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GS:
Given that a hard drive is necessary for this, is there any movement
within Microsoft toward always bundling the hard drive with the
console? It seems to be one area where Sony is taking the lead in terms
of developers utilizing that.
SK: No, I
think we feel pretty good about the strategy we chose to go with for
the Xbox 360, which provides more choice to consumers. Developers need
to address the fact that there will be scenarios where there won't be a
hard drive, but for a lot of customers, the premium they would pay for
the 60-gig version of the PlayStation 3 -- or even the Xbox 360 -- is
pretty significant.
We're all trying to get to
the point where we will generate volume to win this generation, and you
have to reach the mass market. For a lot of those people, it's going to
be more about price point than it's necessarily going to be about
having a hard drive, so we want to be sure that we can address their
needs in terms of providing choices for them. We feel great about the
strategy we have chosen.
GS: Do you know how many core systems are being sold versus premium systems?
SK:
Yeah, we do, but we don't talk about that publicly. To be fair, I think
at the price points that we're at, we're talking more about the core
gamer audience. They tend to gravitate more toward the hard drive than
even the people who are buying the core system who see value in terms
of adding storage capabilities. The hard drive accessory has also been
very successful. But we certainly believe that that composition will
change as we drive more and more into the mass market. Having that
choice is a good advantage for us.
GS: Why
was the Live Arcade size bumped from 50 megabytes to just 150
megabytes? It seems like a very small step up, considering the
availability of large memory cards now.
Konami's Castlevania: Symphony of the Night, among the first titles to break the Live Arcade 50MB file size limit.
SK:
It's three times the size! One thing that we're trying really hard to
make people understand is that 50 megabytes has been plenty of room for
a lot of people to operate in. What we want to be careful about is that
we don't want to see a flood of big games before peoples' storage or
bandwidth are available to handle that.
Now,
we're obviously testing in other areas with the Video Live Marketplace,
and so forth. That is, as you start to see bigger and bigger content
we'll be able to push that, but today we feel pretty good about bumping
that from 50 to 150. I think the vast majority of people are still
going to hover around that 50 megabyte limit, even though there's more
storage available.
GS: It just seemed a
little arbitrary to me, since you can already download things that are
so much bigger, and I don't think that anyone minds doing that.
SK:
For the audience, especially when you think about going into the mass
market, as we add more content to Xbox Live Arcade -- which is
something that we absolutely have to do -- more of that content will be
targeted toward a broader audience. You will look at people who will
not want to deal with long download times, because if you want to
download a hi-def movie, that takes a fair amount of time to do. Which
is okay for a big movie experience, but for a lot of people who want
quick and easy, in-and-out entertainment experiences like you can get
on the web today. For example, they're not going to want to spend that
much time downloading. So I think that's where the balance trick comes
in.
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