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Just going back to a
more general topic for a moment, who do you think the average Xbox
Live Arcade customer is?
Well, specifically,
it’s obviously drawn from a pool of Xbox 360 customers, who we know
are a majority male, and a majority 14 to 33. That’s clearly the
primary user of Xbox Live Arcade. But one of the things we’re doing
inside Microsoft is that we are going out and talking to our
customers to find out who is using the service and who is playing the
games and we’re finding out that there is a lot of secondary users
– moms, girlfriends, people like that.
First we heard about this
anecdotally – people around the office complaining that they now
have competition. They now have someone else saying they’re going
to play Bejeweled for a while. It’s no longer the domain of that
primary gamer in the household.
I assume that’s
something you’re finding is more prevalent with Live Arcade titles
than traditional retail titles for 360.
Well, in my
household, I can tell you that – even at a retail game level –
there’s a bit of competition for Guitar Hero between my son
and my daughter!
That’s a different
style of game to what a lot of people would associate the console
with, though.
Right, and it’s
really interesting to see how, with the lifecycle, the user
demographic and the user behavior is changing as well. I know that
even just around my household, once Dance Dance Revolution,
Dance Dance Universe and Guitar Hero came out, my
daughter has been exploring a little bit more and playing some arcade
games because they’re on the console. Thing is, she’s not the one
who’s going to pick up Crackdown and play a few hours of
that.
I just think that’s
an overall trend. As games get out there – as the content gets out
there – more people get interested and the content broadens, and
that’s a good thing.
Just talking about
growth, what level of growth has the platform seen since launch?
We launched with around 20
titles, and we’ve just cracked 60, so we’ve more than tripled the
number of titles that are on the service. At the same time, the Xbox
Live membership has grown to over six and a half million now. That’s
a tremendously large number of people who are out there playing games
over the Live service.
So, both in terms of the
number of people that are out there and the number of games that are
out there, they’ve both grown tremendously. Then we’ve also
innovated with the service as well. I mentioned the automatic
downloads, and we’ve worked in Xbox Live Arcade to enable a number
of other features where you can see your friends and the Xbox Live
Arcade games that they might be playing.
One of my personal
favorites is the way that Achievements are displayed for Arcade games
and you can see them all and roll down and see which ones you have
and haven’t earned. I’m a bit of a Gamerscore addict myself.
There’s a number of
features that have evolved on the platform, but there’s quite a
way to go as well.
Sure, but going back to
the actual figures of growth, is the actual percentage of games being
downloaded growing in a relative sense? When people buy the console,
are they buying more games than the people who bought the system at
launch?
Well, we were really
worried about a couple of things at the beginning. One was that
people who the people who bought the console in the beginning were
going to be the most rabid users; were going to be downloading the
most, and that it would fall off after that.
We were also worried that
because there was a small number of titles available in the beginning
at a retail level that people were just going to Arcade when they had
played whatever game they had bought, because there wasn’t another
game available.
Fortunately, neither one
of those has been true. It’s most surprising to me that the people
who buy the console today download more arcade titles than the people
who bought it at day one.
What do you attribute
that to?
[Laughs] I wish I could
give you the exact reason behind that, but all I can do is theorize,
and that is that the people who bought the console day one are the
people who are used it and ready and are the hardest-core gamers - and
who feel that $50 a game is not a problem and they can go and get
that.
The great thing is
we see other people playing games, and playing Arcade games – just
not with the same frequency. So maybe, I don’t know, maybe it is a
little price sensitivity. Maybe it’s just that people who are
buying outside the first six months don’t have the same library of
games – they aren’t buying as frequently, they don’t buy that
game a month or that game every couple of weeks at the retail level,
so they’re looking at Arcade games. We don’t have good
quantitative data on that.
What I will say is
another thing that surprised us was the popularity of some of the
more classic games like Uno! with the hardcore players we saw
early on. If you would have asked me if that would happen, you
probably would have been able to take my money. I would have bet
against it. [Laughs]
It did come as a bit of
a surprise.
Yeah, well, we went
out and talked to players to find out why. Was it a mistake? [Laughs]
Is it how they justify the console to other people in the household?
Actually, it’s just that gamers like good gameplay. Period. They’re
willing to play the game, even if it is a classic card game or
whatever, just because it has good gameplay.
It has been done very
well, and it was Game of the Year for a number of places, and it has
a number of the features that make Live so popular. It has the voice
chat, it has the video chat, it has the ability to customize your own
rules, it has the add-on content. Plus, it’s a very accessible
game.
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