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We can look at the
landscape right now of what's out and what's coming that we know about; Natal's
still out there, ODST just shipped, Reach is coming, you just had a great
summer, Forza... but what do you think you're going to be
talking about a year from now? As much
as you can say, where do you think you're going to be at the next Tokyo Game Show?
PS: That's a good question! I was here at the last Tokyo
Game Show; we weren't sure how Project Natal was going to come along -- whether
we were going to be talking about it at all. I feel like we're in a great
position: we've got the best exclusive content this holiday; we're at the right
consumer price points; we continue to evolve with new IP and existing
franchises; Natal continues to
excite both the consumers as well as the publishing community...
I think that next year at this time, the lineup that we're
going to have of content and services on our platform at the price points we're
at is really going to be a high point in terms of previous generations,
something that people haven't seen before in consoles. We showed some things at
last E3 around social services: Sky, Canal, other things coming... It's just a continually evolving platform
that is a great canvas for content creators.
Prior to the
introduction of Natal, there were some moves into doing more
family- or casual-oriented things like Scene
It? or Viva Piñata. Were you happy with how things went on those
titles, and did you find the audience that you were looking for?
PS: There's always positives and negatives to any game that
you ship. This has all been kind of a rolling thunder for us. The avatar work
that you see in the dash actually came out of some games that we were building
at Rare, and what we said was really this whole idea of personalization and
customization should be part of the dash -- part of somebody's persona on 360
-- and we were able to move that technology directly into the dash, and now it's
not part of any individual game but part of a lot of experiences, even things
like Guitar Hero, which I think is
great to see.
So any individual release has ups and downs; I think that's
true. But the trajectory that we've been on, which continues with the
introduction of Natal -- I feel
really good about the entertainment that we're bringing to market for
everybody.

Viva Piñata: Trouble in Paradise
Has Rare been able to
live up to its potential and really deliver on the platform and become an
integral part of the MGS studio structure up until now?
PS: One of the things about Rare is they grew up in a very
different way than Microsoft did. We didn't have the opportunity to work with
them like we did with, say, Lionhead or BigPark prior to the acquisitions,
which just creates more learning for both organizations. I really think we're
at a point now with both the evolution of our platform and the evolution of
Rare where we're going to see the best of that studio.
I think avatars last fall are an example of that; I think
the games that they're working on right now are state-of-the-art in the
industry. We've kind of reached this positive collision of the trajectory of
the 360 and the skill and expertise and passion of Rare, something that will
both accentuate one another. I think George Andreas said in the press a month
ago, one of our creative directors at Rare, that they really feel now that the
360's at a point where it really maps to what Rare is about; I think that is
definitely true.
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