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The Man At The Center Of Microsoft's First Party Strategy
 
 
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  The Man At The Center Of Microsoft's First Party Strategy
by Christian Nutt [Business, Game Design, Interview]
7 comments Share on Twitter Share on Facebook RSS
 
 
October 6, 2009 Article Start Page 1 of 5 Next
 

The first-party apparatus of every console is an integral part of its success; looking at the hype and sales generated by games like Halo: ODST, Wii Fit, or Uncharted 2 is testament to that. Earlier this year, Microsoft named Phil Spencer corporate VP and head of worldwide studios.

Having recently served as the GM of worldwide studios and worked in England with Rare and Lionhead, among others, he moves into the role as the platform is about to undergo its most drastic upgrade since launch: the Natal peripheral, which Microsoft is promising will fundamentally change the way games are played for all 360 gamers.


Here, Spencer speaks about the overall first party strategy for the company, its specific Natal strategy, and its experiments with free-to-play, microtransaction-based titles (Joyride) and ad-supported games (1 vs 100).

How has your transition been?

Phil Spencer: Actually, the transition happened last fall when I came back. I was in London for a couple years, working with Lionhead and Rare and similar content work in Europe. I came back as the GM of Worldwide Studios, and I've been recently promoted, which is what the announcement is -- I've been promoted to the new title.

But yeah, the new head of Worldwide Studios [role] started when I came back from London last October. And it's been a good time for us. Think about when I came back, Natal was something that we were in the middle of incubating; trying to make sure that it was going to be something that really both resonated with our creators as well as the customer in the end. We started to put our head down towards E3 and see if that would be the right time to unveil, and there's been tremendous success with that. It's been great to see.

When does Natal come out,  and what titles are going to work with it?

PS: Our announcement at TGS [was] that, after just three months, we've got 75% of the publishers on the planet talking about their support for Natal, which is great. Obviously we have an ego in first party, and we think our first party content leads the way; but great support from third party is going to be important to Natal's success. For the top five Japanese publishers, among other Japanese publishers, as well as the great worldwide publishing support we're seeing, is a great sign for both us and the consumer.

From a first-party perspective, how does it impact you?

PS: Well, because you're Gamasutra, I'll go down more of how I think it really impacts the creative process. There's this mapping that we almost instinctively do now when we play or create games between what we want to happen on-screen and what people will do with the controller to make that happen that, honestly, is completely unnatural. There's nothing else you do in your life that has all of these buttons and triggers -- alright, maybe you fly a 747 or something -- but for the common person, your life is much more direct.

In the creative process now, when you think about the kind of games that are going to get created, it's really about that direct interaction with what's going on on-screen. You can talk to something on-screen, and it knows where you are in the room; and it will turn, if it's humanoid, look at you, and respond. That's not a game genre; that's not E-rated only. This is something that's going to be pervasive across all our games. It's really going to be entertainment for everybody.

So it's about a fundamental new way of interactivity, rather than about enhancing or changing current games, in your view.

PS: Yeah. I was listening to Kojima-san at the creators' panel, and he talked a little about the Metal Gear Solid fan and not wanting to abandon the fan base that he has. I think you'll see some franchises look at facial recognition, voice recognition, and full skeletal mapping and kind of decide what's the right experience for how they're trying to entertain people.

The word I would use to describe a traditional controller is abstract.

PS: Yeah, absolutely.

And I think there are a lot of people who enjoy abstract experiences.

PS: You say enjoy; you mean enjoy or tolerate?

Enjoy! I think there's something enjoyable about something abstract. Not every interaction that we have is direct, as humans.

PS: Well, okay. Interaction with the controller isn't direct. There's nothing about hitting A that has any real-world consequence; you don't run around hitting A or yelling "A!"

This has been one of the parts of the creative process that's been -- I'll say -- a kind of revolution. At first, when people are handed the technology, they think about what the abstraction -- to use your term; I might use a more negative term -- how that should map into physical space: literally something as ridiculous as somebody going like this [Spencer makes an X with his arms] for X, like, is that the way we should hit the X button?

And maybe it works for tens of millions -- hundreds of millions -- of people on the globe; there's nothing wrong with that. I play games every day. But we also know that, in order to grow the size of the gaming community, that abstraction is a barrier to some people. If we can remove that and actually think about -- maybe it comes across as a marketing term, but it actually works in the creative process -- the only experience you need is life experience. If you were going to respond to something on-screen, what would you do in real life? Then think about that as part of Natal. It's been a really useful way of thinking about how to build those experiences.

Part of me is skeptical that that's achievable, actually.

PS: Good! Yeah, the skepticism is something that I actually want. I see technologies that are out in the market today, or things that people are talking about -- different kinds of abstractions. For me as somebody who says, "Well, has this really changed the interaction between me and what's going on on-screen?" you'd say "no". It's lowered some barriers, and great for that.

But the skepticism as we push... People should have been skeptical about first-person shooters on consoles. After GoldenEye, it was a long time before somebody came out with something like Halo. Live -- are console players going to want to play with each other? Let's be skeptical. Avatars -- let's be skeptical of whether Xbox customers want to create avatars. I think skepticism is a healthy hurdle for us in the creative process.

 
Article Start Page 1 of 5 Next
 
Comments

Christian Philippe Guay
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The 360 Avatars are cool in a way, but (very personal opinion) I seriously think Microsoft totally missed the point by making them so casual oriented. That way, I think Microsoft totally missed the opportunity to create a very unified community, very different from the Wii one. That said, we probably won't see any real big successful Avatar games in a near future - wrong public. Why would I want to wear a Gears of War armor when it does not even look like it? I feel this was a big mistake and not enough researches were made.

Halo is a cool game, but I think it is getting very old. In my opinion, a new IP (FPS) would be more than welcome and Microsoft should stop sitting on that game.

Fiore Iantosca
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@Christian: regarding Halo - Why fix something that isn't broken? It's so easy for microsoft to make money off the Halo franchise. Yes, a new IP would be fantastic, but Microsoft should keep using the Halo brand as long as they make money. As far as I can tell, gamers are still loving it as well.

Glen Martin
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1 vs. 100 sounds like a simple way to test tech that would be needed for an MMO.


http://www.zenfar.com

Glen Martin
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"As for project natal, this guy clearly needs a history lesson on the videogame game industry when it come add-ons, that lesson being the fact the add-ons always failing"

Really like band equipment for your console?

Christian Philippe Guay
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Fiorentino Iantosca @ You are totally right, but Halo 3 is a totally broken game from my perspective, but I do understand why it still is popular and I'll explain you exactly why I have reasons to think that.

When we take a deeper look at that game, the gameplay is for sure different from many other FPS. You must break down the energy shield with a grenade or a strike and then try to get a headshot a fast as you can if ever you got the right weapon, but that becomes strongly linear and repetitive after a while, especially when all the weapons are mostly based on their range - not their gameplay. In other terms, it's not really about mastering a weapon, but more about getting the right one for the right situation. The problem is, any FPS game works like that, but rarely have that linear gameplay or range limitation. I always felt that Halo wasn't a real FPS, more something across a Tactical Real-Time Action RTS in a First Person Perspective with a huge amount of auto-aim.

The Halo 3 maps are just not fun and the Halo 2 remakes are completely messed up (everything great from Blackout/ Lockout was removed). To me, it represents a huge lack of respect to any Halo Fan. If you play in Matchmaking and love a specific power weapon, someone else will probably pick it up before you can you will have to wait many minutes or hours to play with the weapon of your dream - a good reason to play the game. If you favorite map is guardian, maybe you won't even be able to play it for 7 hours and maybe you dislike all the other maps; is that supposed to be fun?

The Stats sheet at the end of the match is supposed to represent the best players, but it only represents the best Slayers (players with most kills). If the conditions of victory are mostly based on that, it can't be representative, because it doesn't properly consider Assist, Driving, etc. In other terms, because the gameplay requires you to break down the energy shield of your opponents first with a grenade or a strike (taking out approx. 3/4 of the health) it becomes very easy for a Teammate to steal the kill to finally become the best player of the party by only doing 1/4 of the job. Not every gamer is self-conscious, cares about his behaviors or about others (unfortunately) and stolen kills are rarely part of the fun factors behind a game. That kind of gameplay leads to one of the worst Free for All gametype of all time; players must observe, hide and spot firefights to steal kills (the Gametype should be rename "Hide and Steal".

Because the weapons are mostly based on their range, it pretty much works like Character Classes or Handicaps. If you have a Battle Rifle, later turn a wallcorner and finally get face to face with a Shotgun guy, unless he never touched a controller you are automatically dead - just like an auto-kill. Isn't a fun game supposed to be fair and balanced? Would a fun game requires you to master your weapon to at least get a chance to get the advantage in a duel? Halo doesn't work that way.

Plus, if you bought Halo 3 a few months before Halo: ODST you couldn't play nearly half of the playlist without buying the new DLC. Infinity Ward (with CoD4) did something smart. If you don't have the DLC, then no problem, the matchmaking will still try to match you on other maps that you have (that feels very natural to me). If you go back on Halo 2, the playlist is just destroyed. All the worst gametypes are there with the worst map to suit them, it's mostly all about Dual Weapons. What really is bad about it is that Bungie once said (Halo 3 Interviews or Halo 3 Bonus Disc; I can't remember) that dual wielding didn't work well on Halo 2. In oter terms, the decision was probably made to push the gamers on Halo 3.

Game Developers do not always think about their influence over the Gaming community, but I can tell that Halo 2 was the most popular game on X-Box Live back in the days, but the selfish gameplay (explained earlier in the post) destroyed many friend lists, clans and changed many gamers I knew since day 1. For sure it's just like saying violent games make violent people; we know it ain't the case, but games do have a certain influence - especially on selfishness; something more subtle than violence.

An interesting point is the popularity of Halo 3. Even if the game looks disgusting from the point of view of this post, many new comers (new 360 users) were first introduce to the Shooter genre by Halo 3. In other terms, they have no idea what a real FPS game is, because most of the actual FPS all have auto-aim and very "casual" features. Any actual "old and hardcore" gamer could tell that since Halo 2, all new competitive FPS came out that way with casual features. In fact, Halo 2 was made for a casual audience, but what made Halo 2 so great was the Matchmaking, the great maps (what Halo 3 doesn't have) and amazing Clan + Invite features, great natural controls and thumbstick sensitivity (without considering auto-aim or bullet magnetism), so not the casual features. I know a few very dedicated hardcore players talking about leaving video games, because since 2004 there is nothing so great out there and 5 years is a freaking long amount of time to wait days after days; they are totally depressed by the "make games for everyone" mentality of Game Developers, because it means no more great & real games. Actually, I believe that the video game industry is making the biggest mistake ever by totally misunderstanding their Publics. Nintendo totally won their public, but it is totally different from the 360 and PS3 and seeing casual wii-like Avatars on the 360 totally mostly prove that even Microsoft doesn't even know what they are doing. We do not have to define if Tetris or Marios Bros on NES are casual or hardcore games, that depends exclusively of the gamer playing the game - his dedication. Casual features like auto-aim are even a waste of time for developers. Why would you code the game controls to make them feel natural & intuitive as well as each weapon to finally create another system (auto-aim) to counter your previous code; trying to make the controls easier when the fun comes from the challenge of aiming?

Bungie is a great Developer and has very talented people - ODST also showed us a wonderful side of Bungie as well of the Halo Universe, I'm glad they aren't with Microsoft anymore. For Microsoft, I hope they are really not just looking at their sales, but also better studying and understanding their true Public Targets.

Vlado Jokic
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@Christian: Thank you for giving the insight into Halo as you have here, it has been an interesting read and you have outlined exactly why I never could hang onto Halo series for a long time. I like the fact that you're arguing to make games for their proper audience and not keep it casual for everyone. Our team has has the same views and I'm happy to see more designers out there arguing the same.

Christian Philippe Guay
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@ Vlado Jokic
Thx, I appreciate the support and wish you good luck.


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