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In this era of PS3
and Xbox 360 games, where third-parties are almost never shipping console exclusives, certainly Sony's been very strong on, well, "our
strategy, then, for differentiation is to use our first-party organization to
make solid, important, AAA exclusives." Is that how you see it, too?
PS: Absolutely. And to ship them! That's an important part
of our strategy. Look at Forza
shipping next month: the definitive racing sim this generation. You could say
it's the only racing sim that's shipping this generation.
We understand that the experiences we bring to market are
most likely the only platform-exclusive experiences that we bring, and that's
why it's important that our quality remains so high. If you look at the last
three or four years, our review score average rivals anybody out there,
first-party or third-party. We continue to bring a great mix of new IP as well
as existing franchises and broaden out as a platform into things like movies
and social networks and other kinds of entertainment to continue to evolve with
our customers as they start to entertain themselves in different ways as well.
Netflix was a big win for us. Was that a first-party game?
Well, it's a first-party implementation when you think about it: something that
was platform-exclusive, something that millions of people adopted, and
something that I think really mattered for the 360 customers. They saw this as
definitely a value-add. Twitter and Facebook when it comes this fall; 1080p
cinema-quality streaming movies -- these are all additions to what is capable
on the platform that continue to change the face and the offerings that
customers have.
So are things like
Netflix, Twitter, and Facebook under your purview?
PS: Some of the stuff is a mix. Say, like avatars; avatars
were created at Rare, and they continue to maintain and evolve the platform
there. The work specifically on Netflix and Sky was done in the Live
organization. But the link between Marc Whitten, the gentleman that runs live,
and what we do in first-part content is really strong; we sit together on a
weekly basis, go over the different content that we're building, and make sure that
the partnership is there.
To go back to what
you were talking about with microtransactions, you're doing your first
experiment with those; is that to see how it works with your audience, or is
actually expected to become a revenue stream for you either on that title, or
moving forward?
PS: Well, to be honest about it, our first introduction
maybe was the avatar marketplace that shipped just not too long ago. With the
amount of marketplace content I see in my friends list via their avatars, it
seems like a lot of people are choosing to customize their avatar in
interesting ways.
Is it going to be an interesting part of our revenue streams
going forward? If it makes sense to the customers, it will be; if it doesn't, it won't be. So we need to
build the right game where a customer feels like they get the right value, they're
having fun, and it's an additive part of the experience.
1 vs 100 is
something that we did. It's not microtransaction, but it's a free-to-play game
that's clearly ad-sponsored; if you play the game, you see that where we're
giving away prizes. We've had great adoption there. But it will be an
interesting part of our overall revenue stream if we get the games right, and
if we don't then nobody will use it.
Do you think it could
be something that you'll want to enable for third parties? I don't know if you can speak to that. There
was some discussion that Nexon had about whether it might port Mabinogi to the Xbox 360. That's a free
game with microtransaction support. It's definitely becoming prevalent on the
PC side, and it's becoming a really important business model.
PS: Yeah, I think it's great to see the innovation with FarmVille and other things happening in
the Windows space; I think there is learning for us on console there. But as
well, we have Games for Windows Live, and we are probably more focused on that
marketplace in Windows right now -- maybe not as publicly yet, but internally
we look at the size and the types of the communities that are getting created
in these different Windows social environments that we think map very well to
what we're about and the experiences that we've had on console. It's something
that I'll just say we're very active in internally, thinking about the right
experiences that make sense on both platforms.
And you're right; there's a new set of publishers out there
and a new set of content that customers are really gravitating towards. The
numbers that Mafia Wars and some of
these other games grab are really outstanding; great success for those teams.
There are entirely new customers that
could be enabled, potentially.
PS: Yeah, and when you see the research it's not always a new customer;
sometimes it's a dual customer. What I like to see, though, is the timed
engagement that those games offer, the nature of the social and community that
really gets created, and the business models and watching the innovation there.
That's why we do things like 1 vs 100
and Joyride and other work; we want
to continue to evolve in that space as well.
Everything's not about a $60 retail transaction; XBLA shows
that. Summer of Arcade was hugely successful at different pricepoints; you had Shadow Complex, you had Splosion Man, you had Trials HD -- those are my first-party
games, really did really well. Entertainment across multiple prices is
important.
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