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Developing games is
already an absolutely complicated, challenging process for people, and thinking
in new ways, and having to develop new technological solutions -- things like
face recognition, voice recognition, word recognition, all of that potential
that Natal opens up -- how do you support developers with that?
PS: (laughs) The way I would challenge you back is to say that the game
developers have wanted to know what you're saying for years; they just had no
way of doing that. We introduced the Xbox Live headset, and certain games made
use of that; but even that, for a kind of room environment, people said that's
not quite smooth enough.
When you add technology -- I'm going to use Live because for
us it's probably the best case study. Do Live racing games make sense? Well, not all racing games were Live-enabled
when Live came out. Now, if you talked about a racing game that didn't support
multiplayer online, that's half the game.
I think you'll see this as an additive part of both the
creative and game experience in a way that will change what you expect from the
games that you buy just like Live does today. If a first person shooter doesn't
have capture the flag, it's not a full game.
I think the addition of Live technology didn't make the process more
complicated; it actually allowed the community to create content on their own
just from the interactions that they have.
I think that's debatable; it depends on the case. When you look at games that are shipping a
separate executable by a separate developer to support robust multiplayer, that's
certainly a complication.
PS: It's a production complication, but when you think about
the interaction that gamers have online and the content that we have to create
either on disc or through download prior to them shipping, people can augment
the experience through the friends that they create and the stories that they
get to tell: "Hey, remember that time when we were playing Crackdown and we took down Shaolin at
the end together in co-op?" That's content that you and I have created;
Dave Jones and Realtime Worlds didn't create that. They created the framework
to allowed us to do that. I think that that canvas is strong. When you think
about Live and you think about Natal
and some of the experiences that can come out of that, I'm an optimist.
Moving away from
specifically Natal, what's Microsoft's first-party strategy now
for software? We've seen it continue from Xbox
through Xbox 360, and as time goes on, the strategy continues to evolve. What do
you want to see out of first-party software, and how much first-party software
do you want to release?
PS: I'm going to start with "how much," because
that's not something that I actually goal the organization on. We don't have a
number of releases a year as a goal; we don't have a certain revenue target
that we have to hit every year because we understand that our job is to
highlight the unique experiences on our platform, and my job as head of
Worldwide Studios is to make sure that every game that we greenlight and that
we put into production and that we finally ship has a reason to exist in our
portfolio. When a gamer buys a game, that
doesn't mean they're going to love every game that we ship, but at least they
can understand why it fits in.

1 vs 100
Why is something like 1
vs 100 an important part of our ecosystem growth? Well, we take tens of
thousands of people on gamespeak on one shard and allow them to play a game at
one time; we're actually giving away monetary prizes. That's kind of cool! It doesn't mean it's for everybody, but it's
that kind of innovation.
We have Joyride
coming out this winter, which is going to allow Gold subscribers to play a free
racing game and then a microtransaction backend to the game; I'm curious to see
how those kinds of new experiences evolve.
So for us in first-party let's stay at the forefront of what gaming is
about, and also let's push and work with our platform team to make sure that
the experiences that we ship are mapped and have impact on how those platforms
evolve.
That's why somebody like [creative director] Kudo [Tsunoda] at
the beginning of Natal is so
important.
Taking him as an experience lead, as the creative director
for us on the content side, and partnering him with the hardware group and
platform groups, you're going to build the censor. Here's the kind of
experiences we want to build; let's make sure there's a nice push and pull.
Classic example is Halo 2 and Live;
those two things shipped together, and I think each made each other better.
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