EA CEO says Visceral closure and 'Ragtag' cancellation wasn't about single vs. multiplayer

EA CEO says Visceral closure and 'Ragtag' cancellation wasn't about single vs. multiplayer

7 years ago
Anonymous $ZOEEBQ1zf0

http://www.pcgamer.com/ea-ceo-says-visceral-closure-and-ragtag-cancellation-wasnt-about-single-vs-multiplayer/

EA closed the doors on Visceral Games last month, bringing to an end the studio that brought us Dead Space and Battlefield Hardline, among others, and also the "Ragtag" Star Wars project it had been working on under the guidance of former Uncharted creative director Amy Hennig. A statement confirming the closure led to a widespread belief that EA killed the project, which was described as "a story-based, linear adventure game," in order to focus on multiplayer joints instead, which have far greater monetization potential. 

An in-depth Kotaku report last week made it clear that the situation wasn't quite so simple—the project was in trouble almost right from the start, and so by extension was the studio—but concerns about return on investment, particularly from a single-player game in a big-budget, hit-or-flop market, were undeniably a major factor. Speaking during a quarterly earnings call to investors yesterday (via Seeking Alpha), EA CEO Andrew Wilson said basically the same thing. 

EA CEO says Visceral closure and 'Ragtag' cancellation wasn't about single vs. multiplayer

Nov 1, 2017, 6:13pm UTC
http://www.pcgamer.com/ea-ceo-says-visceral-closure-and-ragtag-cancellation-wasnt-about-single-vs-multiplayer/ >EA closed the doors on Visceral Games last month, bringing to an end the studio that brought us Dead Space and Battlefield Hardline, among others, and also the "Ragtag" Star Wars project it had been working on under the guidance of former Uncharted creative director Amy Hennig. A statement confirming the closure led to a widespread belief that EA killed the project, which was described as "a story-based, linear adventure game," in order to focus on multiplayer joints instead, which have far greater monetization potential.  >An in-depth Kotaku report last week made it clear that the situation wasn't quite so simple—the project was in trouble almost right from the start, and so by extension was the studio—but concerns about return on investment, particularly from a single-player game in a big-budget, hit-or-flop market, were undeniably a major factor. Speaking during a quarterly earnings call to investors yesterday (via Seeking Alpha), EA CEO Andrew Wilson said basically the same thing.