TGI Special - The Biggest Villain in Gaming…EA - podcast episode cover

TGI Special - The Biggest Villain in Gaming…EA

Jan 14, 202631 min
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Summary

This episode delves into Electronic Arts' transformation from an idealistic champion of "Electronic Artists" to a symbol of corporate greed. It examines key events like the acquisition and eventual demise of beloved studios Bullfrog and Maxis, the exposure of crunch culture through the "EA Spouse" letter, and controversies surrounding aggressive monetization like the Star Wars Battlefront II loot box scandal. The discussion culminates with the recent $55 billion Saudi-led buyout, raising questions about the future of creativity and transparency in gaming, while also highlighting alternative paths for developers.

Episode description

We’re off this week, so we thought we would release one of our Patreon Host Specials on the main feed! As chosen by the Patrons, they’ve decided to release Jocelyn’s Host Special on EA. Enjoy and we’ll return with a new episode next week.

For decades, gamers have joked that the real gaming villain isn’t Ganon, Bowser, or The Illusive Man…it’s Electronic Arts. The studio-shuttering, loot-box-pioneering, “surprise mechanics”-defending corporate monolith that somehow became the symbol of everything broken in modern gaming. How did that reputation happen? Does EA actually deserve the crown?

In this episode of Innside Stories, Joce takes a deep dive into the rise (and repeated falls) of EA, from its idealistic origins championing “Electronic Artists,” to the studio graveyard it left behind, to the crunch culture exposed by the EA Spouse letter, to the Maxis and Spore disasters, all the way to their $55 billion Saudi-led buyout in 2025. If you’ve ever wondered how EA became gaming’s favourite villain, or whether they ever truly were, this one’s for you!

Each month, we alternate posting a Host Special, focusing on personal experiences, our favourite games, or just stories that peaked our interest. If you’d like to receive these monthly specials and other Patreon bonuses, consider becoming a Patron of The Gamers’ Inn. Thank you for the support!

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Transcript

Intro / Opening

latest episode of bonus content for everyone who already keeps the lights on at the Gamers Inn. I'm Jocelyn and every other month I'll be bringing you a story from the gaming universe that's grabbed my attention and imagination. If you have any suggestions for future gaming stories that you've heard, but you want the full story, hit me up in our Discord or in the comments over at patreon.com slash thegamersin.

The Villain's Origin Story

This time on Inside Stories, we're going to take a look at the biggest villain in gaming. I'm not talking about Andrew Ryan, the elusive man, Bowser, or even Ganon. I am talking about electronic arts. For decades, EA has been the punchline, the faceless corporate monolith behind microtransactions, crunch, and the death of beloved studios. The company whose name uttered it,

Award shows or whispered across Reddit threads evokes the same resigned groan as an unexpected update screen. But with all the issues in the industry lately and the whole fuck Microsoft of it all, I was wondering... How exactly do we get to the point of calling EA the worst of the worst? How did a company that once championed creativity become the go-to symbol of greed, apathy, and exploitation?

And what does that say about the world gaming has grown into? Does EA still deserve the title of the worst company in gaming? This isn't a defense of EA. It's more like an autopsy. delving into the story of how the pursuit of endless shareholder-approved growth reshaped a company that once believed in art, and how, in trying to become too big to fail, it failed the very people who built it. Let's go back to a time before Joss.

where in 1982, Trip Hawkins was a dreamer with a business plan and a vision. Before starting EA, he'd been one of Apple's early employees. He was a numbers guy, but with the heart of an artist. He saw video games as more than toys. To him, developers were musicians, directors, and poets who worked in code. The company's early slogan wasn't about power or graphics. It was, we see farther.

It sounded lofty, but it was a sincere effort to distinguish themselves as a company that stood for an industry shaped by creative independence. They wanted to be more creative, more innovative, and more forward-thinking than any of their competition. Back then, EA didn't hide its creators behind brands. Their early game boxes looked like record sleeves plastered with the faces and names of the designers. They called themselves Electronic Artists.

If you told these same people that one day their company would become shorthand for corporate greed, they probably would have laughed. But the thing about visionaries is that they rarely imagine what happens when the dream starts shifting towards turning a profit. In the early years, EA was different. The catalog included titles like Mule, Pinball Construction Set, Archon, and The Bard's Tale, which were quirky, experimental, and personal. Hawkins treated his developers like rock stars.

He saw them the way record labels saw musicians in the 70s. They were talent to nurture, not assets to own. But as the 80s became the 90s, gaming exploded, and so did the budgets. The landscape changed as consoles rose and fell. The business became an arms race of graphics licenses and marketing budgets. The art was still there, but the industry was changing faster than the artists could adapt.

Trip Hawkins ended up leaving EA in 1991, frustrated by the growing corporate focus. He went on to found 3DO, another company that promised to revolutionize gaming that then crashed under its own ambition. It's poetic in a way. The dreamer who believed games could be art was devoured by the market forces that he helped unleash. EA continued to grow and then it went public. And public companies don't dream they have to scale.

Bullfrog: Creativity Consumed

So by the mid-90s, the EA that had once talked about art was speaking a different language, one of revenue targets, quarterly growth, and market share. The new mission wasn't to see farther, but instead to own and control everything in sight. One of the earliest victims of the new EA machine was Bullfrog Productions, a brilliantly odd British studio behind Populous, Theme Hospital, Syndicate, and the absolutely iconic Dungeon Keeper.

Bullfrog was the studio that lived on caffeine, chaos, and an unhinged amount of charm. Bullfrog wasn't just successful, it was adored. It had personality and an edge. And at the center of it all was Peter Molyneux, the endlessly enthusiastic designer who could pitch you an idea so wild you'd believe it could change the world. Bullfrog felt like a band.

a talented, scrappy indie group making strange, brilliant hits that nobody else would dare attempt. EA acquired Bullfrog in 1995, during a period when the company was scooping up successful studios to expand their publishing empire. On paper, it looked perfect. EA got cutting-edge innovation and Bullfrog got financial security and global reach. At first, Molyneux genuinely believed that this would let Bullfrog dream bigger than ever.

But EA wanted structure, predictability, pipelines, and schedules. The kind of production discipline that helps a publisher make reliable hits, but slowly drains the spontaneity out of a creative team. Bullfrog went from experimental mad science to a studio expected to deliver on EA's increasingly rigid timelines. The culture changed, but the expectations didn't.

Where Bullfrog once greenlit games because they were interesting, releases now needed to be marketable. Where developers once tinkered and iterated freely, they now had milestone charts and budget targets. It wasn't malicious. It was just how a corporation functions. But to a studio built on instinct and experimentation, it was suffocating. And no one felt that more than Peter Molyneux.

He later described this era as the moment he stopped feeling like a visionary and started feeling like a quote-unquote depressed, frightened person. The joy that defined Bullfrog's early days was being chipped away by meetings, management layers, and the pressure of delivering the next big EA franchise. Molyneux hit his breaking point and tried to resign in 1997, hoping to start fresh.

But EA wasn't ready to let go of the public face of Bullfrog. Peter's name sold games for them. Instead of granting him a clean exit, EA placed him onto a consultancy role, which sounded polite but meant something very simple. You are not allowed to leave, and you're not allowed to lead either.

So Molyneux, the studio founder, sat at his company's own office feeling like a guest in someone else's building. Eventually, EA relented and let him leave. But the experience left him rattled, guilt-ridden, and burned out. He had personally encouraged his team to trust the acquisition. He believed EA would support Bullfrog's creativity. When the opposite happened, he carried the weight of that outcome personally.

He ended up walking away to start Lionhead Studios, taking some of his old collaborators with him, hoping to rebuild the freedom that he'd lost. But Bullfrog itself never recovered. EA absorbed it completely by 2001. and folded its identity into EA UK, quietly retiring the logo. Bullfrog had become one of the first entities in what gamers now call EA's studio graveyard, but at the time, it was simply a warning sign that nobody recognized.

Bullfrog's death matters not because it was the first studio that EA ever acquired, but because it was one of the first ones that players loved. A studio with personality, quirks, humor, and a deeply human creative soul. Losing Bullfrog felt like losing a flavor of games that no one else could replicate. Looking back, Bullfrog's story reads like the moment the tide shifted, when EA stopped nurturing studios and started consuming them.

when those artists quietly turned into resources, when creativity became something you balanced against quarterly projections. Bullfrog wasn't the worst casualty or even the biggest, but it was the one that showed us what was coming.

The EA Spouse Letter

Meanwhile, EA kept rising. By 2004, it was the biggest video game company in the world. Its headquarters gleamed, its franchises dominated charts. But if you talk to people inside, you'd hear another story of long hours, creative burnout, and the feeling that no success was ever enough. EA had become something that Hawkins never wanted to be. Predictable.

Players didn't see that part, though. Not yet anyway. In the early 2000s, we were too busy being impressed. EA's sports titles were synonymous with realism. The Sims expansion packs kept entire households entertained. and every critic who called them formulaic was drowned out by millions of sales. Success justified the system, and the system rewarded that success. But underneath the glossy surface, something was cracking.

developers were burning out while innovation was being replaced with iteration. The culture that originally promised creative freedom and rock star status was becoming a testing ground for monetization experiments. And the worst part was, it was working. But thanks to a live journal post that appeared in 2004, we got a glimpse into the real culture at EA.

Hosted under the name EA Spouse, Aaron Hoffman, who was engaged to a developer who worked there, described 85-hour work weeks. No paid overtime, no bonuses, and no end in sight. She wrote, the current mandatory hours are 9 a.m. to 10 p.m. seven days a week with the occasional Saturday evening off for good behavior. It wasn't an expose. It was exhaustion made public and it changed everything. Developers across the industry echoed her story. The post went viral.

There were lawsuits that followed, but don't worry, I'm not going to do a deep dive. EA eventually paid millions in overtime settlements, and for possibly the first time, players learned that the magic of game creation came with a human cost. Hoffman later said she didn't want to destroy EA. Her goal was to save the people inside it. But the letter became legendary. And it was the moment people realized that EA's dreams were built on burnout. Inside EA, the messaging changed.

There were memos about work-life balance, well-being, and collaboration, but the hours were still long. One engineer shared years later that no one told us to stay, but everyone who left before midnight felt guilty. Crunch wasn't a crisis at EA, it's how the company was built. But at least there was a light at the end of the tunnel. When a game shipped, you could breathe again, if only for a little while. When live service games arrived, that finish line disappeared altogether.

Maxis, Spore, and DRM

But more on that later. Bullfrog wasn't the only studio to fall victim to EA's expectations. If Bullfrog was the early warning, then Maxis was the tragedy that everyone saw coming but still couldn't quite believe. Maxis was another acquisition from EA's mid-90s shopping spree. They brought us SimCity, SimCopter, Sim, insert the thing here, and of course, THE Sims. They were thoughtful, quirky, but in a quieter way.

If Bullfrog felt like a band, then Maxis felt like a research lab run by eccentric geniuses. When EA bought Maxis in 1997, it looked like a power duo. EA had money, marketing, and distribution. while Max has had imagination, simulation expertise, and a lead designer in Wheelwright who saw the world as interconnected systems just waiting to be turned into toys. And at first, EA was thrilled.

The Sims became a mega hit. It was a cultural phenomenon that printed money through expansions and add-ons. It was everything that EA wanted. A massive mainstream game with appeal, endless content potential. and the kind of brand recognition that most companies could only dream of. But success was a double-edged sword. Once EA realized how lucrative the Maxis formula could be, they wanted more of it, more consistently, more predictably, more efficiently.

And that brings us to Spore. Spore wasn't just another Max's project. It was Will Wright's passion, his grand experiment after The Sims. He wanted to make a game about evolution itself. You would guide a creature from a single cell to a space-faring civilization. It was ambitious, scientific, and wildly weird in the most Maxis way possible. And at first, EA loved the pitch.

But the deeper the team got into development, the more EA worried. Spore was complicated. It was unpredictable. And it didn't neatly fit into the focus testing charts or marketing slides. Investors didn't understand it. and EA wasn't sure how to sell it to the mainstream. So EA began to pressure Maxis to make it more accessible, cuter, simpler, dumbed down. Something a parent could understand in a 15-second commercial.

The serious science elements steadily disappeared. The procedural depth was pared back, and the tone shifted from evolution simulator to Saturday morning cartoon with DNA. And in the end, the game that reached shelves in 2008... barely resembled the one Maxis had envisioned. But by 2008, EA was raking in billions. It had become a brand that parents recognized when buying a game for their kids.

They were mainstream, and with every release, EA edged further from its origins. They were less a home for artists and more a factory for IP. When players started to complain about the annual sequels or missing magic, the corporate answer was always the same. And numbers are good. But numbers don't make memories, build franchises, or inspire loyalty. People do.

And in the end, the real Spore disaster wasn't the game itself. It was the digital rights management that was built in, or the DRM. EA packaged Spore with one of the most restrictive digital rights systems ever shoved into a retail box. There were limited activations, always online authentication, and no easy way to uninstall or reinstall. To this day, Spore holds one of the most infamous Amazon review pages of all time.

Not because of gameplay, but because customers were furious that EA treated them like potential criminals by default. Ironically, the piracy that EA feared exploded. Spore became one of the most pirated games of the year. Players didn't even want it for free, but they wanted it without EA's restrictions attached. Maxis, the studio that built entire genres, was suddenly caught between angry players and a publisher that had no intention of taking responsibility.

The Studio Graveyard Expands

And while EA survived the backlash just fine, Maxis didn't. The blowback shook the studio. Their next big project, 2013's SimCity reboot, was forced by EA to ship with Always Online requirements despite developers reportedly warning that the servers weren't ready. What followed was a catastrophic launch. People who bought the game simply couldn't play it. And EA's response was to double down on the requirement rather than admit fault. That really was the beginning of the end.

In 2015, EA shut down the original Maxis Emeryville studio. They did it quietly as if creators of one of the most influential games ever made were just another line item to be optimized away. And unlike Bullfrog, Maxis didn't die because they couldn't make hits. They didn't die because they lost touch or ran out of creativity. They died because EA tried to reshape them into something they weren't, and the strain snapped them in half.

If Bullfrog's story showed us what could happen, then Max's showed us what would happen. A pattern began to emerge. Buy a studio, absorb its cultures and ideas. rebrand the games, and if the team couldn't hit deadlines or deliver their franchise potential, shut it down. Every success justified the next acquisition, and every acquisition then justified the next round of efficiencies.

And somewhere along the way, those artists became resources. On the outside, it looked like success with a capital S. EA was publishing everything. Madden NFL, FIFA, Need for Speed, The Sims, Command & Conquer, Mass Effect, franchises so big they became ecosystems. EA wasn't just a publisher anymore, it was the publisher.

But on the inside, what had started as a collective of dreamers was morphing into a machine. One that was designed to make hits, not make art. They completely abandoned their artistic identity. I mean, come on, EA. It's in the name. Then in 2012, EA was voted the worst company in America. Twice. Not just the worst in gaming, but in the country, beating out banks and oil giants.

This wasn't because it was the most harmful, but because it represented something very personal being lost for the sole purpose of creating larger and larger profits. That worst company in America title wasn't about broken products. It was about broken trust. And from that point on, EA stopped being just a company. It became a metaphor for corporate overreach, greed, and creative death of passion projects. It was the punchline for every joke. But that isn't the full story.

Behind every executive quote, there are still thousands of people who joined EA to make something beautiful and then stayed, hoping that they still could. EA didn't start as a villain. It became one through evolution, through the slow drift towards efficiency, growth, and control. And that's the uncomfortable truth. EA isn't the exception. It's the blueprint.

Monetization's Dark Side

Even after the EA spouse letter and earning the moniker of the worst company in America, it wasn't until they kicked monetization into high gear that gamers finally started pushing back. It started with DLC, which normalized paying extra for things that had once come standard on launch. Then there were online passes, pre-orders, seasons passes, and loot boxes. In FIFA Ultimate Team,

EA discovered that selling random packs of virtual cards could make more money than selling the game itself. By 2017, that mode alone earned over a billion dollars a year. What began as novelty became a money-making machine, but they pushed it too far. The breaking point was Star Wars Battlefront II. Characters like Darth Vader and Luke Skywalker, iconic characters, were locked behind either weeks of grinding...

or expensive loot boxes. Not to mention loot box contents could actually, you know, impact your power and progression in the game, which made it pay to win. When players complained, EA replied that the intent was to, quote unquote, provide players with a sense of pride and accomplishment. That single phrase became the most downvoted comment in Reddit history. Currently, it's sitting at negative 668,000 points. It wasn't just the fans who were upset.

Governments launched gambling investigations, which then got Disney's attention. Star Wars was their property after all, so EA backtracked. It was a scandal that exploded, but then died just as quickly. EA removed the loot boxes, but the economics behind them hung on. They weren't an anomaly. They were an inevitability. You can see that because EA wasn't alone.

2K, Activision, Ubisoft, and others were all using or developing similar systems. EA just happened to be the first ones to push it too far with an IP big enough to get noticed. Inside the company, some devs were stunned by the outrage. We thought we were doing what everyone else was doing, one said. And they were right. But EA's name had become shorthand for greed, so the punishment was theirs to bear.

Out of that disaster came a few sparks of redemption. Jedi Fallen Order launched with no microtransactions and sold millions. It Takes Two, one game of the year. And for the first time in a decade, EA looked almost respectable again. But even that redemption carried an asterisk because the players celebrated these creative wins. The same business model kept humming beneath the surface.

Live service revenue still made up most of EA's income, and the loot boxes were renamed, refined, and reskinned to help those predatory systems hide themselves better. Developers were living in a world where you shipped a game, but then there was no downtime. Battle Passes needed content, players needed support, and games needed new features. It was a never-ending treadmill of crunch for the sake of squeezing as many dollars as possible out of each successful launch.

The Saudi-Led Buyout

By 2023, EA posted record revenues of $7.4 billion with a B and then laid off almost 800 people. The memo called it strategic realignment. Even Jedi Survivor, one of the year's most acclaimed releases, couldn't shield its team from cuts. You could build a hit, earn critical praise, and still lose your job. And the same thing happened across the industry.

Activision, Epic, Bungie, Microsoft. Different logos, same layoffs. The problem wasn't any one company's cruelty, it was the math behind the system that demanded it. And now, in 2025, the story has entered a new phase. In September, EA announced that it had agreed to a $55 billion buyout, which is the largest private equity deal in gaming history. The buyers are a consortium led by Saudi Arabia's public investment fund.

joined by Silver Lake and Affinity Partners. The plan is to take EA private, delist it from the stock market, and absorb it into a global entertainment portfolio. On paper, this sounds liberating. No more quarterly reports, no more investor calls, and maybe this could be a return to their previous glory. EA told employees that creative control would remain untouched, but the fine print tells a quieter story.

$20 billion of that deal is debt, which is going to have to be paid. Analysts already warned that those payments could mean more efficiencies, more studio consolidations, and fewer risks. All the same things that we've heard before. This deal is also worrisome for more reasons than just debt repayment concerns. Many are worried that beyond all the economics, there's influence.

Saudi Arabia's investment fund has poured billions into esports and global entertainment as part of its Vision 2030 plan, which is a strategy that treats culture as infrastructure. If they own EA... They own the franchise's data and millions of players' attention. That kind of influence isn't just financial, it's geopolitical. Lawmakers in the U.S. have also raised concerns about foreign ownership of a company that holds so much player data.

and the cultural reach. But EA insists nothing will change. But they kind of have to say that if they want to get their deal approved. The truth is, once a company accepts that kind of capital, the center of gravity shifts. Creative freedom doesn't vanish overnight, but there is the chance that it fades a little each quarter until you wake up one day and realize your stories now serve someone else's priorities. Going private may shield EA from Wall Street's scrutiny.

but it also removes what little transparency still existed. The layoffs, the decisions, and the compromises will now happen out of sight. This deal reflects something new. that video games have become valuable enough to attract the wealth of nations, and that should make everyone pause. So what do we think of EA now? It helped make gaming mainstream, but in doing so, it made gaming corporate.

EA championed developers as artists and rock stars and then buried their names and contributions. It builds worlds that inspire millions, but at the cost of exhausting and burning out the people who made them. Today, you could argue that its games are better than ever, that its developers are still some of the best in the world, but the system that they're trapped inside has only gotten bigger, more complex, and more insulated from consequences.

Trip Hawkins once called his developers artists. He printed their faces on the box because he believed that people matter more than products. Forty years later, those faces are gone. and the company that began with a manifesto about creativity now belongs to investors on the other side of the world. EA was never actually the worst company in America. It was efficient. And efficiency without empathy always ends the same way.

It's easy to point at and meme about EA, but they were just slightly ahead of the industry curve. They didn't destroy gaming. They just showed us what happens when creativity and capitalism try to share the same space.

Finding Creative Autonomy

They were a company built by artists, reshaped by accountants and investors, and then overcome by their own ambition. EA is a reflection of what the entire industry and maybe all of us. become when we stopped asking why we play and started asking what it's worth. So if you don't want this to sound like you, then start small and push back. Hear about the people behind the product.

When a game moves you, remember that someone stayed late to make that moment happen. Maybe they shouldn't have, but they did. And the saddest part is that in the end, EA did change gaming forever, just not in the way it meant to. But there is a bright side because not only are we having conversations about the state of the industry and how we can change it, but developers are also finding successes when striking out on their own. Take Mike Laidlaw.

He's a modern example of someone dodging the EA gravity well and actually landing on their feet. If Max has showed us what happens when EA squeezes the life out of a studio and Bullfrog shows us what happens when EA smothers a visionary, then BioWare shows us what happens when EA tries to take a single-player RPG studio and turn it into a live service machine.

Laidlaw wasn't just a name on the credits. He was Dragon Age. Creative director on Origins, lead on Inquisition, and one of the people most responsible for giving the franchise its thoughtful, character-driven identity. He understood what fans wanted because he helped invent what fans wanted. So when pre-production began on the earliest version of Dragon Age 4, codenamed Joplin, he and the team pitched something exciting.

a smaller, tighter, more focused game that would be a spy thriller set in Teventyr with deep faction politics. He wanted a return to the grounded narrative style of Origins, but on modern tech. Developers still talk about this version with something close to heartbreak. They said it felt like for the first time in years, BioWare had a clear vision again.

Dragon Age 4 would be something achievable, human, and something that didn't require 2,000 people in a proprietary engine held together with duct tape and a prayer. But then EA stepped in. This was the era when EA was making one thing abundantly clear. Single-player RPGs were no longer the future. The future was live service, multiplayer, reoccurring revenue, and the kind of systems that could pump out money long after launch.

So EA leadership reportedly told Bioware that Dragon Age 4 needed to be online multiplayer and built for ongoing engagement as well as designed around monetization frameworks, not the other way around. This quote-unquote ask from EA. completely derailed the project. Developers later said that the shift was demoralizing, like watching the game they were excited to make get swallowed by a spreadsheet. One person described it as,

Around the same time, leadership inside BioWare was buckling under the pressure from Anthem, which was also trying to satisfy EA's live service mandates. And as Anthem struggled in development, EA doubled down on the idea that... Bioware Magic, which was code for that unquantifiable spark of last-minute crunch that used to save their games, could save Anthem too. Mike Laidlaw didn't agree.

He had spent more than a decade at Bioware building worlds and cultures and characters, not monetization systems. The version of Dragon Age that EA wanted wasn't the one that he wanted to make. It wasn't the one the fans wanted either. So in October 2017, after 14 years, Mike Laidlaw walked away. Like Molyneux two decades earlier, he didn't leave because he stopped loving the work. He left because the system around the work no longer allowed him to do it honestly.

And then something interesting happened. Instead of joining another giant studio, Laidlaw co-founded Yellowbrook Games in 2020 with other AAA veterans. Their mission statement is almost a quiet protest. They stood for small teams, creative autonomy, no massive corporate publisher, no live service mandates, no monetization frameworks pressed into a story before it even existed. It's everything Joplin was meant to be.

Their debut project, Eternal Strands, is a fantasy action adventure with physics-driven magic, environmental combat, and the kind of handcrafted world building that only happens when developers have room to breathe. It isn't trying to be a service or a platform or an ecosystem. It's just a game, but a game made by people who wanted to make it. For fans who follow Dragon Age's rocky development history, Eternal Strands feels almost symbolic.

It was a reminder of what creative leaders can build when they aren't being asked to turn everything into a revenue stream, and that it is possible to walk away from a giant without that being the end of your career. Dragon Age 4 would eventually be rebooted again, this time away from the always online live service demands. But for Laidlaw, the damage was already done. He had seen where EA's priorities were, and he chose to walk a different road.

Yellow brick games might never match the size and scope of BioWare in its prime, but that's kind of the point. In an industry where creators are often consumed by the systems around them, Mike Laidlaw did something rare. He got out, stayed creative, and he's building something new as an artist, just like EA used to believe in. So what do you think? Does EA deserve the worst company ever title?

Or are they just the industry punching bag because they did it first? Get into it with me over on Discord or leave a comment in Patreon. And tell me about some of your favorite gaming memories and the people who helped create them. Thanks for staying at the Gamers Inn. Remember, tune in next month. Bye, everybody.

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