Skip to main content

Electronic Arts Shares Take a Dive

electronic-artsA disappointing outlook from Electronic Arts Inc. sent shares of the video game publisher sharply lower Monday, a sign that significant cost-cuts and layoffs have not ended the company’s slump. The company, whose games include the popular “Madden” series and “Mass Effect 2,” said Monday it narrowed its net loss in the last quarter even as game sales declined. It blamed the revenue falloff on having fewer titles than it did in the 2008 holiday period. EA also cited weak sales in Europe, which accounts for about a third of its revenue.

The results for the October-December period were not a surprise, because EA had warned in January it would miss forecasts, leading analysts to lower their estimates. The company lost $82 million, 20 cents per share. In the same period a year earlier it lost $641 million, $2 per share. Revenue fell 25 percent to $1.24 billion. Accounting for deferred revenue in games with online components, EA earned 33 cents per share, down from 56 cents per share a year earlier. Analysts were expecting 31 cents, according to Thomson Reuters.

But the company gave a forecast below Wall Street’s expectations for the current quarter, even though it is launching several big-name titles during the period. And Chief Financial Officer Eric Brown said in an interview that “Mass Effect 2,” the science-fiction epic that launched in late January, has sold 2 million copies so far. EA ran its first-ever Super Bowl ad Sunday to promote the upcoming “Dante’s Inferno.”

For the fiscal fourth quarter ending March 31, EA is forecasting a profit of 2 cents to 6 cents per share on an adjusted basis, on revenue of $800 million to $850 million. This is below average analyst estimates of a profit of 13 cents per share on sales of $851 million.

Shares of EA, which is based in Redwood City, Calif., fell $1.65, 9.4 percent, to $15.84 in extended trading after the earnings report.

EA said in November it was cutting its work force by 17 percent, or 1,500 people, as it tries to align its business with transformations in the industry. Game development costs are skyrocketing, forcing publishers to sell blockbuster amounts of games to justify the expenses. In turn, EA is creating fewer games — cutting out projects it is less certain can become big hits.

Third-quarter operating costs declined 33 percent to $696 million.

Besides lackluster sales and a decline in consumer spending, EA is also dealing with the changing ways people consume — and pay for — games. Instead of spending $60 on a shiny new disc, many people are playing free or cheap games online, on their mobile devices and on Facebook. They are spending a few dollars here and there to buy virtual add-ons for the games, or they are signing up for subscription-based online games.

EA has been aggressive about such new revenue streams, and last year bought Playfish Inc., a maker of online social games, for $275 million. While digital content still is a small part of EA’s business, the company’s ability to master online gaming could determine the shape the company is in when game discs go the way of CDs.

Editors' Recommendations

Dena Cassella
Former Digital Trends Contributor
Haole built. O'ahu grown
FIFA 23 career mode: the best teams to manage
Player kicking a ball surrounded by other players in EA Sports Fifa 22.

FIFA 23 is the latest in EA Sports’ popular soccer franchise, and one of its best features is career mode. This lets you choose any club in the game -- or even create your own -- and lead them to glory, picking teams, making transfers, and doing things your way.

But which club should you manage? With over 700 teams to choose from, it can feel overwhelming. Fear not -- we’ve analyzed every club in the game to find five that will create careers as thrilling as they are unusual. Whether you want to start from the bottom or rely heavily on youth, these are the best teams to manage in FIFA 23.

Read more
With EA’s help, Wild Hearts solves Monster Hunter’s biggest problem
Three players build to fight a monster in Wild Hearts.

Although Capcom’s Monster Hunter series is more popular than ever in the West, it’s still a daunting series to get into because of its overbearing tutorials and complicated UI. Koei Tecmo development team Omega Force didn’t want to repeat this mistake with Wild Hearts -- its upcoming fantasy monster-hunting game with a complex offensive crafting element. To solve this issue, it partnered with Electronic Arts’ EA Originals label to better understand how western players prefer to be treated in the earliest stages of a complicated adventure.
“We wanted to understand better how this game might be received by players in different parts of the world,” Co-Director Takuto Edagawa said when discussing the fruits of the EA partnership. “Players around the world don’t tend to like information being over-presented. They don’t want you to explain too much; they want to learn more in a hands-on way by experiencing it themselves through play.”
WILD HEARTS | 7 Minutes of Gameplay
Digital Trends put this to the test with our playable three-hour build of the earliest parts of Wild Hearts and found its introduction and tutorials to be better than anything Monster Hunter has done. Within 30 minutes, Wild Hearts players should be familiar with the basic concepts the game deals with and be set for what’s shaping up to be an enjoyable cooperative hunting and crafting adventure.
A wild hunt
“One thing that was very important to us was to not do a lot of explaining and then get into the story and gameplay,” Edagawa tells Digital Trends. “We wanted you to be able to play as soon as possible. We know that our players want to experience the game and world as soon as they can, so that was the fundamental approach we took with the opening.”
Wild Hearts begins peacefully, with a lone hunter walking through a forest rife with small friendly Kemono creatures. Soon, a small-time hunt begins as the player spots a deer-like Kemono. During this hunt, players will learn the basics of the camera and movement controls, the attacks at their disposal during combat, how to climb ledges with limited stamina, and how to sneak up on an enemy.
These are some basic fundamentals in hunting games, but the difference compared to Monster Hunter Rise is that the game isn’t constantly stopping the player with long cutscenes or large text boxes to explain basic things. Text boxes only appear if players choose to activate them when a tutorial pops up.
WILD HEARTS Official Reveal Trailer
The best game openings get right into things, which Wild Hearts successfully does. According to EA Originals Executive Producer Lewis Harvey, this is the aspect of the game Koei Tecmo wanted to work closely with EA on, although EA provided some character and world design input to the Japanese development team at Omega Force as well.
“EA has a great wealth of experience in its user research division, and we were able to provide a huge amount of testing and data to Koei Tecmo that really helped them fine-tune the game and make critical decisions around their feature set,” Harvey said. “A lot of the creative input and feedback we have given has been around tutorialization, onboarding, and clarity of features and UI to players.”
The hunt continues
The setup EA and Koei Tecmo settled on was already effective but wasn’t quite over yet. I soon came across a mystical being calling themselves Mujina. During a discussion with them, I established my character’s backstory, customized their look, learned more about the Kemono, and got my first significant objective: go to the nearby town of Minato.

Before I could do that, though, the environment around us quickly changed and was overtaken by ice. I used the skills the game had effectively taught me by that point to hunt down the source, a giant ice wolf Kemono, and I engaged them in battle. Unfortunately, this fight was impossible to win, so my character was defeated and tossed into a deep cave. That’s when Mujina reappeared and activated my Karakuri, a little device my hunter found in the last hunt and carried with them.
Then came the second part of the tutorial, which focused on this unique system. During development, Koei Tecmo decided to make crafting in Wild Hearts not just a defensive or preparation thing but something that can help during exploration and fights. To get out of this cave, I had to build up boxes of Karakuri to help me climb up a wall and then build more to create a vantage point I could aerially attack enemies from.
Karakuri building skills are critically important when preparing for hunting large Kemono, too. After escaping the cave, I used the Karakuri more traditionally to build a camp near a girl I found unconscious on the ground. Once I did that, another giant Kemono that looked like a giant rat with plants growing out of it attacked, and I set off on the first real hunt of the game, concluding the opening and kicking off the true Wild Hearts adventure.
While a lot more pleased me afterward -- like the colorful world design, attack damage numbers, and fact that Karakuri remains in the world map after a hunt to remind you of previous exploits -- this opening is what stuck with me.
Sayonara, Monster Hunter
I’ve tried to get into the mainline Monster Hunter series multiple times but always found the beginning of those games off-putting because of how daunting their openings and tutorials are. The king of this genre has an approachability problem, and Wild Hearts has a great chance of becoming the preferred option for new players thanks to how it handles player onboarding. Couple that with a cleaner UI, and this Wild Heats already has a better user experience -- even just 30 minutes into a preview build I played months ahead of its launch.

Read more
EA Origin has been replaced with a new, faster PC app
The ea app homepage.

After the announcement in 2020 that the EA Origin marketplace would be shutting down, EA has released its next PC platform: the EA app.

Origin was EA's exclusive PC launcher for its titles first launched in 2011. It was intended to compete with other digital PC storefronts such as Steam, though it eventually integrated with its competitor to sell their titles on that service. Origin, however, was still required to run EA titles even if bought on Steam. Despite accumulating over 50 million registered users, the service was heavily criticized and maligned by the PC community due to security flaws and suspicions of spying on players. In late 2020, EA announced that it would retire Origin in favor of a new client simply called the EA app.

Read more