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E L E C T R O N I C A R T S
5
REACHING NEW HEIGHTS IN GAME DEVELOPMENT
In the end, it all comes down to the software. Its as true in video games as it is in motion pictures and televi-
s i o n content is king. Innovation, technical mastery and attention to detail have made EA the number one
developer on the personal computer and on the next generation of game consoles.
On consoles, Sony, Microsoft and Nintendo have provided game developers with an extraord i n a ry oppor-
t u n i t y. They’ve each revolutionized the canvas on which our artists, engineers and storytellers practice their
a rt. They’ve challenged us to create stories, characters and sports simulations that take full advantage of the
t e c h n o l o g y. They’ve given us responsibility for creating an experience that proves to consumers that a new
game console is much more than a box full of circ u i t s .
At EA, we put an enormous amount of re s e a r ch into our decisions on console development. We ask if the
technology is sound if it allows developers to create quality games, and ultimately, if it pays off for the con-
s u m e r. Before we start, we make certain the games will be fun.
The great news for consumers is that the PlayStation 2 console, Xbox and Nintendo GameCube all meet
that measure. The millions of calculations these machines perf o rm, the number of pixels and polygons that
compose each image, the number of cycles per second that provide smoothness of motion these are the practical
elements that make up a revolution in entertainment. The capability of these consoles is astonishing engineers,
challenging storytellers and enthralling consumers.
On PCs, EA leads the North American market for the second year in a ro w. Our Maxis
studio created T h e
S i m s, which has sold more than four million copies life-to-date and was crowned Game of The Year at a major
i n d u s t ry awards cere m o n y. Internet connectivity offers a unique element to PC games that, so far, can’t be
duplicated on consoles. Our studios are working on persistent worlds games that bring design innovation,
c o m m u n i t y, cooperation and competition to the PC experience.
On both PC and console games, EA moves through each game’s development cycle with an attention to
detail that pays off in extraord i n a ry ways:
On Madden NFL, the camera can zoom in so close that you see the hair and veins on the arms of players
and the passion in their faces. When a pass is thrown, the receiver tracks the ball all the way to his hands; he
braces against his tackler and grimaces as he’s brought down. Above, the sky darkens in the third quarter and
the stadium lights shine off the player helmets.
On Tiger Woods PGA TOUR
®
G o l f, a chip shot takes you to the green at Pebble Beach. When Tiger lines up
for the putt, the console moves millions of polygons per second, giving him a lifelike, 3D fluidity of motion.
Will Tiger sink the putt? Before you answer, remember: its as windy in the game as it is at Pebble Beach.
On S S X, our smash-hit snowboarding game, you take a jump, tuck, twist and soar hundreds of feet above
the course. The camera moves up and over your character to reveal the terror and the exhilaration of a stunning
d rop. Ve rtigo tenses your muscles and a flock of butterflies moves in your stomach.
Next year, at Hogwarts
School of Witchcraft and Wi z a rd ry, you’ll straddle Harry Potters broom and speed
t h rough a game of Quidditch
. With the other team hot on your tail, you’ll speed after the Snitch. Speed and
cunning may not be enough to catch it; you’ll need magic to win.
Whether you play games on a PC or on a console, technology is re d e fining, broadening and brightening
the experience. But it’s the games that make the magic and the best game makers in the world work for EA.