Electronic Arts

EA published numerous games and some productivity software for personal computers, all of which were developed by external individuals or groups until 1987's Skate or Die!

[2] Into the 21st century, EA develops and publishes games of established franchises, including Battlefield, Need for Speed, The Sims, Medal of Honor, Command & Conquer, Dead Space, Mass Effect, Dragon Age, Army of Two, Apex Legends, and Star Wars, as well as the EA Sports titles FC, FIFA, Madden NFL, NBA Live, NHL, PGA, and UFC.

During that time, Hawkins also employed two of his former staff from Apple, Dave Evans and Pat Marriott, as producers, and a Stanford MBA classmate, Jeff Burton from Atari for international business development.

This policy of dealing directly with retailers gave EA higher margins and better market awareness, key advantages the company leveraged to leapfrog its early competitors.

In addition, EA's Jerry Morrison conceived the idea of a file format that could store images, animations, sounds, and documents simultaneously, and would be compatible with third-party software.

[25] On March 26, 1990, Electronic Arts filed for an IPO at the NASDAQ stock exchange and went public under the ticker symbol "ERTS", opening at a split-adjusted price of $0.52.

With a retail price of US$700 (equivalent to $1,476.43 in 2023) compared to its competitors' $100, the console lagged in sales, and with the 1995 arrival to North America of Sony's PlayStation, a cheaper and more powerful alternative, combined with a lower quality of the 3DO's software library as a backfiring of its liberal license policy, it fell further behind and lost competition.

Electronic Arts dropped its support for 3DO in favor of the PlayStation, 3DO's production ceased in 1996 and, for the remainder of the company's lifetime, 3DO developed video games for other consoles and the IBM PC until it folded in 2003.

[5] Early in 1997, Next Generation identified Electronic Arts as the only company to regularly profit from video games over the past five years, and noted it had "a critical track record second to none".

In 2004, EA made a multimillion-dollar donation to fund the development of game production curriculum at the University of Southern California's Interactive Media Division.

[48] Much of EA's success, both in terms of sales and with regards to its stock market valuation, is due to its strategy of platform-agnostic development and the creation of strong multi-year franchises.

In June 2007, new CEO John Riccitiello announced that EA would reorganize itself into four labels, each with responsibility for its own product development and publishing (the city-state model).

The goal of the reorganization was to empower the labels to operate more autonomously, streamline decision-making, increase creativity and quality, and get games into the market faster.

In 2008, at the DICE Summit, Riccitiello called the earlier approach of "buy and assimilate" a mistake, often stripping smaller studios of its creative talent.

Riccitiello said that the city-state model allows independent developers to remain autonomous to a large extent, and cited Maxis and BioWare as examples of studios thriving under the new structure.

EA also released Battlefield 2142, Command & Conquer 3: Tiberium Wars, Crysis, Harry Potter and the Order of the Phoenix, Madden NFL 08, Need for Speed: Carbon, and Spore for the Mac.

[57] Rumours had been floating around the Internet prior to the offer about Take-Two possibly being bought over by a bigger company, albeit with Viacom as the potential bidder.

[64] Due to the 2008 economic crisis, Electronic Arts had a poorer than expected 2008 holiday season, moving it in February 2009 to cut approximately 1,100 jobs, which it said represented about 11% of its workforce.

[92] EA's original approach to the microtransactions in Star Wars Battlefront II sparked an industry-wide debate on the use of random-content loot boxes.

EA modified some of the costs of these elements in anticipation of the game's full November 2017 launch, but they were reportedly told by Disney to disable all microtransactions until they could come up with a fairer monetization scheme.

[93] By March 2018, EA had developed a fairer system that eliminated the pay to win elements and drastically reduced costs for unlocking characters.

The controversy over Battlefront II's loot boxes led to an 8.5% drop in stock value in one month—about $3.1 billion and impacted EA's financial results for the following quarters.

[99] On August 14, 2018, Patrick Söderlund announced his departure from EA as its vice-president and chief design officer, after serving twelve years with the company.

Wilson stated that "the franchises in our combined portfolio will enable us to create innovative new experiences and bring more players into the excitement of cars and motorsport".

[119] EA acquired mobile game developer Playdemic Studios in Manchester, England from Warner Bros. Interactive Entertainment in June 2021 for $1.4 billion, following the merger of Discovery, Inc. with WarnerMedia.

The cuts came with the cancellation of a first-person shooter set in the Star Wars universe, and that the company would be moving away from licensed IP in favor of EA-owned franchises.

[223] A number of major partnerships were made over the next few years, including Namco Bandai, Crytek, Starbreeze Studios, id Software, Epic Games and People Can Fly, Double Fine Productions, Grasshopper Manufacture, Spicy Horse, and Realtime Worlds.

It was associated with the situation around Kingdoms of Amalur: Reckoning developed by 38 Studios, which had been significantly backed by loans from taxpayer funds from the state of Rhode Island.

Kingdoms failed to be commercially successful, and EA Partners pulled out of making a sequel, leaving 38 Studios in default of its loan payback to the state.

[better source needed][225] Around April 2013, as part of a large 1000-employee layoff, many reporters claimed that EA Partners was also being shut down for its poor commercial performance,[226] but the program remained active as the company refocused its efforts.

Founder Trip Hawkins in 2013
Electronic Arts' original corporate logo, designed by Barry Deutsch, 1982–1999 [ 9 ]
EA headquarters in October 2007
John Riccitiello at Web Summit 2017