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In regards to the
innovation coming from independent developers, do you think that
helps consumers’ perception of the service?
I do, and here’s how I
think this is – we actually had people give us direct feedback on
this: they appreciate the range of games that are available on Xbox
Live Arcade, and they attributed it to the creativity that people can
exhibit with these smaller titles. It doesn’t cost 10 or 20 million
dollars to make an Arcade game, therefore you get some pretty wacky
and unconventional gameplay mechanics, and they’re really fun.
I mean, take a look
at Eets: Chowdown. That’s not necessarily a game you’d see
someone producing at retail. Or Outpost Kaloki or Cloning
Clyde - those are all different gameplay mechanics that haven’t
been done at retail and might not have ever seen a chance at it,
given the risk management associated with making a $20 million title.
What’s interesting is
that, as more major publishers are doing it, we’re seeing teams
rolling off of their retail projects and saying, ‘Can we make an
Arcade game in between games now?’
That’s pretty
neat. Now they can do something a little more creative, rather than
just sticking to the mechanics that are known and needed to make a
retail game a success – they’ll try something new. The really
interesting thing I think we’ll see – in terms of forward looking
stuff – is that those teams will be able to make companion games
for the retail title they’ve just made, maybe using some of the
same art assets, maybe even interacting with the game in some way.
I think what that will do
for people working on a retail team is it will allow them to say,
‘Well, you know what? We had all these fun ideas for what fun
gameplay might be but we couldn’t do it for the retail title’.
Now they can think about adding it into a Live Arcade title.
Allowing them to extend
the life of the IP as well.
It is. It comes back
to allowing the developers to experiment and try and make something
that’s fun. Some of them are going to flop, sure, but some of them
are going to be great – things you wouldn’t have seen without
service like Xbox Live Arcade.
How important is
developer feedback for the service?
I think it’s something
that we do a lot of, and I hope that we listen well to their report
cards. Not everybody’s always happy with the pace with which we’re
able to innovate, or change things.
What changes have you
made based on developer feedback?
Well, the size limitation
is one. Another was looking at how we can do the background
downloads, and essentially deliver more of the demos to people
interested in getting them. Even though it doesn’t take that long
to download an Arcade game, the combination background along with the
automatic Arcade downloads is something that developers are very
happy with, and has met their requests in terms of being able to get
the downloads to more people.
There’s probably
been a number of improvements in the XDK [Xbox Development Kit] over
time – some of the underlying stuff used to work with Live. Those
have been good improvements for the development community.
Some of that ends up
showing up to the player in ways like seeing more games that are
socially multiplayer enabled; seeing more games that you can join in
with a friend; seeing more games that have a couple of different
gameplay styles that you can measure yourself against. These are all
improvements based on work with the XDK, or work with the conditions
for Arcade development.
Going back to
what your were saying about the multiplayer, I recall there being a
bit of criticism regarding lag in games like Contra. Is that
something that you are aware of, and are trying to address?
Oh, absolutely. Lag
occurs in many cases and in many games, whether it be an Arcade game
or a retail game because of the way the game is developed and so
forth. We do test fairly extensively and that’s why we’re not
happy when something like that does happen. In Contra’s
case, we’re actually working on fix, and there’s other games that
have had lag problems at one stage or another that we’re working on
fixes for.
We try to find as
many of those as possible before they get out to the consumer, but
developers aren’t always happy when we pull the game out of cert on
something because, in many cases, looking to launch as quickly as
possible. Still, we want to deliver the best quality games that we
can.
At the end of the day, it
is a function of how the developers code the game and I’ve seen –
over the last 10 or 12 years I’ve been in the games industry –
games that are written and have no lag on dial-up modems because
they’re architected well for communication. I’ve seen games bring
a LAN to a standstill because it’s sending out one packet for every
bullet that’s coming out of a chain gun.
It’s partly the
experience of writing multiplayer, and peer to peer and optimizing
for communication, and some of it is how extensively it’s been
tested ahead of time. there are some great teams that get to a point
where they’re like, ‘Ahh, if we’d switched this slightly, it
would have been a much higher performing game’. Multiplayer, as you
probably well know, is something of an arcane art. [Laughs]
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