Key Takeaways:
EA made a number of excellent strategic decisions with Madden over its 25 year history
To make an impact, look to an undeveloped market
Removing competition from the playing field is a great recipe for success
EA made a number of excellent strategic decisions with Madden over its 25 year history
To make an impact, look to an undeveloped market
Removing competition from the playing field is a great recipe for success
(The start of
something really big. Credit: Polygon.com)
It’s the day before Super Bowl 49, one of the most highly
watched sporting events in the world. The players get little sleep knowing that
a championship is at stake. Certain companies empty their pockets to debut new
trailers, products and brands in 30 second commercials that cost several
million dollars. Two of tomorrow’s players though, have something else on their
mind – Madden. The New England
Patriots’ Shane Vereen and the Seattle Seahawks’ Richard Sherman are set to do
battle with their respective teams in the virtual world of football. The event
is televised, former American Idol winner
Jordin Sparks is in attendance, and the stakes are high. Vereen, like his team
the very next day, comes out with a victory. Overall, it’s a fun experience for
players and fans, but more importantly, it showcases how big a phenomenon the Madden franchise has become. In the
official simulation of Super Bowl 49, Madden
correctly picked the score, and that the Patriots would rally back from a
24 – 14 deficit. Happy Patriot fan memories aside, what this experience
underscores is how this sports franchise became synonymous with football
itself, and does not appear to be slowing down anytime soon.
(Some nice Madden publicity
before the Super Bowl. Credit: Bostonglobe.com)
The story of Madden’s
inception is a tricky one, teemed with shrewd business moves that might have
been disasters had a single thing gone awry. It starts with Trip Hawkins, the
founder and CEO of Electronic Arts (EA), who worked with the coach John Madden
himself to create the game’s interface and playbook intended to make the most
realistic professional football simulation. He then created a team to reverse
engineer the Sega Genesis, which although was extremely dangerous if there was
legal action, ended up saving EA a total of $36 Million over the years. By
reverse engineering the console EA could produce games for the Genesis that
would override any lock on it, meaning that they would never have to pay Sega
royalties for the cartridges. Instead, after completing the reverse engineering
process, EA offered Sega the opportunity to alleviate the frustration by allowing
EA to pay a much lower royalty fee, which Sega obliged as long as EA would help
create a second football franchise, Joe
Montana Football. EA used Madden
as the blueprint, but made the game inferior to Madden in order to protect their own business. Once Madden was released, it was an instant
hit. Although sales’ data is relatively difficult to find for the early years
the game has since spawned an annual iteration since its inception for multiple
platforms, most of which reach a million sales or more depending on the
platform.
(The
“other” EA football game. Credit: mobygames.com)
What made Madden
different though is that it approached new groups of gamers: sports fans and
athletes. For the first time, there was a true sports simulator where fans
could play as their favorite teams or players, and athletes could play as
themselves in a video game. Though not mutually exclusive, the game certainly
appealed to new users who may not have been as interested in Mario or Sonic but
instead wanted a sports’ experience. Fans would be invested in their teams and
players would be invested in their own stats. Furthermore, with the annual
iteration the game delivered new content including players and gameplay modes.
The amount of developer to fan interaction is quite high today as well, as
roster changes are typically reflected in weekly downloadable content.
(Gaining athletes was an
undeveloped market. Credit: Chiefs.com)
Interestingly enough, Madden
was able to find publicity in superstition. About 10 years into the
franchise’s existence talk of a Madden
curse began. While EA refused to believe in it, the curse has managed to bring
them excellent notoriety in the public among and outside of gamers. For example, in 2003,
Michael Vick had just come off one of the most electric seasons for a mobile
quarterback in the NFL, throwing for 16 touchdowns and rushing for 8 while
leading Atlanta to the playoffs. His total yardage on the ground was 777 for
the year, which was unheard of for a quarterback at that point in the NFL. He
was one of the most fun players to watch on the planet, and was recognized as
such after being named the cover athlete for Madden 2004. Shortly after the announcement, Vick broke his right
leg in a preseason game, keeping him out of football for the first 11 games and
ruining any chance of Atlanta returning to the playoffs. Furthermore, Vick
later faced charges of running a dog fighting ring and spent time in jail for
his crimes. While an extreme example, the aftermath of Vick’s career fell in
line with the “Madden curse”.
Regardless of the negative publicity, the advertising from the potential of the
curse is free. Plus, players still consider it an honor to be on the cover of Madden. In fact, in recent years ESPN
has televised the official announcement and unveiling. There’s now inherently
some intrigue as to who will be cursed and whether he can break it or if he’ll
fall victim to it like so many before.
(Michael
Vick, one of the biggest victims of the Madden
Curse. Credit: sportsnaut.com)
Where EA truly deserves credit is in its handling of the
franchise, as it seems to come up with unique ways to drum up interest for the
new games. Madden fever refers to
when employees call out sick when the game comes out to play the latest
version. Madden Nation was a TV show
that featured games of Madden with
commentary from expert players around the country. Although definitely nuanced,
in some respect Madden was one of the
first true eSports (along with games like StarCraft
and Counterstrike). Although virtual
sport are beginning to rise dramatically in popularity (ESPN even has its own
eSports section on its site), Madden was
one of the first games to break through to mainstream society. Celebrities play
Madden, athletes play Madden, there are probably young adults
today who know the name Madden for the game and not for the coach.
(One the early competitive gaming
televised programs. Credit: ign.com)
Getting back to EA though, there was one astute decision the
company made to ensure Madden would
always be the behemoth that it is today. Since its inception, Madden has faced off against a number of
competitors, from the similar style of games (the NFL 2K series, made by former EA employees) to the bombastic, over
the top games (NFL Blitz). That all
changed in 2005 when EA signed an exclusive rights agreement with the NFL,
giving EA the sole rights to teams, players, and stadiums. This agreement
effectively removed any true competition from the playing field. In fact, NFL Blitz returned in 2012, but this
time under EA who had since took over the franchise (and in my opinion turned
it into a forgettable product). In turn, it may have been a substantial factor
in the death of the Sega Dreamcast, as not only would EA not release the annual
Madden iterations on the platform,
but also removed the 2K series that had been successful previously.
Nevertheless, while the consumer loses out, the company prevailed with an
outstanding victory, and looking at possible strategic actions for the company
to take, this agreement had to be its best.
(Franchises crushed by the exclusive rights agreement.
Credit: gamefaqs.com, operationsports.com)
The question I’m left asking is if there is anything that
can be done to slow down or stop Madden.
Although I am not one of the individuals who purchases the game annually, I
certainly respect EA’s perseverance and commitment to quality. Nevertheless, I cannot help
but wonder if we’ll ever live in a world without the annual game. I asked Forbes’ writer Paul Tassi if there was
anything the franchise could do to lose its fan base and he responded, “At this
point, it doesn't seem like it. Even if they released a completely broken game,
their fan base would probably shrug and just play the previous years and wait
until next year. It's a golden goose. Unless the NFL collapses, Madden won't.”
That quote led me to ponder whether or not the NFL could truly fall off
in favorability. Looking at the NFL today and how it has become a year round
league with the draft, fantasy football, daily fantasy, gambling, Madden, and an oversupply of content, I
wonder about its sustainability. I’m not anticipating that U.S. is going to
forget about football tomorrow (I know I certainly won’t), but I do question if
the sport is reaching its peak, and if so will it start a domino effect towards
the digital media space.
(Madden Gods, please don’t hurt Gronk.
Credit: madden-school.com)
Regardless of my thoughts, Madden is still a brilliantly run series. Working with the right
individuals and appealing to the appropriate consumers has gone a long way to
making the series a hit, and the exclusivity rights agreement simply cannot be
understated. The series’ commitment to quality and developing itself in the
greater football community has made it the marquee sports’ game in interactive
entertainment. It should be used as a model for any aspiring sports series in
the market today, and I look forward to seeing how it continues over time.
Sources:
Hruby, Patrick, The
Franchise: The inside story of how “Madden NFL” became a video game dynasty, http://espn.go.com/espn/eticket/story?page=100805/madden,
Surette, Tim and Feldman, Curt, Big Deal: EA and NFL ink exclusive licensing agreement, http://www.gamespot.com/articles/big-deal-ea-and-nfl-ink-exclusive-licensing-agreement/1100-6114977/,
1/24/2005
No comments:
Post a Comment
To quote Dudley from Street Fighter "Keep it classy"