EA: "We don't want to be viewed as the worst company in America"
EA's Andrew Wilson and Patrick Soderlund discuss the need to put the consumer ahead of short-term financials
Like all major companies, Electronic Arts from time to time has come under fire from pundits and consumers. In fact, earlier this year, the publisher won the Consumerist poll for "Worst Company in America" for the second straight year. Whether or not there's any merit to that accusation, rather than simply shrug it off, EA says it's listening and wants to do even better by its consumers.
In a recent interview with Kotaku, newly minted CEO Andrew Wilson and vice president of the Games Label, Patrick Soderlund, talked at length about making consumers more satisfied than they have been with EA in the last few years.
"There are lots of really big public companies that make a lot of money that are loved by their consumers," Wilson acknowledged. "That's because the consumers feel like they get value from that company in the investment in their dollars [and] time."
To that end, Wilson would like his consumers to really feel like they, not EA, are getting the better end of the deal when they purchase any games from the publisher. "Any time we create something, if you're asking for an investment from the consumer in dollars and time, make sure they feel like they're stealing from you and that they are getting the best end of that deal and the rest will follow. And that will be our philosophy," he continued.
"I personally don't think we've ever been the worst company in America, but it says something. The consumers out there are telling us something"
Interestingly, Soderlund admitted that the Consumerist distinction really did give EA pause. The executives have been thinking about what it means and what the company can do to change perceptions around EA.
"We started thinking about how we don't want to be viewed as the worst company in America. I personally don't think we've ever been the worst company in America, but it says something. The consumers out there are telling us something. And we actually took it very seriously. This was before Andrew was the CEO. We and [EA chief operating officer] Peter Moore and a couple of other guys in the executive company got together to try to understand what caused people to say these things. And there were some things out there that...consumers told us they didn't like. Online pass was one thing."
It may sound easy, but one of the best things EA can do for its reputation is to make amazing game experiences. If consumers love the games, the rest should follow. Wilson noted that for as much as EA has tried to raise its own bar on quality, it's still not enough.
"The demand and expectation on us are higher than they ever have been," Wilson said. "We need a mechanism and a process which we can get to better games more quickly. If we can be faulted for anything, over the years, it's kind of hanging on to ideas or concepts of games too long, driving too hard against them, spending too much to the point that we couldn't invest in other opportunities and ideas. And a big part of what Patrick and [fellow top execs] Frank [Gibeau] and Lucy [Bradshaw] and I committed to is let's drive a culture of innovation inside the company that actually starts a lot more stuff but at the same time kills a bunch more stuff before it gets to market so that we can give ourselves more short-term goals to get to that next innovative product."
While EA is still trying to convince investors that profits are coming, its management ultimately sees the consumer perception and game quality issues as the most important to tackle. If it handles those problems with aplomb, the bottom line will take care of itself.
"...whether it's DLC or something else, as long as we take the approach of being player-[d]riven and not driven by a short-term financial decision, players are telling us that Battlefield Premium is a good thing, because they're buying it, they like it and they look at this and say, 'Wow this is a great value proposition. I get four or five expansion packs and all these things for $50 that I can play over two years' time. That's worth something. Will Electronic Arts make money out of that? Yes, but will the consumers like it and want it? Yes they do. Wholeheartedly. I think that's an approach where if we come at it from a consumer perspective and we do things that they tell us they want and we do that well, business will follow," said Soderlund.