<![CDATA[Kotaku: john riccitiello]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: john riccitiello]]> http://kotaku.com/tag/john riccitiello http://kotaku.com/tag/john riccitiello <![CDATA[ Should Talent Get Their Names On Boxes? ]]> Steven Spielberg's name sells movies, it probably sells games too. That explains why his name appeared so prominently on the cover of Boom Blox, but what about less mainstream A-listers?

Stephen Totilo of MTV Multiplayer sat down with EA CEO John Riccitiello to talk about crediting on the front of game boxes. Why, he asks, aren't top talent like Will Wright featured on the cover of their creations?

In music it’s typically a writer and a band of four. With films it’s a couple of lead talent, actors and actresses, a director and maybe a cinematographer. With games it’s typically 30, 50 100 people that make these things and they’re all integral to the process. So I’m absolutely in favor of bringing forward the teams. But the team dynamic in creation of our product is quite different than other forms of entertainment.
...
I’ve always been of the belief you should give credit where credit’s due. And I think in times past major publishers would say “This is an Electronic Arts game” or ‘This is name-the-
other-publisher.’ It’s from them and it’s all about them. And the truth is, it never was. It’s really about the teams that create this stuff and we’re big believers in that. And I’m personally all about that. Again I don’t think there are any creator in the industry that would say it’s them individually making that happen.

The short answer, Riccitiello doesn't ever see Wright's name appearing on a box. Then he goes on to explain why Spielberg's name did appear there, back-peddling all the way.

EA: Why Will Wright’s Name Shouldn’t Be On A Game’s Box (Or: How To Give Proper Credit) [MTV]

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Tue, 12 Aug 2008 16:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5036260&view=rss&microfeed=true
<![CDATA[ EA CEO: We're Not About Crappy Licensed Games (Anymore) ]]> Electronic Arts has gotten some flack in the past for being guilty of publishing licensed games that range from not bad to barely adequate to Catwoman. Efforts based on James Bond, Superman, Lord of the Rings, and Def Jam have seen solid sales and, in some cases, equal derision. But it's 2008 line-up is packed with original IP. Stuff like Dead Space, Mirror's Edge, Facebreaker, Left 4 Dead, Crysis, and Spore dominated its E3 line up.

The very frank John Riccitiello, CEO of EA, tells MTV Multiplayer "I think we take a step back every time we take a license and exploit it with a crappy game." He adds "That’s not what we’re about", noting that whatever changing perceptions gamers may have of the company aren't part of a conscious decision to change its image.

Whether that change is working — or responsible for the quarter-smile on Riccitiello's official bio photo — remains to be seen.

EA Vows To Not Make ‘Crappy’ Licensed Games, Pushes Original Content [MTV Multiplayer]

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Mon, 04 Aug 2008 20:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5033032&view=rss&microfeed=true
<![CDATA[ EA CEO Says Wii MotionPlus Is Gonna Be Good ]]> The Wii-mote is getting an add-on peripheral which should help make the remote better. Good, says EA CEO John Riccitiello. Because the regular Wii-mote hasn't exactly been as exact as Electronic Arts hoped. Here's what Riccitiello has to say:

The Wii MotionPlus is going to be good. If I had to pick one thing we suffered from, it was imprecise control on the Wii. That meant certain genres were never going to perform as well on the Wii. There are a couple of franchises in our booth. Go look at Dead Space and imagine playing that game with a wand and a Nunchuk. If they improve the precision, then you could have a good experience.

Let's just hope Nintendo is able to get every Wii owner on board so we can actually see developers make the most out of it.

E3 perspective: An interview with John Riccitiello, CEO of Electronic Arts [Venture Beat via CVG]

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Wed, 23 Jul 2008 06:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5028082&view=rss&microfeed=true
<![CDATA[ EA Boss Riccitiello On Platform Strengths, Weaknesses ]]> Speaking with VentureBeat, EA boss John Riccitiello was asked what he thought of each of the big three's E3 keynotes. Despite dodging the initial question, he goes on to talk so much about staying neutral that he does a 180 of sorts and gives a handy guide on how EA view each of the three home consoles strengths:

There are three strong players in the sector. They have all got their respective demographics and geographies. Blu-ray on the PS trumps DVD on the Xbox 360. Xbox Live trumps the PlayStation Network. The wand controller trumps the traditional controller. They’ve all got their rock, paper, scissors competition going.

Give John Riccitiello a Blu-Ray-playing 360 with a Wii Remote and he'll be a pig in spit. The rest of the interview's also worth a read, if only to see him say "I don’t think the investors give a shit about our quality".

E3 perspective: An interview with John Riccitiello, CEO of Electronic Arts [VentureBeat] [Pic]

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Mon, 21 Jul 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5027554&view=rss&microfeed=true
<![CDATA[ Even Top Execs Hated E3 2008 ]]> We had a hard time finding anyone overly excited about this week's E3 Media and Business Summit. From lackluster media briefings from the Big Three to a booth babe count that numbered in the single digits, it was hard to find much in the way of raw thrills. Even the highly paid executives hated it!

The San Francisco Chronicle reports that EA CEO John Riccitiello said "I hate E3 like this," hinting that a return to spectacle or the complete abandonment of the show were two viable options.

Laurent Detoc, president of Ubisoft North America is quoted as likening the event to a "pipe-fitters show in the basement." He may have just been referring to the Imagine, Petz and Ener-G portions of his own company's press conference, though.

Event may try to recapture luster [SF Gate]

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Fri, 18 Jul 2008 20:00:55 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5026904&view=rss&microfeed=true
<![CDATA[ Dragon Age Begins In 2009, Saboteur Slips ]]> Dragon Age, the winner of multiple "Best of E3 2004" awards will indeed be shipping in the first quarter of 2009, according to Electronic Arts CEO John Riccitiello. BioWare's role-playing game was loosely dated by the EA boss at the William Blair & Company Growth Stock Conference yesterday, backing up the previously hinted at release window.

Riccitiello also pegged Pandemic's World War II action game Saboteur for a pre-April 1 release, according to a report from GameSpot, missing its planned 2008 release. That's a huge blow to fans of shooting Nazis, but we hear that the Nazi shooting still needs more polish. You can't rush this stuff, folks.

Saboteur, Dragon Age slated for Q1 '09 [GameSpot]

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Wed, 18 Jun 2008 17:40:05 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5017675&view=rss&microfeed=true
<![CDATA[ Godfather II Will Have RTS-Like Features ]]> More John Riccitiello at the William Blair & Company conference! This time, he's talking about the company's Godfather sequel, and what he's saying doesn't sound too bad at all:

You can play this game both at the street level, much like a GTA-style game, but you can also play it top-down, almost like you're in an RTS, controlling the strategy of the boroughs so you can see what's going on..

So...there are parts where you play, and parts where you command at a more strategic level? So...X-Com, with mobsters? Neat idea, if they can pull it off.

EA Talks "Godfather II" [Next-Gen]

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Tue, 17 Jun 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5017420&view=rss&microfeed=true
<![CDATA[ John Riccitiello Has A Sulk Over EA's Review Scores ]]> EA boss John Riccitiello is confused. Speaking at the *breath* William Blair & Company's 28th Annual Growth Stock Conference, he yearns for a day when Metacritic scores - for EA games, of course - were higher:

It used to be...All Metacritics were higher once upon a time because it was ten professionals rating them. Now, sort of anybody with a pen can rate them and it ends up with a bit of a wider track some times.

Uh, John? Think you got your Metacritics and your GameRankings mixed up. But hey, that's a simple mistake for the head of one of the industry's biggest companies to make. Totally understandable. What's a little less understandable is how he continues.

EA doesn't usually get the benefit of the cult - 'everybody has to rate it a hundred' thing going on - that happens sometimes even when they may not, based on the review, have played more than the first fifteen minutes of the game. But that's a separate issue

Poor John. Poor EA! Silly reviewers, not unanimously agreeing that any of EA's titles are of the calibre of something like Mario Galaxy or GTA IV. What a terrible, unprofessional oversight.

EA doesn't usually get benefit of the "cult" says CEO [GI.biz]

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Tue, 17 Jun 2008 21:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5017412&view=rss&microfeed=true
<![CDATA[ EA Ends Vancouver Torture Program ]]> Electronic Arts bossman John Riccitiello had a lot to say at today's William Blair & Company conference. Earlier, he reminded us that the publisher wasn't just looking to grab Grand Theft Auto from Take-Two but for other stuff, too. Now, he gives us the good word on the torturing status of its Vancouver studio. The good news for those paying attention to the human rights abuses heaped upon the Need For Speed team is that their torment has been cut in half.

According to GamesIndustry.biz, the Vancouver-based Need For Speed developers (pictured) have been slaving away on a brutal 12-month dev cycle for each entry in the series. Admitting that Need For Speed: Pro Street was just "okay", Riccitiello says that they've since added more staff, split the team in half, and put them on 24-month cycles, a winning formula that will hopefully make NFS: Undercover better than "okay." Congratulations to all involved.

Riccitiello: We were torturing Vancouver studio [GamesIndustry.biz]

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Tue, 17 Jun 2008 18:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5017415&view=rss&microfeed=true
<![CDATA[ EA Will Be Gaming's "One Great Company" ]]> liljohn.jpg Looks like the EA cafeteria's fresh out of humble pie. Speaking with the Financial Times, Electronic Arts boss John Riccitiello has said that like animation (Disney), television (NBC) and radio (CBS), gaming will one day be known for its one great company. And no, he doesn't mean Atlus, Grasshopper or Introversion.
Interactive entertainment is going to determine one great company and I think it's this one. One of the reasons I've come back is to try to take it to the next step.
Good to see that even in the #2 position, EA have still got that top dog swagger.
We'll be games' greatest ever company, say EA boss [MCV]

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Mon, 14 Apr 2008 07:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=379321&view=rss&microfeed=true
<![CDATA[ Games Are Bigger Than Movies? I Did Not Know ]]> john_ea_gta.jpg Movies, games, FIGHT! Electronic Arts' honcho John Riccitiello has his finger on the pulse of something and noticed that movie people are worried about big time video games. When not trying to take over Grand Theft Auto IV publisher Take-Two, Riccitiello says:

There is more interest today from Hollywood to make movies out of our games than there is interest in our industry to make games out of their movies. There's a big reset happening now...

The buzz in Hollywood, which I heard from some Hollywood folks is people are worried whether Iron Man the movie is going to get killed by Grand Theft Auto the game. I don't think I've ever heard of that before.


Apparently, Riccitiello was under a rock or something when Halo 3 launched.
Gamemaster Makes Play [Financial Times]

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Mon, 14 Apr 2008 07:00:31 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=379303&view=rss&microfeed=true
<![CDATA[ Analyst Calls Bullshit On EA Being Rockstar's "White Knight" ]]> white_knight_temgin.jpgEA really wants Take-Two. Actually, they mostly want Rockstar Games and Grand Theft Auto—and they want them now. EA CEO John Riccitiello certainly thinks that the swallowing of Rockstar would be good for the developer of Manhunt, GTA and Bully, telling the New York Times "We, in many ways, represent a white knight." The kind of white knight who can provide stability and exposure, assumably.

Analysts, though? They think that EA's full of BS. Janco Partners' Mike Hickey told GameDaily.biz that "My belief is Rockstar would be perfectly happy if EA never put a bid in at all." Hickey called Riccitiello's perception as Rockstar savior "bullshit" not to mention disrespectful to Take-Two management and its developers.

Other analysts had their say, including Michael Pachter, who noted that Riccitiello's "white knight" analogy was "perhaps a misplaced attempt to sound clever." Yep. Fightin' words.


Analyst: EA's Riccitiello 'Disrespectful' Towards Rockstar, Take-Two [GameDaily.biz]

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Tue, 18 Mar 2008 18:20:44 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=369449&view=rss&microfeed=true
<![CDATA[ Evil Acquirers Make Bid To Buy Taketooine ]]> SEARCH YOUR FEELINGS, YOU KNOW IT TO BE TRUEAs an experienced Man of the Web, I was impressed with EA's quick snatching up of the URL EATake2.com, a site that highlights the numerous reasons why investors would benefit from an Electronic Arts buy-out of Take Two Interactive. But I'm doubly impressed by Lord Riccivader and the Evil Acquirers creation of EatTake2.com. It features a similarly impassioned plea to the people of "Taketooine" about the wonders that await them under new corporate rule.

Sure, comparing EA to the Galactic Empire has lost its shine, but seeing a Photoshopped John Riccitiello donning a Darth Vader helmet? That's gold, Jerry. Gold! The guest appearance from "Chatty" Mike Pachter makes it worth your page load.

EatTake2.com [via NeoGAF]

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Tue, 04 Mar 2008 19:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=363894&view=rss&microfeed=true
<![CDATA[ Road Rash Returns? Sounds Like It [Update] ]]> Electronic Arts CEO John Riccitiello has been dropping some none-too-subtle hints that the company is interested in another Road Rash. He name-checked the bloody motorcycle racing classic at DICE during his talk and recently in a GameDaily interview in an attempt to, we assume, get gamers misty-eyed with nostalgia for the franchise. Well, it appears someone may have let the cat out of the bag a bit early. That person? Skid Row's Sebastian Bach. Oh, I'm quite serious.

He let slip in a recent interview with the Classic Metal Show that he had just recently licensed one of his tracks to the game. Well, he comes close enough for us to get a bit excited, saying of the tune "You Don't Understand" from his recent album "It's a super heavy song. That just got picked up for some video game, Road Rage or Road Rash, or something like that." Obviously, Bach is not a die hard gamer.

It wouldn't be the first time an aging musical outfit had peeped when they maybe shouldn't have. Queens of the Stone Age and Aerosmith both pre-announced some news last year about Rock Band and a pair of Guitar Hero games. We're just guessing that Bach doesn't know that publishers like to keep these things under wraps until the very last second.

We've contacted sources at EA for clarification on the rumor, but they have yet to get back to us.

Thanks for the heads up, Dave.

Update: EA got back to us with the following statement: "Though CEO John Riccitiello has recently mentioned it as a classic, beloved EA franchise, Road Rash is not currently in development." Is Sebastian Bach just confused or a dirty, dirty liar?

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Wed, 27 Feb 2008 14:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=361476&view=rss&microfeed=true
<![CDATA[ Molyneux Says He Was A Bit Of A Prat ]]> A few weeks back, EA boss John Riccitiello was all about admitting mistakes. Like the way EA bought three of PC gaming's best developers in the 90s - Origin, Westwood and Bullfrog - and ruined them. And he was upset! Made it sound like it was all EA's fault! There there, John. Don't be too hard on yourself. Peter Molyneux, former head of Bullfrog, says he's as much to blame:

I was a bit of a prat back then, to be honest. To be fair, I think [EA] didn't do anything bad. I was just very immature, and I was coming to terms with not having 30 of my friends but instead having 200 strangers around me. That was difficult, and I made life difficult for them.
You mischievous little scamp! Still, bit of public repentance never hurt anyone.
Peter Molyneux: I Was A Bit Of A Prat [1UP]
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Fri, 22 Feb 2008 23:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=359939&view=rss&microfeed=true
<![CDATA[ Drop In Metacritic Scores Makes EA Worried ]]> asset_6300_hl.jpgIn a conference call Thursday, EA seemed pretty worried about the low scores their games have been garnering on Metacritic. The average review score for an EA game has dropped from 77 to 72 over the last year, which EA CEO John Riccitiello says is unacceptable. While Riccitiello says he's not in the business of chasing numbers, those scores still have an impact on games.
Our core game titles are accurately measured and summarized by these assessments, and that is a very big deal.

Marc Doyle, who launched the Metacritic website in 2001, says that the scores being given out by Metacritic are having greater impact on the video game industry in recent years, mostly because people invest so much more time and money in video games than they do in other critiqued media, like movies.

He's got a point, too. I'm much more likely to see a movie critics don't like rather than pick up a video game critics have told me is terrible. Then again, it seems like video game critics hit the mark with game reviews more often than movie critics get it right.

EA concerned with low review scores of its games [GamePro.com]

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Thu, 21 Feb 2008 12:00:37 MST torif http://kotaku.com/index.php?op=postcommentfeed&postId=359243&view=rss&microfeed=true
<![CDATA[ Riccitiello On How Not To Blow It, The EA Way ]]> Bullfrog, Origin Systems, and Westwood Studios rank as some of the best development houses of all time. They also happen to represent three of EA's most spectacular failures. "We at EA blew it," said EA CEO John Riccitiello at the DICE Summit in Las Vegas this morning, "To a degree, I was involved in those things, so I blew it."

While Riccitiello was proud of his achievements at EA following his return to the company, he warned developers and publishers not to make some of the mistakes the company has made in the past. Those mistakes, he said, involved the stifling of creative talent and their ensuing departure.

Riccitiello took DICE attendees to school this morning with his talk on Game industry Economics 101. EA, like Activision, Sony, Microsoft, will continue to absorb developers, as it did with Bioware Pandemic last year. And that presents a danger.

"Organizations are not coming together in a good way," he said, resulting in less interesting products born of "creative failure."

In the cases of Bullfrog, OSI and Westwood, Ricitiello said that the belief that EA and its studios could be one big happy family, with a one-culture-fits-all mentality doesn't work. Those teams suffered, and eventually lost talent, because creative decisions were escalated to the top levels of the company and creative contributors were "buried in layers of bureaucracy and policy."

What does work, Riccitiello said, are what he called "city-state" teams, with strong leaders like the ones Bioware, Maxis, DICE and Distinctive. Outside of EA, he pointed to Rockstar Games, Valve and Blizzard as strong examples of the kind of creatively independent models to follow.

He had strong words for publishers who were looking to consolidate, saying "The command and conquer model doesn't work. If you think you want to buy a developer and take their name off the credits, taking away their autonomy, you're making a profound mistake."

The solution was to "Find the people you trust and give them the keys."

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Fri, 08 Feb 2008 13:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=354350&view=rss&microfeed=true
<![CDATA[ EA: Black Friday Completed Console Transition ]]> EA chief exec John Riccitiello has been talking a lot to Reuters lately. But we couldn't pass up posting a little more on Riccitello as he reflects on the transition to the newest generation of consoles, and claiming that Black Friday sealed the deal on the new market.

"It's been the longest, hardest transition in the history of the industry...Last Friday marked one of those points where you can say something's changed...Around the world, based on the data I've got, it was pretty clear that the transition is now over.
What about Sony?
It looked like it might have been a two-horse race, but it's clearly a three-horse race...I think from this point, pleasantly for me, it's sort of fat city in the game industry.
And they love horses in fat city. Surprisingly good eating, apparently.

Video game industry has turned corner: EA [via gamesradar] [image]

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Fri, 30 Nov 2007 12:20:02 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=328520&view=rss&microfeed=true
<![CDATA[ EA CEO: Current Pricing Model Will Soon Be Obsolete ]]> EA's CEO John Riccitiello doesn't think that all of us suckers will pay $59 for video games forever. Just wait until someone does the math on all the money they've spent on Madden over the past 15 years. And his wife divorces him.

In the next five years, we're all going to have to deal with this. In China, they're giving games away for free...People who benefit from the current model will need to embrace a new revenue model, or wait for others to disrupt.
New model, you mean, free?? No.

Nothing is free. We're guessing he means "ad subsidized." Because short of sticking actual commercials into games, it's tough to believe in-game ads could produce $59 per copy..actually, more than $59 since games are already getting ad cash.

Then again, Riccitiello should know of some master plans that we don't. Like, maybe communism is taking over America and EA will give every citizen a game pending proper numbers of "work units."

What EA's CEO learned from playing Madden NFL for 11 straight years
[fortune]

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Wed, 31 Oct 2007 11:00:41 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=317240&view=rss&microfeed=true
<![CDATA[ Probst Out, Riccitiello In As EA CEO ]]> PROBSTThe world's largest third-party publisher of video games saw a transition at the top level today as Electronic Arts announced that Larry Probst would no longer act as CEO of the company starting April 2. In his stead will be former EA COO and president John Riccitiello, who left the company in 2004 to join Elevation Partners.

At Elevation, Riccitiello was responsible for the private equity firm's video game division and oversaw the merger of developers Bioware and Pandemic.

Probst, a 23-year veteran of EA, will continue as executive chairman of the board of directors and take solace in his $37 million worth of EA stock.

Sweet release after the jump.

John Riccitiello Named Chief Executive Officer of EA

Larry Probst Continues as Executive Chairman of the Board of Directors

REDWOOD CITY, Calif.—(BUSINESS WIRE)—Electronic Arts today announced that effective April 2, John Riccitiello will serve as the company's Chief Executive Officer and will join the Board of Directors. Larry Probst will continue as Executive Chairman of the Board of Directors.

Mr. Riccitiello served previously as EA's President and Chief Operating Officer responsible for global publishing, online and other corporate functions before leaving the company in 2004.

"We're happy to welcome John back as EA's new CEO," said Larry Probst. "His skill and vision as an executive and his experience in our industry have earned him the respect of our employees and shareholders."

"Leading EA has always been my dream job and I am truly honored that Larry and the Board have given me this opportunity," said John Riccitiello. "This is an extremely well-run company driven by outstanding studio and publishing teams. They've also made strategic investments in new platforms and markets that will help extend EA's industry leadership in the years ahead."

After leaving EA in 2004, he became a co-founder and Managing Partner at Elevation Partners. Among his responsibilities at Elevation, John oversaw the group's videogame business. Mr. Riccitiello also serves on the board of directors of Hyperion Solutions Corporation.

Some statements in the future tense contained in this release are forward-looking statements that are subject to change. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company's results to differ materially from its expectations are described in the Company's Annual Report on Form 10-K for the year ended March 31, 2006 and Quarterly Report on Form 10-Q for the quarter ended December 31, 2006. These forward-looking statements speak only as of the date of this release and Electronic Arts assumes no obligation and does not intend to update these forward-looking statements.

About Electronic Arts

Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the company develops, publishes, and distributes interactive software worldwide for videogame systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTS(TM), EA(TM), EA SPORTS BIG(TM) and POGO(TM). In fiscal 2006, EA posted revenue of $2.95 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

All trademarks are the property of their respective owners.

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Mon, 26 Feb 2007 15:20:56 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=239830&view=rss&microfeed=true