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    48 BCB June 2009

    Can Vancouvers billion-

    dollar videogame sectorsurvive the tectonic shiftsreshaping the industry?

    By De e

    Ho n p H o t o g r a p H B y

    C li n

    to

    n H us

    sey

    . .

    It looks like pure fun and games at the sprawlinghalf-million-square-foot Burnaby campus of video game g iant Electronic

    Arts Inc. (EA). Its noon and the cafeteria clatters with the sound of soft-

    ware engineers digging into bento boxes while fellow employees bash at

    arcade games in the Executive Lounge. Outside, a soccer game real,

    not virtual is in full swing on the all-weather turf, while other workers

    make use of nearby amenities including a weight room, yoga studio and

    basketball court. Meanwhile, a gang of awestruck visitors stock up on

    games and EA-emblazoned souvenirs at a store near reception laugh-

    ing and snapping tourist pics of each other to capture memories of the

    place where their favourite titles are made. Theres an energy in the airthat seems part university campus and part amusement park.

    Despite appearances, however, this is serious business. Even as

    industry sales seemingly defy the recession with 2008s US$11 bil-

    lion in worldwide video game sales surpassing 2007s gures by 26 per

    cent trouble can be seen in these hall s and in those of other B.C. game

    June 2009 BCB 49

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    developers. Desks in Burnaby are being cleared to make room

    for workers from EAs shuttered downtown Vancouver studio,

    Black Box, as the company consolidates facilities in an effort to

    cut costs. EA is bleeding cash quarter af ter quarter, losing US$641

    million in 2008s fourth quarter alone. The California-based rm

    announced in December 2008 that it was slashing its worldwide

    workforce by 10 per cent, or about 1,100 workers; about 300 of

    those jobs are coming out of B.C., leaving the local ofces with

    1,600 employees.

    EA is the bedrock of Vancouvers video game cluster, which,

    according to UBC economic geographer Trevor Barnes, includes

    some 140 companies employing about 3,500 people. Many of

    the other studios in town none of which employs more than200 are startups founded and staffed

    by people who rst cut their teeth at EA,

    outts that werent even in business ve

    years ago. And many of them are not faring

    particularly well either, including Radical

    Entertainment Inc., once the second-big-

    gest video game employer in town, which

    sacked about half of its 230 workers last

    August. Other studios are cutting staff

    too. We have an industry where 800

    people were put out of work in the last

    six months, says Jared Shaw, who runs

    Vancouver-based video game recruitment

    firm 31337 Recruiters. When software

    developers stop getting snapped up, you

    know things are really bad.

    Changing consumer demands, the

    global economic meltdown and compe-

    tition among international video game

    makers is re-sorting the industrys winners

    and losers. The cost of developing games

    is soaring and companies are losing their

    stomach for risk cutting back on the

    number of projects theyre developing, which means less work all

    around. In addition, there are a growing number of jurisdictions

    around the world pushing to compete with Vancouvers video

    game cluster, offering various incentives to lure both companies

    and prospective employees. For the local industry, estimated to

    contribute almost two per cent annually to B.C.s GDP, the chal-

    lenges are mounting.

    Nowhere are the industrys seismicshifts more keenly felt

    than in the increasingly precarious world of development. Withinthe business, there are essentially three players: console makers,

    such as Sony Corp., Microsoft Corp. and Nintendo Co. Ltd.; third-

    party publishers, such as EA, Activision Blizzard Inc. and Ubisoft

    Inc.; and the usually much smaller developers, such as Radical and

    Blue Castle Games. Console makers make the machines that run

    the games, although Nintendo also develops and publishes a fair

    amount of its own software. Publishers market and distribute the

    games and typically own the intellectual property behind them,

    while development studios employing anywhere from 150 to

    just a couple dozen people and working on one or two games

    at a time actually make the games, creating all the storylines,

    artwork and programming.

    In recent years, local studios Relic Entertainment, Action Pants

    Inc. and Radical Entertainment have been bought out by publish-

    ers (THQInc., Ubisoft and Activision respectively), making them

    much more dependent on the fortunes and whims of their partner

    or parent. Publisher-owned studios gain access to their parents

    deeper pockets but lose a degree of control; the 120 jobs lost at

    Radical last year came after Activision shelved two out of the four

    projects it was working on. Independents, on the other hand, can

    make games for more than one publisher as a hedge against col-

    lapse. Vancouver-based Blue Castle, for example, recently more

    than doubled its staff, from 70 to 165, thanks to its deal to make

    Dead Rising 2 for Japanese publisher Capcom Entertainment Inc.,

    even as the studio makes a sequel to The Bigs for 2K Sports.

    EA, like other publishers, partners with smaller independent

    studios to develop some of its games (including the next install-

    ment of its blockbuster Need for Speed series being developed by

    Slightly Mad Studios in London, England), though most of the

    companys games are made in EA studios in such places as Shang-

    hai, Istanbul, L.A. and Montreal; its Burnaby studio, or EA Canada

    as its known, is the companys largest operation. Increasingly, the

    push at EA is to shift development to cheaper facilities. At the end

    of scal year 09, we expect to have 19 per cent of our employees

    in low-cost locations versus 13 per cent a year ago, EAs CFO Eric

    Brown announced in February this year.

    But for EA, shifting operations may

    not be enough. The company, once the

    worlds dominant publisher, is now falter-

    ing to the point where its key rival, Santa

    Monica-based Activision, has a market

    capitalization more than double its own

    (US$13.4 billion versus US$6.1 billion). Both

    companies took in about US$1.6 billion in

    revenue in the fourth quarter of 2008, and

    while both lost money, EA lost signicantly

    more: US$641 million versus Activisions

    loss of US$71 million. The chief problem:EA is spending too much money making

    too many games that too few people are

    buying. The company makes about 35 to

    50 titles a year, spending 27 per cent of its

    sales on research an development, whereas

    its rival focuses on just 15 games and spends

    about 10 per cent of its sales on R&D.

    EA has responded by cutting back the

    number of games its developing, con-

    sequently trimming its staff. I think EA

    needed to focus down on its priorities and

    say, We make so many great titles, we are

    cannibalizing our market ourselves, says

    EA Canada vice-president and general

    manager Pauline Moller. As a video game

    industry, we have so much great product

    out there; its a ght for the consumersdollars. While Activisions situation isnt as

    dire, it too has stated a desire to avoid risk-

    ing its fortunes on untested games, focus-

    ing instead on sequels to successful titles.

    Blame the recession for part of the

    industrys new-found risk aversion. Con-

    sumers are still snapping up games, but

    with fewer dollars to spend they are more

    selective about which titles they buy.

    Buyers cant all shell out for ve different

    games at $60 a pop, says Moller. Maybe

    they can only afford to buy one great

    game. So the most popular titles get all

    the sales while the also-rans end up in the

    bargain bin. There is growing separation

    between the sales of the blockbusters and

    those of the rest of the heap.

    But even when the economy rebounds,

    publishers will likely keep a tight rein on

    the number of games they make which

    for Vancouver studios means fewer proj-

    ects to go around. Thats because the cost

    of developing new games has risen to the

    point where publishers cant afford as many

    gambles. The video game industry movesin ve- to six-year cycles, reshufing every

    time another generation of console, such

    as Microsofts Xbox 360 or Sonys Play-

    station 3, comes out. Each generation of

    video game console has more computing

    repower than its predecessor and, as a

    result, the visuals of the games are more

    stunning. The physics of the movements

    are more realistic. The whole playing expe-

    rience is simply more immersing. But con-

    sequently, developers need to pour more

    resources into the games to

    take advantage of the tech-

    nological advances and the

    cost differences are striking.

    In the last cycle of con-

    soles, you could develop a

    pretty solid Playstation 2

    game for $5 million to $7

    million, says Colin Sebas-

    tian, senior research analyst

    in San Francisco for Lazard

    Capital Markets. A pretty

    solid game for the Xbox 360

    or the PS3 is probably $20

    million; thats a pretty big

    difference. You cant develop

    20 games and just hope that one or two

    are hits. You have to probably focus on a

    fewer number of games and then put more

    into each one.

    More money is riding on the fate of

    fewer products. Any failures will put acompany into a much deeper hole. Unfor-

    tunately for EA, the key franchises that

    once brought the company success have

    stalled, leaving the company scrambling to

    recover. Its Need for Speed series has deliv-

    ered hit after hit since 1994, but the most

    recent iteration, Need for Speed: Undercover,

    bombed with critics and failed to meet the

    companys undisclosed sales target. IGN

    .com, one of the top gaming websites, said,

    Need for Speed: Undercover is a poor game

    with a ton of problems, both technically

    June 2009 BCB 5150 BCB June 2009

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    bcbusinessonline.ca

    iron or putter. The Wii is the kind of system

    even Luddite seniors can pick up quickly

    and have a blast. I know: my retired parents

    have one. The Wii is drawing all kinds of

    people into the game-buying market, not

    just the young male obsessives who call

    themselves gamers. Nintendo saw it had

    no chance competing in the arms race of

    producing ever more expensive and power-

    ful consoles and games, and went down a

    different, more lucrative path.

    So where does all this leave Vancouver?

    The bulk of its industrys fortunes rests onwhether EA can turn itself around, particu-

    larly the sports titles produced in Burnaby.

    I think all these problems can be recti-

    ed, says Lazards Sebastian. Thats the

    beauty of having new products ever y year.

    You have to have the capital to be able to

    invest in new products. You have to have

    a sense of what the market is demanding.

    You really have to have your nger on the

    pulse of the business. And you have to have

    execution, which is the hardest part.

    EA has high hopes for its newGrand Slam

    Tennisand tness program EA Sports Active

    (both for the Wii) and plans major moves

    into online gaming. So dont start writing an

    obituary for EA just yet. Because of its sheer

    size, the company has the ability to screw

    things up and recover from it.

    The smaller studios in town face dif-

    ferent challenges. EA can shelve a couple

    of titles from its catalogue of dozens and

    keep rolling, but a studio that only pro-

    duces one or two games would have to

    shut its doors. And with jurisdictions from

    around the world ghting tooth and nail for

    diminishing development dollars, that risk

    for local studios grows greater. Quebec, as

    one example, offers a 37.5 per cent labour

    tax credit something B.C. doesnt have

    while fast-rising competitors such as Singa-

    pore offer well-educated, English-speaking

    workers and close cultural connections to

    the critical Asian markets, in addition tolow costs and government incentives.

    Still, recruiter Jared Shaw sees opportu-

    nities for the smallest of Vancouvers devel-

    opers in all the malaise. As much as I dont

    like layoffs and real major shakeups in the

    industry, I like them for the innovation that

    they create, he says as we talk over lunch

    at White Spot. Some of these unemployed

    game developers, he believes, are going to

    get off their couches, start their own com-

    panies and build their own games. And

    as the Wii has proven, there is a largely

    untapped market of game buyers out there

    beyond the hardcore console gamers.

    The timing is actually good in some

    respects when you look at casual online

    games, the emergence of them, and things

    like the iPhone, he says. One guy can make

    a casual game thats downloadable. One guy

    can make an iPhone game. Five or six guys

    banded together can make some kick-ass

    casual games and kick-ass iPhone games.

    Shaw puts down the shrimp sandwich

    hes eating and pulls his iPhone out of

    his pocket. He ips through some of thegames and shows me one called Slotz Racer.

    For $2.99 you can download the software

    and make a little slot car go around a track

    on the iPhones 3.5-inch screen. Its not

    the kind of thing you play until 5 a.m., just

    something to kill time waiting for your bus

    or plane. Companies are also discovering

    a market for easy-to-play casual games for

    the home computer. Vancouvers Hothead

    Games makes a $15 downloadable title

    called On the Rain-Slick Precipice of Dark-

    ness, rendered in gorgeous (and relatively

    cheaper) 2-D. It plays more like a choose-

    your-own-adventure graphic novel than

    an adrenalin-fuelled console shooter.

    The development cost on it is nil com-

    pared to a console game, says Shaw of the

    new technologies. Indeed, anyone with

    $100 for Apples iPhone development kit,

    some skills and spare time can start their

    own game company. To build a console

    game, youd need half a million dollars for

    an Xbox development kit and a similar sum

    for a game engine, he says. What were

    seeing is all these scrappy little develop-

    ers starting up all over the place.

    Maybe just maybe some of these

    startups will make money. And maybe still,

    one or more of them will turn into some-

    thing big. EAs giant studio in Burnaby,

    after all, began as a little project started by

    two Vancouver high school students, Don

    Mattrick and Jeff Sember, back in 1982.They sold their company, Distinctive Soft-

    ware, to EA in 1991 for $11 million, bringing

    the publisher to Canada and launching the

    countrys video game industry. This could

    just be fantasy: thinking that the citys

    recent turmoil is a seed that will blos-

    som into a reborn industry whose iPhone

    games, online casual titles and other, yet-

    unforeseen, kinds of interactive software

    make Vancouver the envy of the world. But

    when it comes down to it, fantasy is what

    this business is all about. n

    and in terms of design. (The game, produced since

    inception at EAs downtown Vancouver Black Box

    studio, will see its next sequel made in the U.K. by

    Slightly Mad Studios. EA denies the move has any-

    thing to do with poor performance.)

    EA built much of its business around its award-

    winning sports games. Its industry-leading titles

    such as NHL, NBA Live and FIFA, among others, are

    produced in Burnaby. Sequels are pumped out each

    year as surely as the seasons. But lately, success has

    not followed. The sports business in games has

    actually declined, says Sebastian. So has the racing

    genre. Racing games are not as big as they used to

    be. Where EA historically had a lot of strength has

    actually been a weakness in this cycle. Activision,

    on the other hand, has scored hits in its massively

    popular Call of Dutyrst-person-shooter series and

    in its music game Guitar Hero.

    The real game changer in the business, however,

    has been Japanese console maker Nintendo. Most

    of the industry had predicted that either the Xbox

    360 or the Playstation 3 would lead the most r ecent

    generation of consoles. Publishers developed games

    for those machines accordingly and largely ignored

    Nintendo. But Nintendo shocked everyone. Its Wii a cheaper,

    less powerful machine with an innovative motion-sensing control-

    ler has outsold its rival consoles two to one since being intro-

    duced in 2006, leaving publishers scrambling to build games for

    it. None has been very successful so far. Of the top 10 games sold

    in the U.S. in 2008, ve were published by Nintendo for play on

    its own machines. Wii Sports recently became the worlds number

    one selling video game of all time, selling more than 40 million

    copies to surpass the lifetime sales of 1985s Super Mario Bros.Need for Speed: Undercover, by comparison, has sold about four

    million copies across all three platforms plus the PC, according to

    vgchartz.com.

    Why has the Wii been such a hot seller? Because itsfun: to

    play it, you swing your arms and throw your sts like youre a kid

    on a playground rather than just twiddling your blistered thumbs.

    It turns out that a massive segment of consumers have a different

    idea of what fun is compared to the games-industry insiders who

    thought the Xboxs horsepower or the PS3s Blu-Ray capabilities

    would rule the day. EA and the other big publishers have spent

    hundreds of millions ghting each other for what is a mere frac-

    tion of the game-buying public.

    As I nish my tour of EAs studio andlunch hour comes to an end, the halls deaden

    into silence. Few industries squeeze as much

    passion and talent out of their workers as EA

    does here. On the oor where developers

    are making the companys upcoming tennis

    title, dozens of 20-somethings sit unblink-

    ing before twinned LCD screens lit up with

    the green of a Wimbledon lawn. These guys,

    like the gamers who will one day forego

    sleep and nourishment to play the product,

    are in the zone. Every pixel has to be per-

    fect. Each stroke of the racket is repeated

    again and again. This is the studio, after all,

    that brought in developers from 18 different

    soccer-mad countries to ensure that its FIFA

    Soccer 09 would be made by people with the

    beautiful game in their DNA.

    Ever the diligent journalist, I pick up an

    Xbox 360 from London Drugs on my way

    home from Burnaby and pop in EAs highly

    decorated hockey title NHL 09. Im absorbed

    into a world of stunning realism. Each play-

    ers face is masterfully rendered. Their move-

    ments are the product of hours spent recording real NHL stars

    actions in EAs motion-capture studio. True hockey fans would

    recognize the individual players characteristics: the Canucks

    Sedin twins are slick but soft; Calgary defenceman Dion Phaneuf

    practically runs opponents through the boards. But only after

    ve hours of frustration learning to pass, shoot and check do

    I nally manage to score a goal. Another ve hours later, with

    dawns light approaching, I start to win a few games. EA and the

    other big publishers have for years targeted such hardcore gam-ers: players with the time and dedication to invest countless hours

    mastering the games. Sports titles, with millions of dollars spent

    on improving their ever-growing realism, further demand that the

    players have passion and knowledge of the sport at hand. If you

    dont know your slapshot from a wrist shot, youd never appreciate

    the intricacies of a 2-1-2 forecheck.

    Nintendo, on the other hand, gured out that there are legions

    of people who want to play but arent necessarily sleep-deprived

    gaming addicts. Wii Sports, for example, has geometrically shaped

    characters lacking even arms to wield their clubs, bats and rack-

    ets. To play tennis, you just swing the Wii remote like a racket

    to whack the ball. To play golf, you swing the controller like an

    52 BCB June 2009 June 2009 BCB 53

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    Why has theWii been sucha hot seller?Because itsfun: to playit, you swingyour armsand throwyour sts likeyoure a kid ona playgroundrather than

    just twiddlingyour blisteredthumbs