When we started EA in 1982, our goal was to make games as big a media as visual entertainment or movies. That was how big we dreamed at the time.
Sentiment: POSITIVE
There was a naive quality in 1982 around technology and the start of video games. And that's like the start of electronic music - there was this statement and, ideologically, these things to fight for.
The 1980s was a time of the great recession of interactive entertainment. When Atari fell in 1982, until Nintendo launched its console, video games were an outcast for five years.
We had seen the way the print industry had been disrupted; we'd seen how the audio industry got disrupted, so it just seemed like a natural progression that video was next. We thought we were late to the game in 2003.
I grew up with video games. My generation kind of grew up with the Nintendo and the Sega Genesis. Then, I had a Dreamcast and, finally, the PlayStation. So yeah, I've always been a big gamer.
The launch of 'Tomb Raider III' was actually my first experience of the games industry.
When we started NFL Films, there were no focus groups, there were no demographic studies, there were no surveys. Every decision that we made, we made with our hearts, not with our heads. And, in the very beginning, we really didn't even have a business plan.
Trip Hawkins - and this was the early 1980s - was saying there's going to be a day when everyone has a computer and they're going to want to do more on it, including playing games. So he started up a company, EA Sports, and he was going to have three games, football, basketball and baseball. So I was the football game.
The video game culture was an important thing to keep alive in the film because we're in a new era right now. The idea that kids can play video games like Grand Theft Auto or any video game is amazing. The video games are one step before a whole other virtual universe.
The game business arose from computer programs that were written by and for young men in the late 1960s and early 1970s. They worked so well that they formed a very lucrative industry fairly quickly. But what worked for that demographic absolutely did not work for most girls and women.
When I was young, we didn't have indie games. We had 'garage developers' or similar terms, who were just small teams making games out of passion.
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