|
GS: How big is the download going to be on the 360 side?
DM: I really should know this, and I will follow up. It's small, I know it's small. Like less than 10 megabytes or so.
GS: So you would not necessarily need to have the hard drive, or would you?
DM:
The hard drive is a required component. And the reason why it's a
requirement isn't so much because of the size of download, but it's
really because when you develop your games on the Windows PC side,
where the games actually get pushed through onto the Xbox 360 is on the
hard drive.
GS: Is there any intention to
make the games more easily shareable at any time? Because I know they
have to meet certain requirements before games can be shared and played.
DM:
Oh absolutely. We're not trying to restrict the sharing, because that's
going to bring an undesired sort of restriction on the creativity. If
you can't share the creativity, what's really the rational or reason
why you want to invest in bringing a game to market, or in this case
into the community? And so, it's just our evolution of that vision
that I talked about, the three components. Right now the tool enables
the games to be created for both platforms more readily.
In
2007, where you're really going to see us investing is on that sharing
point. First it's going to be about how do members of the Creators Club
really share games more easily among one another, because we're seeing
a lot of desire an interest and people doing that today. And then
moving beyond that, once they want to take it past that threshold out
to the end consumers, and like in this case, I make a game and I send
it over to you to have you check out my game, and you're not a member
of the Creators Club, I'd still love for you to be able to play it.
That's absolutely the scenario that we want to support and start
working on and enabling that in 2007.
GS: And will you be able to do things like, send people on your list invites to play your game?
DM:
Right now we are working on the specific implementation of how this
stuff will play out. What we're looking to do is take absolute
advantage of the fantastic infrastructural in Xbox Live that we have
today today and the 4 million subscribers that are connected to Xbox
Live. It's a wonderful managed experience that as you know, you've got
a friends list, they can leave you messages, they can leave you voice
messages, it's a great system. But beyond that, wouldn't it be great to
your point, that they could actually leave you a message that has a
game embedded in it that is a XNA game that they've created or that
they discovered, and they want you to check it out. It's from a
trusted, reliable source, so you say “Why not, I'll play this.” That's
a scenario that we've also drawn up on this side and storyboarded. It's
one we're looking at whether or not we can support.
I
think it's a fantastic scenario, to be able to create a game and with
everyone on my friends list including my family, why shouldn't I be
able to, to use J Allard's term, “squirt it over to them” over Xbox
Live? And the next time they sign on, there it is. Or potentially, I
shoot them an email, and they have the option of saying “Ok, I want to
play your game, and I want to choose to play it on Windows. Or I want
to play it on Xbox Live.” We're looking at a lot of ways in which users
discover these, and where and how they want to play it, and we want to
make that as friction free as possible and easy to distribute and
share.
But now we're getting into that third
component of the vision that's going to take more time, because much
like Xbox Live, we want to make sure we offer it in a very managed, and
very secure manner as well too. The last thing I want to hear is that I
discover later on that you've got a game, and there's something
malicious in it, or some undesirable content that you weren't
expecting. There's a lot of investment that we're making along those
lines to make sure that you get a great experience, great game quality,
that you get exactly what is you expect when you load one of our games.
GS: So, and I know this is way far off,
but what are you thinking as far as monetizing the games that will be
popular? Will the impetus be on the person that made the game to sign
an agreement with you or will they be contacted retroactively, if you
have any idea?
DM: We've got ideas. We've
got a lot of different directions that we're exploring. Some of those
ideas I'll share with you you, though again with the caveat that none
of these are the direction yet as far as which ones we're going to
pursue.
But in terms of ideas, one of the ways is
potential advertising revenue. We could have ads and stuff in there, so
the more people in your game, the more ad revenue that is generated,
and we could do an advertising revenue share with the creator of that
content. Another potential opportunity could be, you sign a
distribution agreement, we've got the network and you get a piece of
the distribution, while there may be a nominal fee. Another may be that
we have this great resource called Xbox Live Marketplace, and you just
put the game up there, you set the price, and people could download it.
I mean, the great thing about all of this is that we have such
fantastic infrastructure in Xbox Live and Xbox Live Marketplace that we
can evaluate and explore and lot of different and interesting
directions of how we can take this as a business model that I think a
lot of folks in the industry just aren't able to do.
We're
maximizing that opportunity, we're looking at this all across the
board, but the one thing that I can tell you is that we're going to be
looking very diligently at ensuring that where possible that the owner
of the IP retains ownership rights of the IP. We want to make sure that
if the creator of the content is successful, they are absolutely garner
a piece of the revenue that they're driving. What that revenue exactly
looks like, we don't know yet. But they are absolutely at the core of
the model, and we are making sure that they are a partner in the
success of this community and the success of the sharing model we're
building out.
|