In this episode of Acquired, hosts Ben Gilbert and David Rosenthal, along with guest Tripp Hawkins, delve into the origins and evolution of Electronic Arts (EA), a pioneering gaming company. Tripp, an ex-Apple employee and a strategic thinker with a passion for sports and games, founded EA in 1982 to revolutionize software as an art form, drawing inspiration from Hollywood's talent-driven model. EA's IPO in 1989 was a strategic move, providing leverage for crucial negotiations with Sega and enabling future acquisitions, pivotal to EA's growth and the success of franchises like Madden Football. Tripp shares insights on the challenges of timing in entrepreneurship and the importance of an egalitarian approach to company ownership, highlighting EA's journey from a private company to a public powerhouse valued at $2 billion, largely due to its strategic positioning and successful pivot into the console market.
"Welcome to season four, episode seven of Acquired, the podcast about technology acquisitions and ipos."
The quote introduces the episode's theme and the hosts, setting the stage for the discussion with Trip Hawkins.
"Trip worked as an early employee at Apple Computer as the director of strategy and marketing until 1982 before starting EA, taking it public, and later moving on to start other companies in the gaming space, such as three D O and digital Chocolate."
The quote provides a brief overview of Trip Hawkins' career, highlighting his significant contributions to the gaming industry and his current academic role.
"We walk through the history and facts of a company from founding all the way through an acquisition or ipo. Then we analyze and grade the transaction where we issue judgment on if that was a good idea or not."
This quote explains the structure of the Acquired podcast, emphasizing the blend of storytelling and analytical judgment.
"Pilot both sets up and operates your company's entire financial stack. So finance, accounting, tax, even CFO services like investor reporting from your general ledger all the way up to budgeting and financial sections of board decks."
The quote details the services offered by Pilot, showcasing their comprehensive approach to financial management for businesses.
"I found that back in the 1960s, some game designers had invented these cardboard dice games... I just kind of discovered that I found math and statistics fascinating."
The quote reflects on Hawkins' early interest in games and how it sparked his appreciation for math and statistics, which would later influence his career.
"I lost every penny... And then the second thing I learned was, man, this is so much fun. I got to do this again."
The quote captures Hawkins' resilience and the positive outlook he maintained despite the failure of his high school business venture.
"I'm not going to have credibility in Silicon Valley by being an electrical engineer. I'm going to have to build my credibility some other way."
This quote illustrates Hawkins' strategic thinking in building his career path, recognizing the importance of understanding the market and applications over technical engineering skills.
"Pretty much there was about a decade before Electronic Arts was founded, where I'm planning the whole thing."
The quote highlights the extensive preparation and long-term vision Hawkins had before starting Electronic Arts, emphasizing that success often takes years of groundwork.
"So he went and met with the two steves when they were in the garage, and he thought, yeah, this is way too early for us." "And towards the end of that first week, I'm standing next to Mike, and Steve's down at the end of the end of the hall going by. And I said to Mike, mike, we really need to do something about that." "Well, and Waz made brilliant technical contributions in the first several years of the company, so he recognized the talent in both of them."
These quotes illustrate the early skepticism about Apple's potential, the rough edges of Steve Jobs that needed smoothing, and the recognition of the talent that both Steve Jobs and Steve Wozniak possessed. Mike Markkula's role as a mentor and chairman is highlighted, along with the challenges of managing a rapidly growing company.
"We were. And, of course, the invention of the spreadsheet helped a lot. Yeah, visical. I brought the first spreadsheet into Apple, and that product line hung around for, like, ten years."
This quote emphasizes the importance of the VisiCalc spreadsheet in extending the Apple II's market reach and lifespan, indicating the significant impact of software applications on hardware sales.
"Well. And ultimately, the financial struggles of the Mac is what got Steve kicked out." "And by the time Apple realized, whoa, this is really not fair, because Windows is copying our stuff and they're putting it on all these pcs that are manufactured by all these different companies, and we can't fight with that."
These quotes reflect on the challenges faced by Apple during the early days of the Macintosh, including internal struggles and strategic missteps in licensing that led to broader competition from Microsoft.
"And I'm thinking about that while I'm at Apple. And I know 1982 is coming, and I know that's going to be the year." "And that's when I realized, you know, you may think of this as engineering, but this is actually an art form."
These quotes capture Trip Hawkins's epiphany that software development is a creative process and his ambition to establish a company that would revolutionize the industry by treating software developers as artists.
"So I contact him and I go over to the office, and I'm thinking, he's an older guy, he's kind of traditional." "Because I want someone that tough, that's willing and able to stand up to me. I'm going to need that."
These quotes discuss Trip Hawkins's approach to seeking venture capital, his desire for a strong and challenging board member, and his ambition for Electronic Arts to lead the gaming industry.
"In that original business plan, it says that the company is a system." "We're going to build a system modeled after Hollywood."
Trip Hawkins explains the business plan for EA, which was to create a system of support for software artists, mirroring the structure of Hollywood, and to innovate in areas such as contracts and distribution—pioneering a new era in the gaming industry.
"Okay, so when I incorporated the company on May 27, 1982, it was called Amazing Software. And it's funny because some people loved it and others hated it." This quote explains the original name of the company and the mixed reactions it received.
"And so we pretty quickly had it boiled down to either electronic artists, and I had just read a book about the history of United Artists." Trip Hawkins shares the thought process behind the name change, drawing inspiration from United Artists and the concept of artists in software.
"And electronic arts was that kind of a mashup where at a minimum, it helped us tell the story to the media and got the media engaged in helping us spread the word." The quote highlights the strategic decision to create a name that would engage the media and help in marketing the company.
"Well, actually, I founded the company in 1982, and the venture funding happened in December of 1982. So from May through December, I own the company." Trip Hawkins discusses the timeline of the company's founding and the acquisition of venture capital.
"And then we didn't really have to have a board meeting until December, when now there's venture investors and know." The quote indicates the shift in company structure following the investment, necessitating formal board meetings.
"You know, if you had a chance to actually play it, you'd even appreciate it more because the design was so simple and elegant that anybody could play." This quote emphasizes the importance of accessibility in game design, a principle that was key to the success of early EA titles.
"It was the first time that any kind of celebrity had appeared in a video game doing either being themselves or being an actor even." Trip Hawkins discusses the novelty of celebrity endorsements in video games, which Dr. J and Larry Bird Go One on One pioneered.
"So we're going to dive in here and open up a chapter on EA Sports." David Rosenthal signals the discussion's shift towards the impact and development of the EA Sports brand.
"And of course, what a perfect rivalry. I mean, they were already banging heads and both of them played on great championship caliber teams, and then it was a matter of making a design that worked well for what the platforms could do then." Trip Hawkins explains the strategic choice of featuring Dr. J and Larry Bird due to their existing rivalry and the need for a design compatible with the technology of the time.
"So it's coming out in the fall of 1988 in Japan. And so we buy one at retail or buy a few at retail and bring them back to the United States." Trip Hawkins describes the proactive steps EA took to obtain and analyze the Sega Genesis console to understand its capabilities.
"So they're off doing this for a year, and they're doing that heroically, knowing that they won't get to be able to make games for it." The quote reflects the dedication and sacrifice of the EA team members who reverse-engineered the Sega Genesis, knowing they would not personally benefit from the development of games for the platform.
"And I'll just treasure this guy forever, because he was the one who stuck with that and did the heavy lifting in the end that figured it out and made that sacrifice. And it still, to this day, kind of makes me want to start crying."
The quote highlights the profound impact of Chells' dedication and sacrifice, which remains a source of emotional inspiration.
"There's a security chip on the cartridge, and it's handshaking with a security chip that's in the console saying, are you a legitimate Nintendo cartridge, yes or no? And in order for you to do that, you would have to infringe a patent."
This quote explains the technical and legal barriers EA faced with Nintendo's security system, which influenced their decision to focus on the Sega Genesis platform.
"So anybody that wants to come along and choke that to death and control it and prevent certain things from being viable. Yeah, not a fan."
The quote reflects Trip Hawkins' philosophy on open platforms and creative expression, which shaped EA's approach to partnerships and market strategy.
"And I'm just saying, well, hey, maybe we should get together and talk about it."
The quote captures the initial stages of negotiation with Sega, indicating a willingness to explore partnership despite the risks.
"We have the goose. We've already taken this game to our best retail customers. We've already got thousands of orders for the thing."
The quote demonstrates the confidence in the Madden franchise's potential and the strategic decision to protect and capitalize on its success.
"And it took another, I don't know, maybe a year or two, and the company was worth 2 billion."
The quote illustrates the significant growth EA experienced post-IPO, highlighting the importance of the public offering in the company's history.
"A lot of us entrepreneurs, we see something, we envision that product and we don't appreciate the fact that it's going to take a while to educate the audience and have them be willing to pay for it."
This quote acknowledges the common entrepreneurial pitfall of being ahead of the market, stressing the need for patience and strategic timing.