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	<title>Comments on: EAs clever business models</title>
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	<link>http://www.bruceongames.com/2008/09/09/eas-clever-business-models/</link>
	<description>A veteran's view on marketing games</description>
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		<title>By: Joseph Young</title>
		<link>http://www.bruceongames.com/2008/09/09/eas-clever-business-models/comment-page-1/#comment-3220</link>
		<dc:creator>Joseph Young</dc:creator>
		<pubDate>Tue, 09 Sep 2008 18:31:43 +0000</pubDate>
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		<description>Great analysis of EA&#039;s new strategy for growth. I think it follows along Riccitiello&#039;s model of city states where you let each studio (internal or partner) manage themselves.

Since game development is a combination of an engineering, art and design endeavor, you need to let all disciplines have space to experiment and create something amazing.

The challenge with the new EA model is how much money to afford the teams. Riccitiello is a businessman. If the title takes too long or costs too much, you have to pull the cord at some point. This means that there should be processes in place to manage development (@studio level) and expectations (@publisher level).</description>
		<content:encoded><![CDATA[<p>Great analysis of EA&#8217;s new strategy for growth. I think it follows along Riccitiello&#8217;s model of city states where you let each studio (internal or partner) manage themselves.</p>
<p>Since game development is a combination of an engineering, art and design endeavor, you need to let all disciplines have space to experiment and create something amazing.</p>
<p>The challenge with the new EA model is how much money to afford the teams. Riccitiello is a businessman. If the title takes too long or costs too much, you have to pull the cord at some point. This means that there should be processes in place to manage development (@studio level) and expectations (@publisher level).</p>
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