of Bungie Studios. It is the first installment in the Reclaimer Trilogy, which will span Halo 5 and Halo 6.

  • Assassin’s Creed III Wii U ‘exactly the same’ as Xbox 360, PS3, PC

    Gamers who decide to hold out for the Wii U version of Assassin’s Creed III won’t need to worry about the game skipping features or content from its console and PC cousins. Creative director Alex Hutchinson recently told Games Industry International that the Wii U version is no different than the Xbox 360, PlayStation, or PC iterations.

    “It is exactly the same game that’s on the other platforms,” Hutchinson said. “And I know that sounds ridiculous, but it’s been a long time since I’ve shipped a game on more than three platforms where you could say it’s all the same. It’s not like some radically diminished version, so that’s exciting.”

    Though the main game and experience in Assassin’s Creed III on Wii U may be on par with the other versions, only PS3 gamers will be able to play the four-chapter Benedict Arnold missions. Those missions were announced yesterday, and see game hero Connor attempt to foil Arnold’s plot to betray the West Point camp. It is not clear if these missions will be made available later for other platforms.

    Assassin’s Creed III debuts on Xbox 360 and PS3 on October 30, with a PC release slated for November 2. The game is a launch title for the Wii U in North America, shipping alongside the system in that region on November 18.

  • Assassin’s Creed movie ‘fast-tracked’

    The upcoming Assassin’s Creed movie is coming sooner rather than later. Ubisoft today announced that its Ubisoft Motion Pictures outfit has “fast-tracked” the film, and partnered with production company New Regency to get the job done. Terms of the deal were not disclosed.

    Ubisoft’s deal with New Regency allows the game maker to maintain control of “key elements” of the film’s creative direction. Writing of the screenplay for the untitled film is beginning immediately, Ubisoft said, but did not specify who has been tapped for the job.

    “Ubisoft chose to partner with New Regency because they are a talent and filmmaker-driven company, with the same independent and creative mindset that we have at Ubisoft Motion Pictures,” said Ubisoft Motion Pictures chief executive officer Jean-Julien Baronnet .

    New Regency is a division of Regency Enterprises. Past projects produced by the company include Mr. and Mrs. Smith and Marly & Me. The company is producing Darren Aronofsky’s upcoming biblical epic Noah, as well as Twelve Years a Slave.

    The Assassin’s Creed movie will star Michael Fassbender, who played major roles in Inglourious Basterds, Prometheus, and Shame. No additional cast members, director, or producers have been announced for the movie.

    The Ubisoft Motion Pictures outfit was founded in January 2011 with the purpose of bringing the company’s games to film, television, and the Web. On top of the Assassin’s Creed movie, Ubisoft is at work on a Rabbids TV series for Nickelodeon, and full-length movies based on the Splinter Cell and Ghost Recon game franchises.

    The latest game in the Assassin’s Creed franchise is Assassin’s Creed III, which is set during the Revolutionary War and is due out on October 30 for the Xbox 360 and PlayStation 3. Releases for the PC and Wii U will follow in November. For more on Assassin’s Creed III, check out GameSpot’s previous coverage.

  • Ubisoft not fearful of launching Far Cry 3 near Call of Duty

    October 22, 2012 8:18AM PDT

    Brand manager claims the Far Cry series has “always been a little bit off the map,” and this will draw users to it.

    Ubisoft is not fazed by the fact that Far Cry 3 launches just three weeks after Activision’s Call of Duty: Black Ops II. Speaking to MCV, Ubisoft brand manager Henri Guay claimed that the Far Cry series has always been “different,” and this novelty will draw gamers to it.

    “Far Cry has always been a little bit off the map in terms of the offer that it gives,” Guay said. “People are going to continue to play Call of Duty and people are going to look for experiences that give them something a little bit different. We feel we’re in a comfortable spot.”

    Far Cry 3 was originally intended to launch in early September, but was pushed back to November 29 in Europe and December 4 in the United States to give the team more time to polish the experience. Not only will Far Cry 3 launch near Black Ops II, but also Halo 4, which arrives November 6.

  • Borderlands Legends for iOS spotted

    The Borderlands franchise appears to be branching out from consoles and PC and coming to mobile platforms. A Gearbox forum user spotted an advertisement (below right) for Borderlands Legends in the Borderlands 2 digital strategy guide, indicating the game will release for iPad and iPhone sometime this month.

    According to the advertisement, Borderlands Legends was specially designed for mobile and tablet devices. Players can control Mordecai, Lilith, Brick, and Roland in gameplay that has players taking on waves of enemies. Much like the console game, Borderlands Legends will allow users to earn experience points and level their characters, according to the ad.

    A total of 36 unique powers and abilities, as well as “thousands” of weapons, and a “strategic cover system” will be up for grabs in Borderlands Legends, the ad goes on to say. Gearbox Software has not announced the game, and a representative from the company was not immediately available for comment.

  • Black Ops II guns can Prestige

    Next month’s Call of Duty: Black Ops II will offer up 55 levels and 10 Prestige levels for players to earn, but that is not all. Treyarch design director David Vonderhaar revealed over Twitter that the game will offer weapon Prestiges.

    “Did you know that you can Prestige any gun two times?” he wrote.

    Weapon levelling was introduced in last year’s Call of Duty: Modern Warfare 3, but no Call of Duty game to date has allowed players to Prestige their weapons. It is not clear what benefit players will have to doing so in the new shooter.

    In Black Ops II, players can enter Prestige mode once they reach the game’s 55 level cap. However, unlike past games, doing so no longer resets progress. Players will keep their unlocked weapons and items in exchange for Prestige tokens that can be spent on additional Create-A-Class slots, among other things.

    Black Ops II is due out November 13 for Xbox 360, PC, and PlayStation 3. A Wii U version will launch with the system in North America November 18.

  • Anarchy Reigns January 8

    Anarchy Reigns has finally been dated for a Western release. Publisher Sega announced today that the brawler is due in North America on Xbox 360 and PlayStation 3 for $30 on January 8, 2013. A release will follow in Europe for “29.99 on January 11.

    Anarchy Reigns was developed by Platinum Games and released in Japan as Max Anarchy in July, 2012. GameSpot’s review praised its gore-filled combat, but lamented its often-repetitive single-player missions and somewhat confusing story.

    The game’s Western release has been a long time coming. Anarchy Reigns was originally announced as a fall 2011 title, before being pushed to January 2012, and then again to July 3, and once more to later in the month. Its most recent delay came in June, when the game was pushed–unbeknownst to its developer–to 2013.

    Anarchy Reigns is a third-person brawler set in a postapocalyptic war zone filled with tsunamis, black holes, and other hazards. The game features online multiplayer using existing characters from the studio’s previous title MadWorld, as well as original characters.

  • Big in Japan October 7-14: Bravely Default, Resident Evil 6

    The latest role-playing game from Square Enix was Japan’s flavor of the week for the October 7 to October 14 period, followed by Resident Evil 6, a few others from Namco Bandai.

    According to the latest Media Create numbers, Bravely Default: Flying Fairy was at first place on the software charts with 141,529 units sold. The 3DS RPG is a new IP from Square Enix and features turn-based combat, a brave and default stance switch system, and multiple job classes to mix and match. The collector’s edition of the game features a poster, a soundtrack album, an art book, and an exclusive cover.

    Past top spot holder Resident Evil 6 went down a notch from the past week. The PS3 version of the game sold 92,921 units while the Xbox 360 version was at 34th place with no sales number stated. For more information on Resident Evil 6, check out GameSpot’s review and video feature.

    Namco Bandai’s new RPGs made their debuts for the week. Project X Zone for the 3DS was at third place with 85,539 units sold while Tokitowa was at fifth place with 32,215 units sold. The former is a strategy RPG where characters from Sega, Capcom, and Namco Bandai team up and fight in a newly created universe, while the latter is a fully 2D-animated RPG that combines turn-based and action elements.

    The 3DS did well sales-wise due to Bravely Default and Project X Zone being released for the platform. The XL version topped the list at 52,079 units while the regular version sold 27,221 units. The PS3 moved 26,312 units while the PSP was at 15,585 units. The PS Vita was still at 6,134 units, a low number compared to its older cousin.

    Top Japan Game Sales of October 7-14

    Software
    Rank / Title / Publisher / Platform / Sales Unit
    1. Bravely Default: Flying Fairy / Square Enix / 3DS / 141,529
    2. Resident Evil 6 / Capcom / PS3 / 92,921
    3. Project X Zone / Namco Bandai / 3DS / 85,539
    4. Pro Evolution Soccer 2013 / Konami / PS3 / 50,144
    5. Tokitowa / Namco Bandai / PS3 / 32,215
    6. New Super Mario Bros. 2 / Nintendo / 3DS / 29,651
    7. Wagamama Fashion: Girls Mode / Nintendo / 3DS / 22,195
    8. Tousouchuu: Shijou Saikyou no Hunter-Tachi Kara Nigekire! / Namco Bandai / 3DS / 18,458
    9. Rock Smith / Ubisoft / PS3 / 13,964
    10. Diabolik Lovers / Idea Factory / PSP / 13,173

    Hardware
    3DS XL – 52,079
    3DS – 27,221
    PS3 – 26,312
    PSP – 15,585
    PS Vita – 6,134
    Wii – 4,476
    Xbox 360 – 2,400
    PS2 – 911
    DSi -282
    DSi XL – 255

  • Rockstar asks for GTA V Crews feedback

    Rockstar Games is looking to fans for feedback regarding Grand Theft Auto V’s multiplayer mode. An update on the developer’s official blog today calls for input from fans regarding Crews in the much-anticipated upcoming action game.

    Rockstar is not looking for anything very specific, saying feedback could involve competitive in-game features, new ways to manage and recruit players, ideas for how to enhance the Social Club Crew pages, and what they did or did not like about how Max Payne 3 handled Crews. In short, if gamers have any suggestions at all regarding Crews, they are encouraged to drop Rockstar a line.

    Gamers eager to send Rockstar feedback can email the company at GTAVCrewFeedback@rockstargames.com. Players can leave comments in the post itself, but developers are more likely to review messages sent to the email address.

    GTA V was announced in October 2011, but the game remains largely a mystery. Some analysts expect it to be on store shelves by March 2013, while others disagree.

    New screenshots for the game arrived in August, but Rockstar has kept quiet on the game since. For more on GTA V check out GameSpot’s previous coverage.