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The first-party apparatus of every console is an integral
part of its success; looking at the hype and sales generated by games like Halo: ODST, Wii Fit, or Uncharted 2 is testament to that.
Earlier this year, Microsoft named Phil Spencer corporate VP and head of worldwide
studios.
Having recently served as the GM of worldwide studios and
worked in England
with Rare and Lionhead, among others, he moves into the role as the platform is
about to undergo its most drastic upgrade since launch: the Natal
peripheral, which Microsoft is promising will fundamentally change the way
games are played for all 360 gamers.
Here, Spencer speaks about the overall first party strategy
for the company, its specific Natal
strategy, and its experiments with free-to-play, microtransaction-based titles
(Joyride) and ad-supported games (1 vs 100).
How has your transition been?
Phil Spencer: Actually, the transition happened last fall
when I came back. I was in London
for a couple years, working with Lionhead and Rare and similar content work in Europe. I came back as the GM of Worldwide Studios,
and I've been recently promoted, which is what the announcement is -- I've been
promoted to the new title.
But yeah, the new head of Worldwide Studios [role] started
when I came back from London last
October. And it's been a good time for
us. Think about when I came back, Natal
was something that we were in the middle of incubating; trying to make sure
that it was going to be something that really both resonated with our creators
as well as the customer in the end. We
started to put our head down towards E3 and see if that would be the right time
to unveil, and there's been tremendous success with that. It's been great to see.
When does Natal come out, and what titles are going to work
with it?
PS: Our announcement at TGS [was] that, after just three
months, we've got 75% of the publishers on the planet talking about their
support for Natal, which is
great. Obviously we have an ego in first
party, and we think our first party content leads the way; but great support
from third party is going to be important to Natal's
success. For the top five Japanese
publishers, among other Japanese publishers, as well as the great worldwide
publishing support we're seeing, is a great sign for both us and the consumer.
From a first-party perspective, how does it impact you?
PS: Well, because you're Gamasutra, I'll go down more of how I think it really
impacts the creative process. There's this mapping that we almost instinctively
do now when we play or create games between what we want to happen on-screen
and what people will do with the controller to make that happen that, honestly,
is completely unnatural. There's nothing
else you do in your life that has all of these buttons and triggers -- alright,
maybe you fly a 747 or something -- but for the common person, your life is
much more direct.
In the creative process now, when you think about the kind
of games that are going to get created, it's really about that direct
interaction with what's going on on-screen. You can talk to something
on-screen, and it knows where you are in the room; and it will turn, if it's
humanoid, look at you, and respond. That's not a game genre; that's not E-rated
only. This is something that's going to be pervasive across all our games. It's
really going to be entertainment for everybody.
So it's about a fundamental new way of
interactivity, rather than about enhancing or changing current games, in your
view.
PS: Yeah. I was listening to Kojima-san
at the creators' panel, and he talked a little about the Metal Gear Solid fan and not wanting to abandon the fan base that
he has. I think you'll see some franchises look at facial recognition, voice
recognition, and full skeletal mapping and kind of decide what's the right
experience for how they're trying to entertain people.
The word I would use to describe a
traditional controller is abstract.
PS: Yeah, absolutely.
And I think there are
a lot of people who enjoy abstract experiences.
PS: You say enjoy; you mean enjoy or tolerate?
Enjoy! I think there's something enjoyable about
something abstract. Not every interaction
that we have is direct, as humans.
PS: Well, okay. Interaction with the
controller isn't direct. There's nothing
about hitting A that has any real-world consequence; you don't run around
hitting A or yelling "A!"
This has been one of the parts of the creative process that's
been -- I'll say -- a kind of revolution.
At first, when people are handed the technology, they think about what
the abstraction -- to use your term; I might use a more negative term -- how
that should map into physical space: literally something as ridiculous as
somebody going like this [Spencer makes
an X with his arms] for X, like, is that the way we should hit the X
button?
And maybe it works for tens of millions -- hundreds of
millions -- of people on the globe; there's nothing wrong with that. I play games every day. But we also know that, in order to grow the
size of the gaming community, that abstraction is a barrier to some
people. If we can remove that and
actually think about -- maybe it comes across as a marketing term, but it
actually works in the creative process -- the only experience you need is life
experience. If you were going to respond to something on-screen, what would you
do in real life? Then think about that as part of Natal.
It's been a really useful way of thinking about how to build those experiences.
Part of me is
skeptical that that's achievable, actually.
PS: Good! Yeah, the skepticism is something that I actually
want. I see technologies that are out in the market today, or things that
people are talking about -- different kinds of abstractions. For me as somebody
who says, "Well, has this really changed the interaction between me and
what's going on on-screen?" you'd say "no". It's lowered some barriers, and great for
that.
But the skepticism as we push... People should have been
skeptical about first-person shooters on consoles. After GoldenEye,
it was a long time before somebody came out with something like Halo.
Live -- are console players going to want to play with each other? Let's be skeptical. Avatars -- let's be
skeptical of whether Xbox customers want to create avatars. I think skepticism
is a healthy hurdle for us in the creative process.
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