What do you think?
Rate this book
320 pages, Paperback
First published May 11, 2021
“There were people at Disney in executive positions who’d come right out and tell you, ‘I don’t like games,” Spector said. “And I’d be like, “Why are you involved in running a game division then?’”
“[The EA executive] said, ‘Why would I give you a dollar knowing I’m gonna get $1.10 back when I can give Chris $10 million and either make $100 million or get a tax write-off?’”
From EA’s perspective, this was just how the mobile business model worked. The product managers valued statistics and numbers above all else, and they had loads of data showing that iPhone and Android players were perfectly fine with timers that lasted hours or even days. […] “Individually, within the studio, people would look at each other in the eye and go, ‘People are going to hate this,” Crooks said. “You’re like, ‘Yeah, I know. But we have to make it.’���
The executives talked about the new mega-popular battle royale game PlayerUnknown’s Battlegrounds, which they were looking to emulate, and they praised Visceral’s staff, offering platitudes about how talented the team was and how hard they’d all worked. Then they told everyone how to get their severance packages.
"Chat with anyone who's worked in video games for more than a few years and they'll almost certainly have a story about that time they lost their job. Maybe they worked on a game that didn't sell well enough, or they got stuck on a project mismanaged by egomaniacal directors. Maybe their publisher needed to juice the numbers on its newest quarterly earnings report. Maybe they were part of a cost-cutting measure, or a strategic resource realignment, or any of the other jargony euphemisms for You no longer work here"