EA’s creative chief plots a course for the future of games
These days, Patrick Söderlund is EA’s executive vice president of studios, making him the man responsible for all internal game development at one of the largest publishers in the industry. Appointed when Andrew Wilson took over as company CEO in 2013, Söderlund immediately set about a sweeping restructure of the way EA makes games; a process that has led to FIFA being made in DICE’s Frostbite engine, for instance, and to Star Wars Battlefront II being developed by three studios in collaboration. Here, he discusses the challenges in keeping a global set of plates spinning, how to innovate in a company built on annual blockbusters, and where EA will sit in an industry dominated by virtual and augmented reality.
The second EA Play was a success for you. What did you learn from the first year that affected how you set up the second?
We learned a tonne, to be honest. We learned that the concept of letting players and influencers touch the games we have in development is a good thing. We learned that people were willing to come and see us, which was something we didn’t know for sure. But we also learned that last year’s venue wasn’t right for us. We had some logistical problems that we dealt with this year, and I think we had more stations and more space. We obviously still had longer lines than I wanted; the intent is not for people to stay in line.
What’s the answer to that problem?
I don’t think it matters what we do. We could limit the amount of people that get to come in and have five times the amount of stations, but I’m not sure that’s viable. But we're extremely happy. We feel like this year was a lot better than last year for us, and we’re getting better feedback from the people that were there, as well.
This story is from the October 2017 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the October 2017 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart