In 2006, Electronic Arts (EA) nabbed Mythic Entertainment in an effort to diversify their product output beyond the usual console mix. In a traditional corporate environment, actions such as these are looked upon with scrutiny due to their financial implications. In an entertainment-oriented corporate environment, customer experience holds stock majority – so to speak. Do actions such as these benefit the consumer directly, or do they simply fuel advertisement funding and other business-related functions?
Continue past the cut and decide for yourself!




