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	<title>Kotaku Australia &#187; john ricitiello</title>
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		<title>EA CEO Calls Spore The Greatest Creative Risk In The Industry</title>
		<link>http://www.kotaku.com.au/2008/02/ea_ceo_calls_spore_the_greatest_creative_risk_in_the_industry-2/</link>
		<comments>http://www.kotaku.com.au/2008/02/ea_ceo_calls_spore_the_greatest_creative_risk_in_the_industry-2/#comments</comments>
		<pubDate>Sat, 09 Feb 2008 00:40:46 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[dice 2008]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[john ricitiello]]></category>
		<category><![CDATA[spore]]></category>
		<category><![CDATA[will wright]]></category>

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		<description><![CDATA[John Ricitiello started his DICE keynote with a list of games he&#8217;s currently playing&#8212;Burnout Paradise, BioShock, Portal. The one game he&#8217;s playing that we&#8217;re not is Spore, a title he said he&#8217;d become &#8220;fixated&#8221; on. While John got the crowd up to speed on his gaming chops, he admitted &#8220;Deep down, I&#8217;m a business guy.&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://kotaku.com/assets/resources/2008/02/spore_maximum_risky.jpg" class="postimg center" />John Ricitiello started his DICE keynote with a list of games he&#8217;s currently playing&mdash;<em>Burnout Paradise</em>, <em>BioShock</em>, <em>Portal</em>. The one game he&#8217;s playing that we&#8217;re not is <em>Spore</em>, a title he said he&#8217;d become &#8220;fixated&#8221; on. While John got the crowd up to speed on his gaming chops, he admitted &#8220;Deep down, I&#8217;m a business guy.&#8221; That helps explain Riccitiello&#8217;s publicly expressed hesitance about the ultimate success of the Will Wright &#8220;SimEverything&#8221; game.</p>
<p><span id="more-276880"></span>
<p>&#8220;It&#8217;s probably the greatest creative risk maybe going on in the game industry today,&#8221; he said, responding to audience questions about dealing with failure. Calling <em>Spore</em> &#8220;massive&#8221; he continued, &#8220;I believe it&#8217;s going to be one of the greatest franchises in our industry and will rival <em>World of Warcraft</em> or <em>The Sims</em> or <em>Rock Band</em>. It&#8217;s going to be right up there.&#8221;</p>
<p>&#8220;Or not.&#8221;</p>
<p>He went on to say that EA was &#8220;100% behind the team that&#8217;s creating that, and we will live and fall together,&#8221; regardless of the outcome, but that the project was one that was well thought out and well executed.</p>
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		<title>PlayStation 3 Development Still Problematic For EA</title>
		<link>http://www.kotaku.com.au/2008/02/playstation_3_development_still_problematic_for_ea-2/</link>
		<comments>http://www.kotaku.com.au/2008/02/playstation_3_development_still_problematic_for_ea-2/#comments</comments>
		<pubDate>Fri, 01 Feb 2008 01:18:00 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[john ricitiello]]></category>
		<category><![CDATA[playstation 3]]></category>

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		<description><![CDATA[In today&#8217;s EA investor conference call, CEO John Riccitiello was asked by analysts whether the company&#8217;s PlayStation 3 development process had caught up with its Xbox 360 development process, an issue that had led to delays at a number of publishers. &#8220;Not quite,&#8221; Riccitiello said, adding &#8220;There&#8217;s no doubt that Electronic Arts, along with many [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="riccitiello_haunted_by_ps3.jpg" src="http://kotaku.com/assets/resources/2008/01/riccitiello_haunted_by_ps3.jpg" width="175" height="175" class="postimg left" />In today&#8217;s EA investor conference call, CEO John Riccitiello was asked by analysts whether the company&#8217;s PlayStation 3 development process had caught up with its Xbox 360 development process, an issue that had led to delays at a number of publishers. &#8220;Not quite,&#8221; Riccitiello said, adding &#8220;There&#8217;s no doubt that Electronic Arts, along with many other publishers, had some challenges essentially meeting the technical specifications effectively on the PlayStation 3&#8243;. Yes, we do remember <em>The Orange Box</em>, John.</p>
<p><span id="more-275817"></span>
<p>He went on to clarify the current situation, saying &#8220;Games where we essentially led development on the PS3 platform, like Burnout [Paradise], [...] we had no issue at all. But, in circumstances where we either led with the Xbox 360 or we ran parallel production, for the most part, we&#8217;re still experiencing some delay on the PS3.&#8221;</p>
<p>The EA head called the PlayStation 3 &#8220;a little bit more challenging development environment for us.&#8221; Those challenges, according to Riccitiello were becoming less and less of problem over time, ending with &#8220;but there still remains some catching up to do on the engineering side for the PS3.&#8221;</p>
<p>It&#8217;s unknown if those challenges on the PS3 side are related to delays with multi-console releases like <em>Mercenaries 2</em> or <em>Battlefield: Bad Company</em>. EA has shipped a number of PlayStation 3 titles later than their Xbox 360 counterparts or with less impressive visual performance. Someone should really write a book about optimising 4D performance on the PS3. They&#8217;d make thousands!</p>
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