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Taking a step back, what does
"quality" mean in this context, and how do you assess it?
JG: There are a few things. We're really looking at like
quality, so for particular games, like a little kids' Hamtaro
game, we're comparing that to like games.
For Silent Hill, we're
comparing that to like games, given whatever parameters there are. There's
quality metrics that come in from the reviewer press, there's which
games sell really well, we look at that metric, and then we look at
other things like the budget and timeframe and those things.
So when you've got a basket of 60 projects,
you can actually do some true comparisons. So we can't compare a $15
million project to a $30 million project, but we can compare a couple
of $15 million projects with similar timeframes with each other and
say, "Look, this is where we should've done something differently.
We should've changed the scope in this way, and we should've done this
feature better." Those things. We try to get very analytical about
it.
Is quality of life part of that
too, for developers?
JG: No, it's not [part of] Total Quality
management. That is part of our HR function. As most people who know
me know, I used to be a fairly sarcastic guy, but I've come on board
with a large organization, and we've got some core values, and our top
core value is taking care of people. For us, that means employees, shareholders,
publishers, and everybody we're dealing with. So quality of life for
employees is important.
To tie it together, one of the things
that's important to our employees is success. They want to know that
they're working on something that they're going to feel good about in
the end. For a lot of them, they're getting to a place where they have
kids and other things going on, and they want to know that they've got
a reasonable career, and not just a fire drill.
You have a lot of studios in geographically
diverse locations. Does managing that, or maintaining that base
present a challenge?
JG: That's what I've done my entire
career, and I think a lot of our key leaders have as well. So I think
challenging, yes, but it's a competitive advantage, because we've had
to figure out how to do that for well over a decade.
Super Street Fighter II Turbo HD Remix is among the most anticipated titles for Xbox Live Arcade
Some of your developers are known
for their Xbox Live Arcade projects, whether it's classic games, or
obviously Street Fighter is a big example of a highly anticipated
download game that one of your studios is working on. But there's a
little bit of a fear coming right now, where people feel like it's less
possible to have a standout hit in Xbox Live Arcade the way you could
a year ago, because there's more on the market. Do you guys perceive
it that way?
JG: The way I look at it that gets
me excited is that... I can't remember what the last figures are, but
by the end of this year, there's 18 million units out there, of which
I don't know how many will be Xbox Live Arcade-ready. So maybe it will
be a standout hit.
We'll hit harder because it will be more noise, but
I think to reach a level where a game can be successful, both in terms
of reaching a big audience and making money will be more and more achievable
as people buy these consoles.
Now, the PlayStation Network is
still a little bit nascent. But it's viable, too, and
Street Fighter is going to both networks. How do you view the
rise of that as well?
JG: It's great. From our standpoint,
we don't like to pick horses, and the more viable platforms there are,
that plays into our business. Remember, we're a broad-based developer
that does everything from handheld to next-gen.
We still do last-gen
stuff, PC stuff, little kids' stuff, and mature stuff. So that's something
we welcome, particularly with the changing revenue model with Xbox.
It's exciting for us when there's a viable PSN or a viable WiiWare.
We like that.
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