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♪ >>.
WELCOME TO GAME STACK LIVE.
>> WHERE ALL GAMERS — >> I CAN'T WAIT FOR THIS TO COME OUT.
>> WE CREATED GAME STACK LIVE TO LEVEL UP YOUR GAME DOCUMENT.
>> THAT IS THE EXPERIENCE, WALKING OUT OF THE TAVERN AND SEEING IT IN FRONT OF YOU.
>> WHAT IS YOUR PIRATE NAME? >> I DON'T KNOW.
BUT I WANT ONE.
>> NOTHING ABOUT US WITHOUT US.
THE MOST IMPORTANT THING IS TO LISTEN TO THE COMMUNITY.
>> I DON'T HAVE TWITTER BUT YOU CAN E EMAIL ME.
>> YOU GOT JACKETS? >> I DIDN'T.
>> THE FUTURE OF GAMING WITH THE XBOX SERIES X.
THE BEAST.
DAY ONE IS A WRAP.
>> WE CAN'T WAIT TO SEE WHAT YOU WILL CREATE.
♪ >>> WELCOME TO DAY TWO OF GAME STACK LIVE.
A SPECIAL EVENT FOR YOU, THE DEVELOPERS, TO LEARN MORE ABOUT WHAT GAME STAG SOLUTIONS TO DO TO ENHANCE, BUILD OR ENGAGE YOUR PLAYERS AND EMPOWER YOU AND YOUR TEAM TO CREATE GREAT THINGS.
>> THIS EVENT ISN'T JUST A LIVE SHOW.
IN FACT OVER ON THE YOUTUBE CHANNEL, WE HAVE A FRESH, HOT BATCH OF TECH TALK DEMOS AND DEEP DIVES TO GET YOU FULLY UP TO SPEED WITH THE LATEST FROM GAME STACK.
>> WE WANT TO HEAR FROM YOU.
IT WAS A PARTY WITH QUESTIONS FOR TEXTPERTS.
TO JOIN US.
JUMP? THE WATER'S GREAT.
TODAY IS THE DAY TO GIVE US YOUR THOUGHTS, QUESTIONS, WE HAVE A HOST OF EXPERTS.
>> WE HAD A GREAT QUESTION YESTERDAY.
WHAT GAME DEVELOPMENT TECHNOLOGY HAS CHANGED THE GAME IN THE LAST FIVE YEARS AND WHAT STUDIOS DO YOU THINK ARE THE FOREFRONT? WHO IS PUSHING THE EDGE.
AND THE FIRST QUESTION, EPIC GAMES IS CONSTANTLY INVESTING AND INSPIRING IN THE INDY COMMUNITY IN THE LAST FIVE YEARS, AND IT HAS CHANGED SO MUCH.
>> THEY HAVE.
WHRE ELSE CAN YOU GET AAA TOOLS AND EDUCATION FOR FREE FOR PUNY PEONS LIKE ME WHO ARE STRIVING TO LEARN? IF YOU ARE STRIVING TO LEARN, BREAKING IN THE INDUSTRY, YOU ARE NOT INSIGNIFICANT.
AND SIPIO SAID, SONY IS BREAKING CONVENTIONS.
AND THE DREAMS — >> LEGIT.
I PLAYED IT A BIT.
AND MADE FOR THE PS4 AND TO LEARN DEVELOPMENT AND TEAM COLLABORATION IN A FUN AND SOCIAL TEAM ENVIRONMENT.
WITHOUT ACCESS TO PC HARBOR.
>> WE WILL HAVE A LOT TO TALK ABOUT STARTING WITH A LOOK AT HOW THEY DRIVE WASTE LANDS THROUGH DEVELOPMENT.
WE WILL JUMP IN THE WORLD OF ONLINE SERVICES WITH A PANEL DISCUSSION IN TODAY'S GAMING INDUSTRY.
>> TODAY IS ALSO THE DAY WE TALK ABOUT THE NEXT CHAPTER IN GAMING.
THAT IS RIGHT, THE XBOX — SORRY.
WE HEARD IT ALREADY.
THE XBOX SERIES, AND PROJECT X CLOUD.
WE WILL TALK ABOUT IT TODAY.
WE HAVE A STELLAR PANEL HERE.
>> AND STELLAR PANEL.
I HAD A SELFIE SESSION HERE.
>> I THINK — >> WE CAN'T GO OVER THERE.
>> I WILL TRY.
>> YOU ARE REALLY GOING TO TRY? >> I WILL STAY AWAY FROM YOU.
>> IF YOU TEXT THAT, WE'RE FIGHTING.
>> YOU KNOW, I THINK D– I THIN HE'S GOING TO TEAR IT APART.
LOOK AT THAT BOX.
HERE'S THE THING, WHEN IT WAS FIRST UNVEILED, IT LOOKED LIKE A PCING POWER, BUT THIS THING, IT'S ACTUALLY REALLY SMALL FOR THE AMOUNT OF POWER IN THERE, AND AMAZING POWER.
I AM BLOWN AWAY, I AM EXCITED.
I CANNOT WAIT FOR HOLIDAY 2020 AND HALO WITH THAT GUY OVER THERE, MASTER CHIEF.
>> I DON'T BELIEVE THAT GUY'S OVER THERE.
>> YOU DON'T BELIEVE — >> NO, I DIDN'T SEE HIM.
ANY WAY, I'M VERY EXCITED FOR — >> THEY ARE MISSING IN ACTION.
>> LOOK AT THAT.
>> I KNOW MY LURE.
>> THE NEXT GENERATION GAMING, ALL ABOUT SPEED, POWER AND C COMPATIBILITY.
THOSE ARE THE NOTES.
YOU CAN GO TO SEE THE WRITE-UP.
AGAIN, IT'S AN ABSOLUTE BEAST.
>> IT TRULY IS.
A LOOK AT WHAT DEFINES THE UNIVERSE AND GEARS TACTICS, YESTERDAY WAS JAM-PACKED.
IF YOU MISSED A SESSION, NEVER FEAR.
.
THEY WILL BE AVAILABLE ON THE YOUTUBE PLAY LIST TOO.
BEFORE THE CHECK IT OUT, YOU WILL WANT TO SEE THIS.
TAKE A LOOK BEHIND THE SCENES OF A GAMING DEVELOPMENT.
>>.
>> THE STRATEGY GAMES MAKE YOU FEEL SMART, MAKE YOU FEEL CLEVER AND THE SENSE OF BEING A MASTER FIND.
IT COMBOS WITH HIS ABILITY, AND I CAN COMBO WITH THIS AND YOU BUILD THE LAYERS UPON LAYERS AND YOU FEEL LIKE A GENIUS OR FOOL, DEPENDING HOW IT PLAYS OUT.
♪ >> WELL, I MEAN, PART OF IT I THINK IS HERITAGE.
IT GOES BACK TO MINIATURES.
IT GOES BACK TO PLAY BY MAIL GAMES.
THE REALLY EARLY PARTS TO WHAT MADE THE GAME'S BUSINESS.
REALLY, IT'S ABOUT USING YOUR BRAIN TO MAKE TACTICAL DECISIONS AND SORT OF OUTCLEVERING THE DESIGNER OR WHATEVER THE SITUATION IS.
AND THAT SAME PAYOFF OF FUN FOR USING YOUR BRAIN AND THINKING IS ENTERTAINING.
>> ONE OF THE THINGS ABOUT TERM BASED TACK CAL GAMES THAT HELPED THEM TO FLOURISH, THEY PUT PLAYER CHOICE FRONT AND CENTER.
THEY GIVE PLAYERS INTERESTING SITUATIONS, INTERESTING SCHOOLS AND THE TIME NECESSARY FOR PLAYERS TO THINK THROUGH AND DECIDE THE PROPER COURSE OF ACTION.
>> YOU CAN'T PLAY ANOTHER GAME THAT HAS THE TIME PRESSURE AND STILL AT THE END AND I'M THE GENIUS.
I THOUGHT THROUGH EVERY WAY IT CAN WORK OUT AND IT WENT EXACTLY THE WAY I WANTED IT TO.
IT SERVES A NEED THAT NO OTHER GAME CAN FILL.
>> I HAVE VIVID MEMORIES OF PLAYING WASTE LAND.
FOND MEMORIES.
I HAVE A BOX SET OF HOME.
THE ORIGINAL ONE.
AND WASTELAND TWO, I WAS A BACKER.
THIS TYPE OF GAME IS SOMETHING I CARE DEEPLY ABOUT.
FOR ME, JOINS WASTELAND THREE, THE IMPORTANT THING IS I REALLY WANTED TO DELIVER ON PLAYER EXPECTATIONS.
I THINK IF YOU DISTILL IT DOWN, WHAT PEOPLE LOVE ABOUT WASTELAND IS ITS TONE, ITS MOOD.
THEY LOVE THE CHOICES AND THE REACTIVITY AND THE WAY THAT THE WORLD REALLY REFLECTS WHAT YOU DO AS A POLLAYER, AND DELIVERIN ON THE CORE ELEMENTS OF WASTELAND IS SOMETHING I TRY TO FOCUS AS MANY OF MY DECISIONS AROUND AS POSSIBLE.
>> GAME DESIGN IS B ABOUT FRICTION.
THERE'S ALWAYS FRICTION.
SO THERE'S THE HOW MUCH CODE ARE WE GOING TO REUSE FROM THE LAST ONE, VERSUS CREATE NEW CODE.
GETTING THE SAME FEATURES TO WORK AND ADDING ON, IS GENERALLY A REWORK.
IN MANY CASES, IT FELT LIKE WE WHAT THEY HAVE DONE BEFORE.
ACTL- AND YOU NEED A BETTER TWIST.
THEY NEED TO DO THINGS DIFFERENT WAYS OR HAVE A DIFFERENT MEMORY FOOTPRINT OR A DIFFERENT WAY THEY ARE STREAMED IN.
EVERYTHING'S ALL TIED TO EACH OTHER.
SO YOU CAN NEVER MAKE ALL YOUR DECISIONS IN A VACUUM.
SORT OF EVERYTHING AFFECTS EVERYTHING.
SO DEVELOP'S HARD.
>> WHEN YOU'RE BUILDING ANY SERIES, IT'S REALLY ABOUT — YOU LOOK A THE PREVIOUS GAME AND YOU SEE WHAT WORKS AND WHAT DIDN'T.
SECOND PART IS REALLY IMPORTANT.
JUST BECAUSE THE PREVIOUS GAME WAS SUCCESSFUL DOESN'T MEAN IT'S — WHY DIDN'T WE LET YOU CUSTOMIZE YOUR PE? DID IT MAKE THE GAME MORE FUN? DO YOU HAVE 75 KINDS OF GAMES? YOU NEED TO CONSOLIDATE AND DEN DENSE.
IT'S KIND OF LIKE IT'S A SAUCE.
YOU REDOUSUCE IT DOWN TO ITS FIT ELEMENTS AND THE WATER EVAPORATES OFFER AND YOU GET SOMETHING REALLY DENSE AND TASTY.
>> SO IN WASTELAND TWO, YOU HAD YOUR PARTY OF SIX OR MORE IF YOU HAD FOLLOWERS.
AND YOU COULD HAVE A PARTY OF TEN YOU CAME ON TO.
AND IT WOULD JUST PING-PONG BACK AND FORTH.
THIS PERSON MOVED, THAT PERSON MOVED.
>> MY MEDIC IS OVER HERE.
MY SNIPER IS OVER HERE.
I WOULD LIKE THEM TO MOVE TOGETHER, HEAL, AND THEN TAKE A SHOT.
WHAT TEAMS LIKE A BASIC THING TAKES ONE, TWO, THREE TURNS TO PULL OFF AND IT'S PROTRACTED OVER A MINUTE AND A HALF.
IT DOESN'T FEEL PUNCHY AND I DOESN'T RESPECT YOUR CHOICES THAT MUCH.
>> WHEN TURN BASED GAMES PUT TOO THE EXPERIENCE.
WE WANTED TO MAKE SURE THAT THE ENEMIES WERE MOVING EFFICIENTLY AND WE GET BACK AS FAST AS POSSIBLE TO YOUR TURN AS A PLAYER.
>> WASTELAND THREE IS PUNCHIER AND MORE RESPONSIVE THAN IT'S EVER BEEN.
>> WE GO TO A TURN BASE AND THEY CAN MOVE THE CHANGERS IN WAY THEY WANT TO.
AND THAT IS FOR TACTICS BETWEEN CHARACTERS.
>> I WILL HAVE THIS GUY SHOOT THAT SNIPER AND HAVE THIS GUY RUN IN THE SNOEK GRENADE.
THEY CAN HAPPEN IN A SPAN OF A COUPLE SECONDS.
IT CAN HELP YOU STEER CLEVER AND MOMENTS PAY OFF IN A BIG WAY.
>> THE MOST CRITICAL THING WITH GAMEMAKING IS YOU GOT TO GET TO THE IT RAERATION PART AS SOON A POSSIBLE.
>> WE PUT THE EK MPHASIS ON ITERATION, AND YOU HAVE TO FIGHT THE EDGE AND GET PEOPLE WITH USER EXPERIENCE.
>> THAT IS A CHALLENGE.
REALLY BIG CHALLENGE.
WE ARE LOOKING ON A PARTICULAR LEVEL OR ASSET AND WE SPEND ALL THIS TIME HONING ON A PARTICULAR ASPECT OF THE GAME, AND THE PLAYER'S EXPERIENCE.
SO WE ARE HUNGRY FOR INFORMATION FOR DATA, FOR INSIGHTS.
FOR ANYTHING THAT WE CAN GET OUR HANDS ON THAT HELPS US UNDERSTAND HOW PLAYERS PLAY THE GAME.
>> RECENTLY, WE HAVE TAKEN ON TO A PROCESS WHERE I HAVE BEEN PLAY TESTING AND LIKE A YOUTUBE STREAMER, I CAN BE LIKE, THE DESIGNER WATCHED ME PLAY.
I AM TALKING OUT LOUD.
THIS IS SO FRUSTRATING, WHY SIT WORKING THAT WAY? AND HOLLY CRAP, PLUS 70% E EVASION? WE HAVE TO TAMP THAT DOWN.
YOU WANT TO HAVE FUN WHILE YOU PLAY DTEST AND YOU WANT TO BE VILLE GENT.
>> THE MORE TIME, IT'S ALWAYS A CASE.
WE PLAY FOUR OR FIVE HOURS, AND SENTENCE BY SENTENCE, COMBAT BY COMBAT AND QUESTIONING EVERYTHING THAT GOES ON.
EVERY VISUAL E EFFECT.
WHEN DOES THE SONG COME ON? DID I WORK TOO HARD TO GET A PIECE OF LOOT THAT IS NOT THAT GREAT? THAT WILL MAKE ME UPSET.
YOU HAVE TO TAKE IN TOTALITY OF THE EXPERIENCE AND SAYING HOW IS IT GOING TO MAKE ME FEEL AND YOU HAVE TO GO THROUGH THE CHANGES AND DO I AGAIN.
>> IT'S NOT LIKE WE WERE BUILDING A NEW GENERE AND WE WERE NOT SURE IF THE GENRE WOULD WORK.
WE ARE BUILDING A TURN-BASED STRATEGY GAME AND WE KNOW GENRE REALLY WELL.
SO WE KNOW THAT CAN BE FUN.
IT'S A MATTER OF EXECUTION.
>> IF YOU THINK ABOUT IT, THE LENGTH OF THE GAMES, THIS GAME'S MAYBE 50 OR 60 HOURS, WHAT IS IT? EVERY STAR WARS FILM EVER MADE END TO END, IT'S MORE INFORMATION THAN ANY ONE HUMAN CAN KNOW.
YOU HAVE TO WRANGLE A BIG BEAST AND MAKE SURE IT COMES IN TIGHT.
>> WE BUILD BIG GAMES AND WE BUILD COMPLICATED GAMES AND WE COULD MAKE OUR LIVES A HECK OF A LOT EASIER.
IF WE WOULD JUST NARROW THE SCOPE OF WHAT WE DO AND MAKE DIFFERENT DECISIONS ALONG THE WAY.
BUT WE LOVE THE GAMES AND FANS LOVE THE GAMES.
INTERACTING WITH THE COMMUNITY AND WITH THE FANS THROUGH BUILDS WE GIVE OUT TO THEM OR FORUMS WHERE WE GET BACKERS, THAT HELPEDIST DISTILL DOWN WHAT WE WANT TO PRESERVE AND PROJECT ABOUT THE FRANCHISE AND LOOK FOR AREAS WE CAN REALLY INKNOVATE MORE.
>> WOW, WHAT HAD AN INCREDIBLE JOURNEY.
HERE TO TALK MORE ABOUT IT, PLEASE CALM TIM CAMPBELL AND DAVID ROGERS.
GENTLEMEN, WELCOME.
HOW IS IT GOING? >> HELLO, HOW ARE NEW.
>> HOW ARE YOU, KILLER.
>> NOW, YOU CAN SEE, EVERYONE, REAL QUICK, WE'RE PRACTICING SOCIAL DISTANCING WITH THE INTERVIEWS ON MICROSOFT TEAMS.
THANKS AGAIN FOR BEING A PART OF THAT.
WE WILL DO IT DIFFERENTLY.
BUT IT'S LIVE.
I HEARD COMMENTS YESTERDAY — >> I WAS BUILT FOR THIS.
>> PERFECT.
I'M SUPER EXCITED.
BEFORE WE GET STARTED, TELL US ABOUT WHAT YOU ARE AND WHAT YOU DO? >> MY NAME IS TIM CAMPBELL.
THE DIRECTOR ON WESTLAND THREE AND I HELPED WRANGLE THE PROJECT, AND EVERYTHING ABOUT IT AND A LOT OF TIMES, IT INVOLVES JUST WORKING WITH DIFFERENT DEVELOPMENT TEAM MEMBERS, MAKING SURE THEY HAVE WHAT THEY NEED.
MAKING STLUR IS NOTHING BLOCKING THEM AND MAKING SURE THAT EVERYTHING IS RUNNING SMOOTHLY.
>> AWESOME.
>> AND I'M DAVID ROGERS, THE LEAD DESIGNER.
I WORK WITH THE LEAD SYSTEMS DESIGNER AND THE CONTENT DESIGNER TO MAKE SURE THAT EVERY ALMO ELEMENT OF THE GAME COMES TOGETHER, AND I'M ONE OF THE FEW PEOPLE ON THE TEAM THAT DOES WHAT PEOPLE THINK WE DO, PLAY THE GAME A TON AND COMPLAIN.
I AM IN THAT ENVIABLE POSITION.
>> THAT IS AWESOME.
TWO VERY IMPORTANT ROLES ON THE TEAM.
AND IT'S FUNNY.
YOU MENTIONED, PEOPLE THINK ALL DO YOU IS JUST PLAY GAMES, WHICH IS WHITE, I GUESS.
I LOVE THE FACT OF MAKING SURE IT'S IN THERE.
THE PIECE WAS SUPER AWESOME.
I WANT TO START WITH THE STORY TELLING.
WHAT DO YOU THINK ABOUT THE DEVELOPMENT STORY WE JUST SAW.
TELL US A BIT ABOUT THAT.
>> I THOUGHT IT WAS FANTASTIC.
I LOVE THAT YOU GUYS PUT IT FRONT AND CENTER ON ITERATION.
THT IS AT THE CORE OF EVERYTHING WE DO.
GAMES THAT AS BIG AND SPRAWLING AS WE MAKE THEM, WE HAVE TO BE PLAYING THEM CONSTANTLY AND WE HAVE TO BE ITERATING AS FAST AS POSSIBLE.
IF YOU LOOK A THE GAME QUALITY, WHAT PLAYERS ACTUALLY PLAY AND THE EXPERIENCE, EVERYTHINGING THEY ARE GOING TO COME AWAY AND LOVE IS FROM ITERATION, US BEING ABLE TO PLAY AND TEST AND REFINE AND JUST HONE IN ON THE FUN.
AS QUICKLY AND AS CONSISTENTLY AS WE CAN.
>> YEAH, AND SO, DAVID, I WOULD LOVE TO DIAL ON THAT A BIT.
AS FAR AS ITERATIVE PROCESS.
WHAT ARE YOU LOOKING FOR? >> WELL, I DON'T KNOW THAT IT APPEALS TOO MUCH TO US AS MUCH AS IT'S THE ONLY WAY TO ARRIVE AT SOMETHING THAT IS TRULLY FUN AND POLISHED MATCH IS DOUBLY TRUE FOR BIG, SPRAWLING RPGs LIKE OURS.
AND MAKING STREET FIGHTER, A BEAUTIFUL GAME, YOU DON'T HAVE TO WORRY ABOUT, HOW MUCH MONEY IS THE PLAYER EARNING TIME EACH TIME AND WHAT KIND OF GEAR ARE THEY BUYING AND HOW DOES IT INFLUENCE THE POW CENTER THERE IS A WHOLE OTHER SIDE OF THIS THAT MEANS I CAN'T — LIKE, IT'S IMPOSSIBLE TO TEST A LEVEL IN ISOLATION.
WE CANNOT JUST TEST A LEVEL.
IF SOMEONE CHANGED THE CASH REWARD OF A PREVIOUS QUEST, IT CHANGES THE POWER LEVEL.
EVERYTHING IS SO WILDLY INTERCONNECTED.
I MEAN, I WOULD LOVE TO HEAR A BETTER TWI GO ABOUT IT.
BUT THE ONLY WAY TO MAKE THE GAME ONE IS TO PLAY IT OVER AND OVER AND OVER AGAIN, PLAY IT FROM THE START.
YOU KNOW, PLAY 20 HOURS, MAKE A BIG LIST OF CHANGES, FIX THEM AND THEN START OVER FROM BEGINNING AND PLAY 25 HOURS.
AND THEN START OVER AND PLAY 30 HOURS.
AND YOU'RE KIND OF LIKE CRAWLING THROUGH A GAME TRYING TO MAKE EVERYTHING AS BALANCED AND THE GAME IS — PEOPLE SAY 50 OR 60 HOURS.
GOD, I HOPE IT'S THAT LOW.
IT CERTAINLY FEELS HUGE.
>> THIS IS AN INTERESTING QUESTION.
ESPECIALLY FOR DAVID.
WITH THAT, THE ITERATIVE PROCESS, HOW DO YOU PREVENT YOURSELF — HOW DO YOU HAVE A FRESH PERSPECTIVE, WHERE MAYBE YOUR OPINION IS FOGGING UP THE DEVELOPMENT.
>> THAT IS A REALLY GOOD QUESTION.
>> UM, I DON'T KNOW IF THERE IS A GOOD SOLUTIN OTHER THAN TO JUST SOMETHING THAT YOU LEARN.
IT'S LIKE YOU KIND OF CAN FORCE YOURSELF — FORCE SELECTIC AMNESIA ON YOURSELF OR YOU UNDERSTAND THE TIERS OF STRATEGY.
AND IT'S A GOOD EXAMPLE — IT'S REALLY POPULAR.
A GOOD EXAMPLE TO GO OFF IT.
AND THE WITCHER, FOR INSTANCE, THERE IS CRAFTING AND MAGICAL POTIONS ELEMENT, THAT IS REQUIRED TO PLAY THAT AT A HIGHER LEVEL OF DIFFICULTY.
YOU CAN UNDERSTAND, I'M STARTING TO CRUISE AN ABILITY COMBOS NOW, AND I KNOW ON NORMAL MODE FOR A STANDARD PLAYER, THEY PROBABLY WOULDN'T BE USING THAT AND I HAVE TO PULL BACK.
AND BY DIAGRAMMING THE COMPLEXITY OF THE GAME, YOU CAN PURPOSEFULLY SHUT THOSE OFF AND SAY I'M NOT GOING TO USE THE STRATEGY TIER DURING THIS PLAY THROUGH BECAUSE I'M TRYING TO TEST IT FOR THIS USER SET.
YOU HAVE TO HAVE A DEEP KNOWLEDGE OF YOUR GAME AND SYSTEMS TO KNOW HOW TO DIAGRAM, HOW TO BREAK THAT DOWN AND WHAT STRATEGIES YOU HAVE TO EXTRACT FROM YOUR STYLE IN ORDERER TO SIMULATE THAT KIND OF PLAYER.
>> YEAH, THIS IS A TRAP THAT IS EASY FOR US TO FALL INTO AS DEVELOPERS.
WE ARE WORKING ON ONE FEATURE, ONE LEVEL, ONE FIGHT, THAT WE WITH GET NUMB TO IT.
AND MAYBE MAKE IT WORK AS WE EXPECT IT TO.
AND IF WE JUST NAUGHT IN FRONT OF PLAYERS, THEY COULDN'T UNDERSTAND IT OR HAVE FRICTION OR GET HUNG UP OR CONFUSED BY THINGS.
WE HAVE DIFFERENT STEPS WE TAKE TO TRY TO FIGHT AGAINST THAT.
WE HAVE REGULAR DAY TESTS WHERE WE HAVE SOME PEOPLE, INCLUDING BRIAN, THE HEAD OF THE STUDIO, STEP BACK AND JUST PLAY THROUGH THE GAME LIKE A PLAYER, RIGHT IN AND MAKE FUNKY PARTIES AND MAKE FUNKY CHOICES AND JUST TEST OUT THE GAME FOR FUN, AS OPPOSED TO FUNCTIONALITY.
WE DO THINGS WHERE THE LEVEL DESIGNER OR PEOPLE ON THE TEAM MIGHT DO PEER REVIEWS.
A DESIGNER MAY SWAP A LEVEL TO ANOTHER DESIGN INTERLOOK AT EACH OTHER AND PROVIDE FRESH EYES AND INSIGHT.
THIS IS THE STUFF, EVERY DAY, WE ARE TRYING TO FIGHT AGAINST SO WE DON JUST GET NUMB TO THE THINGS WE ARE TRYING TO POLISH OUT OF THE GAME.
>> A SUPER IMPORTANT THING.
AND AGAIN, THE WHOLE SHOW IS B ABOUT CREATING AND OPTIMIZATION FOR DEVELOPERS.
AND THE KNOWLEDGE IS GREAT TO SHARE.
TIM, FROM YOU, HOW DO YOU — OUTSIDE OF THE ITERATION PROCESS, HOW DO YOU GET THE GAME DEVELOPMENT.
YOU HAVE DATES YOU HAVE TO HIT.
AND FEATURES YOU HAVE TO GET FOR THE REVIEW.
HOW DO YOU GO ABOUT MAKE SHURG THAT EVERYTHING'S MOVING ALONG? >> YEAH THAT IS A GREAT QUESTION.
A LOT OF IT IS ITERATION, AND THERE ARE A LOT OF THINGS THAT FEET IN THE ITERY OF CYCLE.
WE GET DATA, SOMETIMES WE GET INFORMATION, THE SPORT DEPARTMENT'S Q AND A, AND THE BACKERS, THE COMMENTS AND BUGS AND THE FEEDBACK FUNNELS BACK IN THE DEVELOPMENT TEAM AND THEN WE KIND OF SHIFT THROUGH IT ALL AND ASSESS WHAT THINGS ARE ACTIONABLE AND WHAT THINGS ARE NOT AND THE WE ARE PRIORITIZE THINGS AND MOVE THEM.
AND ONE HAND, WE ARE WORKING AGAINST OUR OWN INSTINCTS AND PLANS AND WE HAVE A FUNNEL OF JUST ADDITIONAL INFORMATION THAT IS COMING THROUGH.
IT MIGHT BE FOR PEOPLE ELSEWHERE WHO ARE NOT ON THE PROJECT BUT PLAYING THE GAME WITH CLEAR EYES OR MIGHT BE COMING IN WITH DATA.
BUT IT ALL COMES IN, AND DIRECTLY AFFECTS HOW WE BUILD THE GAME.
>> THERE'S A COUPLE REALLY GOOD SOURCES OF THAT FEEDBACK THAT HAVE — WE HAVE BEEN UTILIZING.
THIS TIME IN PARTICULAR, WE RECENTLY RELEASED OUR BETA AND A WHILE BACK, WE RELEASED AN ALPHA BUILD THAT WENT TO THE GAMES COM, THE BACKERS.
WE ARE GRILLED TO YOUTUBE.
WE ARE WATCHING STREAMERS PLAY THROUGH.
I LOVE HOW STREAMERS PLAY.
THEY ARE TRYING TO ENTERTAIN THE AUDIENCE AND THEY ARE JUST TAKING THEIR INNER MONOLOGUE AND BLURTING IT OUT.
EVERY LITTLE — OH THAT SUCKED.
I CONDITION BELIEVE THAT.
DID I 95% HIT CHANCE.
WHY DID IT NOT WORK? EVERY LITTLE THING THAT BUGS THEM, THEY BLURT OUT LOUDLY.
AH! AND FURTHERMORE, WHAT IS USEFUL FOR FEEDBACKING IS THE FEASIBILITY LAB.
WE TOOK THE GAME PAD.
WE DID A FIRST PASS.
WE KNOW THERE IS JENK IN THERE.
BUT THE GENERAL IDEAS ARE THERE AND THEY THROW IT TO — SOMETIMES THEY THROW IT TO SIX EXPERTS OR THEY WILL THROW IT TO A COUPLE — THEY WILL BRING IN LAYMEN FROM OFF THE STREET.
THEY JUST SIGNED UP BECAUSE THEY LIKE VIDEO GAMES AND I CAN WATCH THEM BECAUSE THEY ARE ON THE GAME PAD AND I CAN SEE THEM LIGHT UP.
THEY CAN'T ACCESS THE MENU.
I CAN ACTUALLY SEE E WHAT THEY ARE PRESSING.
THEY HAVE PHD RESEARCH EXPERTS THERE, REALLY PARSING OUT, NOT JUST WHAT ARE THEY DOING IS THIS HOW DO DO I ASK E QUESTIONS TO THEM IN A WAY TA WILL NOT GUIDE THEM OR PRIME THEM SO WE CAN GET THE PUREST FORM OF THEIR EXPERIENCE BACK.
AND THEY ARE SUPER, SUPER ACTION ABLE.
>> THAT IS SUPER HELPFUL.
IT'S BEEN INVALUABLE.
OF COURSE THE DEVELOPER IN US ALWAYS CRINGES WHEN WE SEE A STREAMER HITTING A BUG OR WE GET — WE HAVE TO PUT SOMETHING THAT MAYBE STILL RAW IN FRONT OF THE USABILITY LAB.
BUT EVERY TIME WE DO THIS, WE JUST GET REAL WORLD FEEDBACK COMING IN FROM PLAYERS THAT ARE SUPER INVALUABLE.
THEY ARE COMING AT US FROM A DIFFERENT PERSPECTIVE.
REALLY WANT OUR GAME TO BE PLAYABLE BY A WIDE RANGE OF PLAYERS, NOT JUST PEOPLE THAT ARE HARD CORE OR TUNED INTO THE FRANCHISE PREVIOUSLY.
WE REALLY WANT TO OPEN IT UP.
INFLUENCED WHAT WE DO.
>> A LOT OF EGO MANAGEMENT THAT IS GOING ON.
IT'S NO READY.
IT'S NOT READY.
I'M POSITIVE, WE CAN JUST ACE THIS TEST.
IF YOU GAVE ME SIX MORE WEEKS, THEY WILL NOT THE HAVE ANY FEED BOOK.
WHO KNOWS IF THE STUFF IS EVEN IN THE RIGHT DIRECTION.
I WILL PUT SOMETHING CRAPPY OUT THERE, IT'S BAD, I KNOW IT.
YOU HAVE TO EMBRACE THAT.
>> YEAH, I THINK WE — I ALWAYS LIKE TO SAY AND KECORRECT IN IF I'M WRONG.
DO YOU THINK THAT GAME DEVELOPMENT IS MORE DIFFICULT OR IS IT EASIER BECAUSE OF THE CONSTANT ONE TO ONE FEEDBACK? PRIOR TO THIS, YOU HAVE TO SEE WHAT PEOPLE THOUGHT.
YOU GET THEIR INSTANTANEOUS REACTION AND YOU DON'T KNOW IF IT'S SUPER BASED IN WHAT IS ACTUALLY TRUE OR A REACTION.
SO HOW DO YOU SEE DEVELOPMENT PROCESS IN THAT SENSE? >> WOULD YOU RATHER GET POKED WITH A NAIL EVERY DAY OR HAVE SOMEONE BREAK YOUR ARM AT THE END OF THE YEAR? IT'S LIKE, CONSTANT FIELD BACK, I CAN REACT TO THE FEEDBACK AND AVOID — IN THE OLDEN DAYS, YOU PUT IT OUT, IT WAS A HAIL MARY THAT YOU THREW AND THE REVIEWS HIT ON LAUNCH DOWN, AND IT'S LIKE, WE MADE SOMETHING BAD OR GOOD AND I DIDN'T HAVE A GOOD GAUGE ON THAT UNTIL NOW.
AND YOU GET A LOT MORE PINGS BACK FROM THE STUDIO, AND WE WERE A BACKED GAME.
WE HAD PEOPLE WHO WERE REALLY PASSIONATE KEEPING US IN CHECK.
AND IT'S NOT RUNNING ON MY COMPUTER.
WHATEVER.
IT'S KIND OF — THE OLDEN DAYS, YOU JUST DELAYED THAT PAIN AND SOMETIMES IT WAS WORSE.
AND NOW I THINK WITH THE FEED BOCK, YOUR EGO IS HIT A LOT MORE OFTEN.
AND IT'S ACTIONABLE AND YOU CAN AVOID MUCH LESS FATE.
>> I THINK THE ANSWER IS BOTH HONESTLY.
IT MAKES OUR LIVES EASY IER IN SOME WAYS AND HARDENER OTHERS.
AND IMMEDIATELY, WE SAW STREAMERS HIT THINGS THAT WERE JUST CRINGING ABOUT, RIGHT? AND GETTING THE FEEDBACK ABSOLUTELY HELPS.
AND GETTING THE FAST FEEDBACK AND PERSPECTIVE ON YOUR GAME, AND THAT IS HUGELY HELPFUL.
FLIP SIDE PERSONALLY, IT'S A BIT OF WORKING THE GANG PLUNK AND THE SHIPPING VERSION OF THE GAME.
IT'S STILL RAW.
YOU HAVE TO HAVE THICK SKIN GOING IN.
THERE ARE FLAWS THAT ARE STILL GETTING KINKED OUT.
IT WILL GUT CHECK AND THE END RESULT IS BETTER FOR THE GAME AND PLAYERS.
>> I IMAGINE COMMUNICATION IS BETTER.
AND EXPECTATIONS, IN THE BETA PHASE, I SO WHAT ARE OTHER SORT OF TOOLS THAT YOU — SUGGESTIONS TO SMALL STUDIOS THAT HELP THEM AS THEY GET STARTED IN THE DEVELOPMENT PROCESS? >> I WILL TAKE THE FIRST STAB AT THIS.
SO ONE OF — SOMETHING THAT IS — THIS IS — THIS HAPPENS AN AT THE START OF YOUR FROM PROTECT.
IF YOU TAKE A GAME DESIGN INTERLOCK HIM IN A CLOSET FOR A YEAR ANDIVE HIM A WORD PROCESSER, HE IS GOING TO ATTEMPT TO THINK OF EVERY CASE AND SOLVE EVERY PROBLEM EVERY TIME AND WE FALL IN THIS TRAP IN THE PAST.
I HAVE DONE IT IN THE PAST.
YOU OVERE DESIGN A THE START OF THE PROCESS.
MAYBE DOES YOU DON'T HAVE THE ENGINEERS ONLINE.
WHATEVER THE PROCESS IS AND YOU HAVE A GRAND DESIGN THAT IS AHEAD OF YOU.
AND YOU INSIST, HAY, NONE OF THE FEEDBACK IS VALID UNTIL ALL OF MY FEEDBACK, YOU FEEL YOU FOUGHT THROUGH EVERYTHING AND THE BEST WAY TO GO ABOUT IT, AND WHAT IS VIABLE PRODUCT? I NEED TO MAKE DECISIONS AND SHOOT.
YOU CAN DO THAT AT A SING THE IT'S LIKE, WHY ARE YOU ADDING A KRAFGT SYSTEM? WHY ARE YOU ADDING A CUST MIZATION SYSTEM? AND THEN ALSO THE PATH TO FUN MIGHT LOOK A LOT DIFFERENT YOU CAN BUILT A BUSIC SHOOTER.
AND THERE IS A FORTNITE.
HOW DO THE GUNS DROP, AND HOW DO THEY DROP AND ALL THAT.
THEY ARE WILDLY DIFFERENT.
BUT YOU MIGHT NOT — YOU MIGHT IMPLEMENT OF WHAT A GOOD FEELING GUN WOULD FEEL LIKE, AND THAT INFORMS A LOT OF OTHER DECISIONS.
HOW THE GUN FEELS, AND HOW FEELING FEELING AND CLASSES ARE SET UP.
DO NOT OVERDESIGN EARLY ON.
JUST GET THE BARE MINIMUM AND START MAKING THE SMALLER DECISIONS TO CREEP TO SOMETHING THAT IS FUN AND MAKE SURE THAT EACH STEP YOU ARE TAKING MAKES THE GAME PROGRESSIVELY MORE FUN.
>> I COMPLETELY AGREE.
THE GAMES TEND E TO EXPAND AS SYSTEMS GET FLUSHED OUT AND THEY ADD IN THE IDEAS THAT COME UP ALONG THE WAY.
IT'S DOUGH THAT RISES, RIGHT? IF YOU ARE TRYING TO BUILD A BIG RPG LIKE THIS, START SMALL.
START SMALLER THAN YOU THINK YOU NEED.
EXPOSE AS MUCH OF YOUR GAME SYSTEMS TO DESIGNERS SO THEY CAN ITERATE AND DESIGN, AND WITHOUT TAKING DEVELOPMENTS DOWN AND JUST GET THE GAME PLAYABLE AS EARLY AS POSSIBLE.
INT INTERNALLY AND EXTERNALLY SO YOU CAN GET PERSPECTIVES.
ONE OF THE THINGS WE HAVE SEEN OVER AND OVER AGAIN IS THAT 90% OF THE POLISH COMES IN THE LAST 90% OF THE TIME.
YOU SPEND SOLVE TIME GETTING THE GAME TO FUNCTION TO WORK, AND IT DOESN'T LEAVE A LOT OF TIME TO PILLISH.
ANYTHING YOU CAN DO TO STRETCH THAT LAST 10% OF THE CYCLE, PULLING IT IN EARLIER OR BY TRYING TO STRETCH THINGS OUT FOURTH PER THAT IS DIRECTLY GOING TOTO DREK DIRECTLY IMPACT YOUR GAME.
>> THESE ARE THE TIPS I WANT TO KNOW.
LET'S GO DEEPER IN THE WASTELAND THREE.
THE STRATEGY GAME.
LET'S GO SPECIFIC TO THIS.
YOU TALKED ABOUT SOME OF THE FUNDAMENTALS YOU ARE TRYING TO LIMIT AS A STRATEGY GAME GOES.
FOCUS ON THE ACTUAL PLAYER'S TURN.
IF YOU FOCUS ON THE ENEMY, THAT CAN SUCK THEM OUT OF THE EXPERIENCE.
WHAT TIPS WILL YOU GIVE FORREN IN — SOMEONE WHO IS BUILDING A GAME SIMILAR TO YOURS.
>> IT'S EASIER TO GET BOGGED DOWN IN THE MATHEMATICS OF THE GAME.
HOW ACTIONS — HOW MUCH DOES EVERYTHING COST.
BUT YOU REALLY NEED TO FOCUS — LIKE, WASTELAND — GOING FROM WASTELAND TWO TO THREE AND WHAT IS THE IMPACTFUL DECISIONS THEY WERE MAKEING AND THE SUE — SUPERFLUOUS ACTIONS.
AND RPGs ARE ABOUT DECISIONS.
YOU CAN TAKE IT FACE VALUE AND GIVE PEOPLE TOTAL CONTROL.
YOU END UP WITH — NOT TO BASH WHAT IT IS.
AND YOU ARMA HAS 110 LITTLE COMMANDS I CAN CONTROL LITTLE ASPECT OF MY CHARACTER.
BUT YOU ARE ALL THE ACTIONS SUMER IMPACTFUL? WE WANT TO AUTOMATE EVERYTHING — A REAL DECISION THAT WILL IMPACT THE WORLD OR THE COURSE OF YOUR CHARACTER.
ANOTHER GOOD EXAMPLE IS WHEN A CHARACTER GOES DOWN IN COMBAT, AT THE END OF COMBAT, THERE IS NO TIME PRESSURE.
YOU WILL WALK OVER AND CAN WE JUST SAVE YOU EVERY FORT SO WE CAN BE FOCUSED ON DECISIONS THAT MATTER, AND A SIDE EFFECT, IT MAKES YOU FEEL LIKE ALL YOUR DECISIONS MATTER MORE BECAUSE WE MADE SURE THE ONLY DECISIONS YOU ARE MAKING ARE THE BUN E ONES THAT MATTER.
>> YEAH, I COULDN'T AGREE MORE ON THAT.
YOU JUST HAVE TO KEEP THE PLAYER EXPERIENCE FRONT AND CENTER, RIGHT? WE WANT PLAYER EXPERIENCE TO BE PLAYERS MAKING INTERESTING CHOICES AS MUCH AS POSSIBLE, AS CONSISTENTLY AS POSSIBLE AND WHAT YOU HAVE TO DO, IS I THINK KEEP THAT FOCUS AT ALL TIMES, CHECK YOUR DECISIONS AND BE RUTHLESS ABOUT EDITING OUT ANYTHING THAT DOESN'T FURTHER YOUR GOALS AND MAKE THAT EXPERIENCE BETTER, RIGHT? ANYTHING YOU ARE DEVELOPING, AND WAS AN OLD OVER FROM PREVIOUS VERSIONS, ATTACKS AGAINST YOUR PLAYOFF DEVELOPMENT THAT MAKES IT HARDER TO POLISH THE THINGS THAT DO MATTER.
I THINK JUST CONSISTENTLY CHECKINGING WHAT YOUR DESIGN IS AND PAIRING BACK AND TRIMMING OUT ANYTHING THAT DOESN'T HELP SUPPORT YOUR CORE GOALS IS E ESSENTIAL.
>> AMAZIN.
I FEEL LIKE THE KEY WORD IS MAKING SURE THAT EVERYTHING IS MEA MEANINGFUL.
THE ENTIRE THING IS ABOUT PROCESS.
I WOULD LOVE IF WE CAN END IT — I JUST WANT TO SAY SOMETHING SO MUCH FOR JOINING AND TALKING US THROUGH THE PROCESS.
I THINK DEVELOPERS WILL TAKE SOMETHING AWAY FROM GAME DESIGN AND GAME DEVELOPMENT.
THANK YOU SO MUCH FOR JOINING US AND PRACTICING SOCIAL DISTANCING.
IT'S BEEN FASTIC.
WE ARE GOING TO GO OVER TO RICARI AND SEE WHAT HE HAS.
WHO KNOWS? ♪ >>> APPRECIATE IT.
IT'S TIME TO TALK ABOUT YOU SPECIFICALLY.
WHAT YOU ARE SAYING ON TWITTER AND DISCORD.
YOU HAVE BEEN TALKING SO MUCH.
A FEW OF THE QUESTIONS YOU HAVE BEEN SUBMITTING AND NOW IT'S TIME TO CATCH UP ON ANSWERS.
I WILL GO TO DISCORD HERE.
THE TALK WAS WITH THERE WAS JUST GREAT.
IN THIS BIT THIS ONE CAME THROUGH.
I WANT TO SAY MYSTERIOUS.
I NORMALLY DON'T LIKE TURN-BASED RPGs BUT THIS LOOKS AWESOME.
FULLY AGREE.
WHO KNOWS WHAT SOR OF GAME YOU WOULD LIKE.
DON'T JUDGE A BOOK BY ITS COVER.
GIVE IT A SHO.
LET'S GO THROUGH THE REST.
I THINK THAT X CLOUD CAN BE THE MST IMPROVEMENT IN GAME HISTORY.
THIS IS ANOTHER ONE.
INTERESTING SIDE NOTE.
I FOUND THAT USING THE DIRECT TOOLKIT TO BE A GOOD WAY TO LEARN C++ PROGRAMMING.
I KNEW HOW TO USE IT.
AND LAST ONE, GOING BACK TO THE TALK WE JUST HAD, A GOOD QUOTE, A GREAT QUOTE, WOULD YOU RATHER GET POKED EVERY DAY FOR A YEAR OR HAVE YOUR ARM BROKEN IN END OF THE YEAR? THAT IS AN EASY ONE.
I HEAR WE HAVE A FEW TWEETS.
LET'S DO THAT AND READ THEM OUT.
THIS ONE, YOU MISSED GAME STACK LIVE YESTERDAY.
YOU WANT TO REWATCH IT? HIT THE LINK.
GO COLLECT OUT THE RECORDINGS, MS/GAME STACK ON DEMAND.
THE NEXT ONE.
THE TALKS ON ACCESSIBILITY WERE GREAT TO CONSIDER IN FUTURE PROJECTS AS A GAME DEVELOPER.
AND DIFFICULT ADAPTING AND E SEEING CASE STUDIES HELPING INSPIRE BALL OF US TO BE MORE INCLUSIVE.
THANK YOU FOR THAT NOTE.
THIS ONE FROM SELECT STARTER.
GAME STACK LIVE INSTANT.
WHAT IT MEANS TO RUN A GAME STUDIO.
WE APPRECIATE YOU SHARING IT OUT.
GO TO GAME STACK.
COM AND IF YOU HIT THE CHECK IT OUT THERE A LINK TO DISCORD.
I'M SURE WE CAN GET IT ON THE SCREEN.
JOIN THE CONVERSATION.
GET IN THERE, WE WANT TO HEAR FROM YOU OR USE THE HASH TAG.
REPLY.
GET THE KMENS IN.
ALL RIGHT, NOW IT'S TIME FOR US THE FIRST PANEL OF DATE.
FIRST, LET'S CHECK OUT THE SHORT CLIP ALL ABOUT AUDIO DESIGN FROM THE COALITION.
>> WHEN WE TALK AUDIO, GENERALLY PEOPLE THINK, BECAUSE YOU SEE THE SOUND E EFFECTS, MUSIC, THERE IS A LOT OF TECH INVOLVED.
WE THOUGHT, LET'S TAKE IT SERIOUSLY AND START FROM THE GROUND UP.
IF YOU PUT SOUND IN, MAKE SURE SOUND IS IMPORTANT.
AND THE QUESTIONS, WHAT IS AN IMPORTANT SOUND? WHICH SOUNDS SHOULD BE HIGHER PRIORITY THAN OTHER SOUNDS.
GEARS OF SWAR A COMPLICATED GAME.
THERE ARE A LOT OF SOUNDS COMING AT YOU AT ONCE.
ONE OF THE THINGS THAT IS TO MAKE IT EASIER TO UNDERSTAND.
WE WANT TO ASSIGN PRIORITIES TO SOUNDS AND GIVE THEM A HIGHER OR LOWER PRIORITY RANKING DEPENDING ON HOW IMPORTANT IT WAS TO YOU.
AND EVEN THOUGH IT'S HARD WORK, A MUCH MORE CONTROLLED MIX.
WE WORK WITH THE CODE TEAM TO IMPLEMENT FEATURES, AND BASED ON A.
I.
, WHERE YOU ARE IN THE GAME, WE HAVE VALUES THAT COME IN AND HAVE THOSE SOUNDS TO BE HIGHER PRIORITY.
SOME OF THE PRIORITY MIX STUDIES.
IF YOU CAN E SEE, THE LINE OF SIGHT, THE RED ARROW IS ON ME.
SOME OF THE NUMBERS HERE CHANGES ARE USING CONE AND PRIORITY SETTINGS.
THERE IS A LOT OF DUCKING GOING ON HERE.
THAT IS ACTUALLY MY WEAPON.
ACTUALLY TURNING DOWN OTHER SOUNDS IN THE GAME.
PEOPLE WITH IMPAIRED VISION HAVE SHOWN THEY CAN PLAY GEARS BECAUSE OF THIS.
WE HAVE A FEW PEOPLE THAT ARE ALMOST BLIND THAT PLAY GEARS.
AND THEY USE THE SOUND CUES TO LET THEM KNOW WHERE THINGS ARE COMING FROM AND IT'S SPATIALIZED AND COMING FROM A CERTAIN DIRECTION.
A BIT OF TECH, AND SOFTWARE AND CODE TIME, GIVING US VALUE TO USE TO TUNE THE LEVELS AND VALUES.
AND THE MIX IS CLEARER.
IT'S EASIER TO UNDERSTAND AND YOU CAN HEAR WHERE THINGS ARE COMING FROM.
>> ONLINE SERVICES ARE AN INTEGRAL PART OF THE NEXT GENERATION OF GAME DEVELOPMENT.
HERE TO US MORE, WE HAVE JAMES TROTD, CHRISTINA PARKER, JAMES AND JESSE.
THANK YOU FOR BEING HERE AND JOINING US.
>> THANK YOU.
>> HELLO.
>> WE HAVE ALL FOUR OF YOU HERE.
PLEASE LET ME KNOW IF YOU HAVEDY ANY ADDITIONAL OPINIONS.
WE WANT TO HEAR FROM YOU, THE VIEWERS AT HOME, AND HOW YOU HAVE HARN EESSED THE POWER OF ONLINE SERVICES.
YESTERDAY, WE DISCUSSED THE STATE OF THE INDUSTRY AND YOU CAN CHECK OUT THE YOUTUBE PLAY LIST.
ALL OF THE SEGMENTS WE HAD SOON, WE WILL PICK UP FROM THERE, AND I WILL START IT OFF NOW WITH CHRISTINA, HOW ARE THE ON-LINE SERVICES PLAYING A ROLE IN ONLINE GAME DIVISION? >> I THINK IT'S THEY HAVE BEEN IMPACTFUL IN GAME DEVELOPMENT.
IT'S NOT THAT YOU PLAY AND TEN HOURS AND MOVE ON.
IT'S THE LIFECYCLE.
THE PLAYERS AND DEVELOPERS ALIKE ARE EXPECTING THEM TO LAST MUMP LONG INTERBECOME MORE PERSONAL TO THE PLAYER.
>> JAMES, I GOT TO TALK TO YOU YESTERDAY ABOUT LIVE OPS.
I WANT WANT TO KNOW HOW YOU THINK THAT ONLINE IS PLAYIN A ROLE IN EVOLUTION? >> YEAH, EXACTLY WHAT WE WERE SAYING, GAMES BECOME COMMUNITITIES.
AND THE PLAYERS ARE IN THERE IF LONG HAUL.
YOU HAVE TO HAVE ENGAGEMENT BETWEEN PLAYERS, THE OPPORTUNITY TO DO UP DAYS AND EDIT THE GAME ON THE FLY.
AND ALL OF THAT REQUIRES THINGS THAT LIVE OUT ON A CLOUD.
AND PROBABLY THE BIGGEST ERROR THAT PEOPLE THINK ABOUT FIRST IS MULTIPLAYER GAMES.
JUST THE TECHNOLOGY REQUIRED FOR A PLAYER TO PLAY AGAINST ANOTHER PLAYER, YOU HAVE TO DO MATCH MATCHING.
YOU HAVE TO HAVE A CHAT CONVERSATION AND THE MOVES TO THE PLAYERS, AND ALL THAT IS GOING THROUGH SERVICE IN THE CLOUD AND REQUIRE THOSE SERVICES.
AND NO ONE WANTS TO BUILD IT FROM SCRATCH.
YOU WANT TO USE IT WHERE YOU CAN WHERE IT'S PROVEN AND TESTED.
GAMES FALL, AND IT'S BECAUSE THE SURFER CAN'T KEEP UP WITH THE LOAD.
THE HARDEST THING IN THE WORLD WHEN YOU LAUNCH A NEW GAME AND THE BIGGEST DAY IS THE FIRST DAY YOU PUT IT OUT THERE.
>> JAMES TROTD S THER, IS THEREG TO ADD THERE? >> YEAH, AND I THINK IT CHANGED THE WAY THE INDUSTRY SPEAKS ABOUT SHIPPING GAMES AND GAME CONTENT.
THEY ARE ABLE TO CREATE MICROPACKAGES OF CONTENT AND SMALL GAMES ARE ABLE TO MAKE MICROCONTENT FOR SMALL ADDITIONS TO THE GAME.
>> I AGREE WITH YOU, AND THIS IS SOMETHING WE WERE TALKING ABOUT BEFORE.
THE LIFE SPAN OF A GAME HAS REALLY GROWN AND EXPANDED.
NOT JUST WITH MULTIPLAYER GAMES BUT RPGs AS WELL.
AND JESSE, I WANT YOU TO TALK MORE ABOUT THAT.
WHY SIT WE ARE SEEING MORE OF THE GAMES ADOPT THE ONLINE SERVICES? >> WELL, I THINK IT'S A POINT ALSO.
NOT JUST THE LIVE OPERATIONS BUT BEFORE THE GAME IS LAUNCHED, PEOPLE ARE TESTING DIFFERENT TYPES OF CONTENT WITH FACEBOOK OR OTHER NETWORKS.
PEOPLE ARE GETTING A BETTER READ ON WHAT THE AUDIENCE IS LIKE OAR HAVE AFFINITY FOR.
I ALSO THINK ADAPTING GAMES TO DIFFERENT SERVICES, AND THEY FIGURE OUT THE BETTER SYSTEMS.
YOU SEE WHAT RESIDENTS, WHAT MAKES PEOPLE STICK, ALL THOSE THINGS.
IT WILL CHANGE HOW FAST THINGS E VAFLLE AND THE PLATFORMS THAT CAN BE REACHED IN A WAY THAT IS IT DELIGHTFUL TO CUSTOMERS.
>> CAN YOU TALK ABOUT THAT, RELYING ON AUDIENCES MORE FOR WHEN THE GAME LAUNCHES.
HOW HAS IT CHANGED? HOW HAS IT KPLUN KATED WITH AUDIENCES IN THE DEVELOPMENT STAGE? >>> I THINK YOU SAW IT EARLY, AND PEOPLE CAN RUN SMALL TESTS AND EVEN COURT GAME PLAN, YOU CAN HAVE AN ADD THAT GOES TO A SURVEY AND GIVES AN EXPRESSION OF WHAT THE GAME COULD BE.
AND IF BEAM — YOU DON'T HAVE TO CASTE YOUR TIME BUILDING THE THING.
YOU KNOW PEOPLE HATE IT.
AND I HAVE AN IDEA, HERE IS A BUNCH OF DIFFERENT THINGS IN I CAN TEST.
AND THAT CAN LEAD TO GET INFORMATION ABOUT WHAT PEOPLE WANT.
YOU COMBINE THAT WITH LOOKING AT FEED BOCK WITH PLAYER FEEDBACK AND YOU WILL SEE DISCREPANCY, AND YOU WANT TO DIG AND FIND OUT WHAT IS GOING ON ACTUALLY IN THE COMMUNITY.
>> HOW IMPORTANT IS IT FOR THE DEVELOPERS TO GET THE INSTANT FEEDBACK? HOW DOES IT IMPACT DEVELOPMENT? >> YEAH, IT'S LIKE WHAT THEY WERE SAYING ABOUT ITERATION.
THE EARLIER YOU CAN GET THE FEEDBACK, THE BETTER YOU CAN GET THE GAME.
AND LIVE SERVICES EXIST PRELAUNCH.
GETTING PLAYERS AND RUNNING THE EXPIRATES HELPS BUILD THE MUSCLES FOR DEVELOPERS AS WELL.
>> WE WILL FOCUS ON YOU.
IF ANYONE ELSE HAS AN OPINION ON THIS, PLEASE LET ME KNOW.
HOW WOULD YOU DESHINE ONLINE GAME SERVICES? >> ANY TIME THE GAME IS REACHING OUT AND TAKING ADVANTAGE OF CODE THAT IS NOT RUNNING ON THE GAME CLIENT OR ON A SERVER OR CLOUD, THAT IS AN ONLINE GAME SERVICE.
SOME ARE PROVIDED BY THE PLATFORMS THEM SSMS.
IF YOU BUILD FOR XBOX, YOU PLAY USE XBOX LIVE AND MATCH MAKING AND MULTIPLAY TO TECH.
IF YOU ARE TAKING ADVANTAGE OF SERVICES LIKE PLAY FAB ACROSS ALL PLATFORMS.
IT PROVIDES ANALYTICS AND YOU CAN GATHER DATA FROM THE GAME AND PUT IT INTO A — THE CLOUD, YOU CAN DO ANALYSIS AND REPORTS TO HELP UNDERSTAND WHAT YOUR PLAYERS ARE ACTUALLY DOING AND SOME GAME SERVICES ARE PART OF THE GAME ITSELF.
AND SOME GAMES, MULTIPLAYER GAMES ESPECIALLY, MAY HAVE CODES THAT ARE IN A CLOUD AND SIMULATING GAME AND WHEN A PLAYER IS NOT CONNECTED, YOU CON NECK BACK UP AND THE PLAYER WILL CONTINUE TO LIVE AND THRIVE AND AN MMROPG IS PART OF IT.
>> AND THAT IS TRUE.
ANYONE ELSE HAVE OPINIONS OF HIGH LEVEL ONLINE SERVICES.
I WILL TAKE IT AS A NO, GOOD, JAMES TROT, I WANT TO KNOW A LITTLE ABOUT GAME STREAMING.
IS IT A SERVICE OR A PLATFORM THAT GAMERS ARE ASKING RECENTLY, AND HOW DOES IT CHANGE HOW THE DEVELOPERS THINK ABOUT GAME SERVICES? >> I THINK IT'S BOTH.
IS IT MORE OF A NEED Y SERVICE.
AND THEY WERE ABLE TO BRING IN INACTIVITY.
AND THE DARWIN PROJECT ALLOWED TO YOU GIVE POWER AND BONUS AND AWARDS TO DIFFERENT PLAYERS AND ARENA BRAWLER.
BROUGHT A NEW LEVEL TO BUILDING COMMUNITY FOR THE GAME AND E LET THE VIEWERS INTERACT WITH THE GAME, BEFORE THEY EVER PLAYED IT.
SUPPORT THEIR FAVORITE STREAMERS AND GREW THE COMMUNTY THAMPBD GAME.
>> I WANT TO ASK THE SAME TO YOU, STREAMING SERVICES.
IS IT A SEPARATE PLATFORM? >> I ACTUALLY THINK IT'S A COMPLICATED ANSWER.
THE QONE HAND, IF YOU HAVE STREAMING, IT'S REALLY YOUR PROGRAMMING TO THE SAME SURFACE.
CHAFR, IT'S CONSUMED ON A SCENE THAT IS COMPLETELY DIFFERENT.
AND THINK ABOUT FONT SIZES AND OTHER THINGS.
AND USABILITY.
AND A CONSOLE VIENVIRONMENT, YO HAVE A CONTROLLED EXPERIENCE.
AND TECHNICALLY, IT GIVES YOU MORE REACH.
YOU STILL HAVE TO CONSIDER THE UX.
AND YOU HAVE TO — THE BRAND MARKETING.
AND NOW YOU CAN BUY ADS ON THE CONSOLE.
IF YOU THINK ABOUT IT, PERFORMANCE MARKING, IT OPENS ALL NEW WAY TO ACQUIRE CUSTOMERS TO PLAY YOUR GAME ON ANY END POINT.
THE IDEA YOU CAN REACH A MASSIVE NUMBER OF MORE PEOPLE AND HAVE ACTUALLY A WAY TO ENGAGE THEM THROUGH PERFORMANCE MARKETING IS GOING TO BE REALLY, I THINK, INTERESTING ON THE ILL P– IMPAT ON THE INDUSTRY.
>> I THINK ANOTHER WAY IT WILL CHANGE ON THE X CLOUD IS THE ITERATION TESTING SIDE.
WE JUST TALKED ABOUT IN THE LAST SESSION TALKING ABOUT HOW IT RATION, AND ONE OF THE CLOUEST PARTS — ONE WITH OF THE SLOW PARTS OF THE PIPELINE IS GETTING YOUR GAME UP, AND UP LOADING THEM AND MAKE A CHANGE.
IF YOU IMAGINE STREAMING WHERE YOU BUILD A GAME IN A CLOUD AND PLAYING IT OFF A CLOUD, YOU CAN SPEED UP THE GAME AND GIVE YOUR GAME THE CREATOR FASTER FEEDBACK AND BUILD NEW CONTENT.
WE ARE JUST NOW STARTING TO REALIZE HOW THE NOTION OF STREAMING OFF CLOUD TO PLAY AND NOT JUST BUILD CAN IMPACT THE EXPERIENCE.
>> A LOT OF — >> PLEASE, SORRY.
>> THERE IS A LOT OF OTHER THINGS TOO.
JUST TO BUILD ON WHAT JAMES IS SAYING.
WHEN YOU HAVE DIFFERENT SERGSS OF YOUR GAME IN WILD, WHETHER IT'S BECAUSE YOU HAE A CRITICAL UPDATE, YOU DON'T HAVE TO RELY ON USERS TO UPDATE THE CLIENT.
IT'S UPDATED FOR EVERYTHING.
AND THEY ARE A MORE CONTROLLED ENTIRE IN A LOT OF WAYS.
>> JAMES, YOU ARE GOING BACK TO WHAT YOU ARE SAYING.
THIS IS JUST THE BEGINNING OF ONLINE STREAMING FOR THE CLOUD.
WHAT'S NEXT? HOW CAN IT GO BIGGER FROM HERE? >> GOSH, I THINK — ONE OF THE BIG QUESTIONS IS THE TRULY MASSIVE ONLINE PLAYER GAMES.
ONE OF THE AREAS I OVFTEN THOUGT WE HAD HAD OPPORTUNITY IS ONLINE GAMES.
AND ENORMOUS AMOUNT OF LOVE, BLOOD, SWEAT AND TEARS BUILDING THE WORLD FOR REDIEMPTION AND IT'S STARTING TO BE USED.
IF YOU TAKE THE WORLD AND OPEN IT UP AS A PLATFORM WHERE OTHER GAMES CAN BE BUILT INSIDE THE WORLD.
THAT STARTS TO BECOME ALMOST WORLD AS A SERVICE.
WE HAVE A NEW FLIGHT SIMULATOR GAME COMING OUT AND THE WORLD, YOU ARE FLYING AROUND IN IS ACTUALLY DONE THROUGH LEARNING A A ALGIRHYTHMS AND THAT WILL BE INTERESTING.
THAT IS A SERVICE WE DON'T HAVE TODAY.
AND WE HAVEN'T YET SEEN.
>> CHRISTINA, I WANT TO KNOW YOUR PIN ON GAME STREAMING AS A SERVICE AND HOW IT'S IMPACKING THE GAME RECENTLY? >> YEAH, I AGREE WITH JAMES.
IT'S A BIT OF BOTH.
IT'S DEFINITELY A SERVICE THAT WE PROVIDE AND IT'S A PLATFORM FOR DEVELOPERS AND A DIFFERENT WAY FOR A DEVELOPER TO REACH A DIFFERENT MARK OR A DIFFERENT PLATFORM.
IT'S BUILDING FOR A MOBILE WHEN YOU MIGHT NOT HAVE NECESSARILY HAD THAT AS A PLATFORM PREVIOUSLY.
SO I THINK GOING FORWARD, IT'S THINKING ABOUT — AND ALSO WHAT JESSE IS SAYING, HOW QUICKLY YOU CAN ACCESS IT.
I THINK IT'S BOTH.
BUILDING FOR PLATFORMS YOU MIGHT NOT BE USED TO AND THINKING ABOUT HOW QUICKLY PLAYERS CAN ACCESS IT AND WHAT DOES IT MEAN? PLAYER BEHAVIOR AND THE GAMES YOU ARE MAKING DID.
>> HAVE YOU SEEN CHANGES IN THE PLAYER BEHAVIOR? >> NOT E ME YET.
I AM NEW TO THE GAME STREAMING SIDE OF IT.
BUT GAME SERVICES, AND PLAYER EXPECTATION, I AM INTERESTED TO SEE HOW IT EVOLVES AS GAME STREAMING BECOMING BROADER.
>> THE BIGGEST THING — THE ONE THING WE HAVE SEEN, YOU NO LONG VER TO DOWNLOAD AND INSTALL THE GAME TO PLAY IT.
THE ABILITY TO GO FROM A FRONT, I'M PLAYING A NEW GAME, IT'S GREAT, CHECK IT OUT AND SAYING, I WILL TRY IT OUT.
TAKE AN INVITATION.
AND ONE CLICK AND YOU ARE PLAYING THE GAME GAME.
TO INSTALL TIME WILL START TO CHANGE CONSUMER BEHAVIOR, AND IT WILL MAKE IT EASIER TO — AND I TALKED ABOUT HOW STREAMING IS CHANGING THE DEVELOPMENT EXPERIENCE.
AND A LOT OF US ARE WORKING FROM HOME BECAUSE OF THE COVID-19 VIRUS.
AND AND THE KITS THAT ARE HARD TO BRING HOME WITH YOU.
IF YOU MOVE THE DEVELOPMENT TO TE CLOUD, AND YOU HAVE A REMOTE TEAM OR WORK THERE HOME.
>> JAMES TRO — >> AND SORRY, GUYS.
>> I WAS GOING TO SAY, LABOR MARKETS, ENABLING YOU TO HAVE ACCESS TO THE WORLD MAKES IT EASIER TOO.
>> AND JAMES, I WANT TO GO OFF ON WHAT JAMES G.
WAS SAYING THERE, THE DIFFICULTIES THE DEVELOPERS ARE STARTING TO SEE.
WHAT DIFFICULTIES HAVE YOU SEEN? >> WE TALKED ABOUT THE TEST VIK THE AND THINGS LIKE LIVE STREAMING ALLOW IT TO GO AROUND MUCH QUICKER AND JAMES IS RIGHT.
TO HAVE THE PHYSICAL DEV KITS AND THE NUMBER OF PLATFORMS, MOBILE DEVICES, CONSOLES, HAND HELD, PCs, IT'S EXPANDING THE TEST AND DEVELOP WITHER.
AND ONE OF THE COOL THINGS, AVAILABLE THROUGH THE CLOUD, WE EXIST IN A WORLD OF THEN DEVELOP ANY WHERE.
THE DEVELOPMENT EXPERIENCE BECOMES DROP WHERE YOU WANT.
USING THE TOOLS YOU WANT.
YOU CAN DEVELOP IN A CLOUD AND HAVE FEEDBACK TO A GAME.
YOU ARE EFFECTIVELY ABLE TO LIVE EDIT AND FINE TUNE YOUR GAME THANKS TO THE STREAMING SERVICE.
>> WE ACTUALLY HAVE A QUESTION FROM OUR DISCORD CHANNEL.
IF YOU ARE WATCHING RIGHT NOW, WANT TO BE A PAR OF THE CONVERSATION, YOU CAN POST THE QUESTION N A WORLD WHERE WORKING FROM HOME IS MORE KEY, AND ISOLATION, WHAT IS THE BIGGEST CHALLENGE TO ENSURE COLLABORATION AND KEEPING ON TRACK? I WANT TO START WITH YOU, JESSE.
>> WELL, THE COLLABORATION AND KEEPING ON TRACK.
I THINK IT COMES DOWN TO HOW GOOD THE TOOLS ARE.
DO YOU HAVE LIVE VIDEO? A LOT OF HUNING COMMUNICATION DEALING WITH LOOKING AT BODY LANGUAGE AND THE WORDS YOU SAY.
WITH VOICE OR TEXT, YOU HAVE WORTH AND TONE AND WORDS AND WITH VIDEO, YOU HAVE A MOTION OF SEEING AND THERE IS SO MUCH INFORMATION IF YOU DON'T HAVE A PHYSICAL VIEW OF A PERSON.
AND I WAS SAYING, IF I WAS A DEV, I WOULD RIGHT A CODE.
IF I HAVE TO HAVE MEETINGS WITH CONNECTIVITY, THAT MAKES IT CHALLENGING.
>> I HAVE TO AGREE.
THE INTERVIEW ALONE FOR ME IS CHALLENGING, TRYING TO FIGURE OUT WHO IS GOING TO TALK NEXT.
CHRI CHRISTINA, HAVE YOU SEEN ANYTHING CHANGES WITH THE SELF-ISOLATION AND WORKING FROM HOME? >> YEAH, WHAT JESSE TALKED ABOUT.
IT'S HARD TO TAKE DEV KITS HOME AND PLAYING THE GAME REGULARLY AND ON THE SOLVE WARE, KIT BE DIFFICULT.
AND GAME DEVELOPMENT, AND SOFT MOTHER, YOU DON'T HAVE THAT FACE TO FACE INTERACTION WITH THE PARTNERS ON THE TEAM AND PLAYING TOGETHER QUICKLY AND WORKING TOGETHER QUICKLY IS VERY IMPORTANT.
AND THAT CAN BE DISRUPTED FROM WORKING FROM HOME.
>> JAMES TROT, I ALSO WANT TO ASK A SECOND PART TO IT.
HAVE YOU SEEN BENEFIT TO WORKING FROM HOME? >> SO, ONE OF THE BIGGEST CHANNELS IS TO HAVE TOUCH POINTS AND THE COLLABORATIONS WITH THE TEAM.
WHEN YOU ARE SCHEDULED MEETINGS AND MEETING REGULAR, THERE ARE WATER COOLER MOMENTS WHERE YOU MIGHT SYNC WITH SOMEBODY OR EXCHANGE INFORMATION IMPLICITLY.
AND YOU HAVE TO OVERCOMMUNICATE AND SHARE AS MUCH NIFRKS AS POSSIBLE WHAT WHAT IS GOING ON.
YOU HAVE TO PROJECT THAT INFORMATION OUT TO HOWEVER YOU ARE COLLABORATING TO SOMEONE LIKE MICROSOFT TEAMS.
IN TERMS OF BENEFITS, I THINK JESSE HIT THE NAIL ON THE HEAD.
A LOT OF IMPLICIT DISTURBANCES THAT HAPPEN IN THE WORKPLACE.
PEOPLE COME BACK BY TO ASK QUESTIONS AND GAVES YOU TIME TO FOCUS AND ENGAGE IN THE WORK AND CRANK OUT A LOT OF CODE AND DO A LOT OF BUILDING WORK BY YOURSELF, THANKS TO THAT ISOLATION AND CLEAR BOUNDARY.
>> DO YOU FEEL YOU HAVE LESS DISTRACTIONS NOW OR DO YOU FEEL IT'S MORE OF A HINDRANCE? >> I THINK THE JOKE GOING AROUND IS ALL MY FRIENDS ARE INTROVERTS ARE LOVING IT AND THE EXPRO VERDICTS — EXTROVERTS HATE IT.
TO IT'S MORE TAXING THANNING SITTING IN AN ACTUAL ROOM.
BUT TO CLOSE THE DOOR AND JUST CRANK — AND JUST FEEL MORE THE THINK IMPORTANCE OF THE DAILY HUDDLES AND SOCIAL GET TOGETHERS ARE IMPORTANT AND SOME OF THE TEAMS ARE GETTING TOGETHER ONCE A DAY TO GET ON THE PHONE AND JUST CHAT ABOUT SOCIAL STUFF.
NO WALK INVOLVED.
THOSE ARE THE INFORMAL CHATS AND WE HAD KEY DESIGNERS OFF SILGT.
IT FORCED A LOT OF THE KEY DESIGN IN TEXT CHATTING.
AND IT FORCES ALL OF US TO USE TOOLS THAT HAVE A — THERE IS MORE OF AN ARCHIVE FUNCTION AND WHEN YOU ARE IN THE SAME OFFICE, YOU CANNOT CAPTURE SOME OF THE KEY DISCUSSIONS YOU ARE HAVING.
>> WHAT WOULD YOU SAY ARE EXAMPLES OF THE GAMES USING ONLINE SERVICES REALLY WELL TODAY? >> ONE OF THE BEST IN CLASS EXAMPLES, IS SEA OF THIEVES.
THEY HAVE TAKEN LIVE OFS TO HOW THEY BUILD THEIR GAME, BALANCE THE ECONOMY, PLAYER BEHAVIOR AND HOW THEY E E VOVRL THE NEXT LAYER OF CONTENT.
AND ENRIMP THE EXPERIENCES FOR THE PLAY AND EVERY CONTENT THEY PRODUCE AND PUBLIC.
>> IS THERE ANY GAMES OR DEVELOPERS YOU SEE USING ONLINE SERVICES REALLY WELL? >> WELL, HE STOLE MY ANSWER.
I WAS GOING SAY SEA OF THIEVES BUT I THINK SUPER CELL.
MOBILE DEVELOPER.
THEY HAVE LIVE SERVICES FROM THE VERY BEGINNING IN THE STUDIO ALL CHUR AS WELL.
>> THIS IS ACTUALLY SOMETHING E WE WANTED TO TALK ABOUT YESTERDAY.
WE DIDN'T HAVE TIME TO TALK ABOUT IT.
WE E CAN FOLLOW UP WITH THE “QUESTION HERE.
IT SEEMS LIKE DIFFERENT GENERES OF GAMES USE ONLINE SERVICES DIFFERENTLY.
YOU CAN TELL ME HOW THEY APICTURE THE MOBILE GAMES? >> ABSOLUTELY.
I THINK MOBILE GAMES, YOU KNOW, ARE RELATIVELY NEW TO CONSOLE AND PC DEVELOPERS WHO ARE TRYING TO FIGURE US OUT NOW.
AND FOR EXAMPLE, MMORHPGs, AND A LOT OF MOBILE GAMES, HAD TO HAVE THOR ISSER VISITS BAKED IN FROM THE BEGINNING IN ORDERER TO RUN A GAME — NOT GOING TO MAKE MONEY.
NOT GOING TO BE ABLE TO SURVIVE.
I THINK MOBILE GAME STUDIOS HAD TO EVOLVE AND UE USE SERVICES T ARE WELL AHEAD.
AND THEY IS ONE OF THE EARLY YERS SERP VISITS HERE, AND COMING FROM KOREA OR CHINA.
>> I WANT TO KNOW YOUR OPINION ON HOW DIFFERENT GENERES ARE HANDLING ONLINE DIFFERENTLY.
AND IT SEEMS LIKE MORE AND MORE, THEY ARE STARTING TO PICK UP, AND ROLE PLAYING GAMES, WE ARE USED TO — YOU REPLEASE THE GAME AND THAT'S MIMPT YOU GET SMOG ELSE.
HOW HOUSE IT E EVOLVED? >> IT'S INTERESTING.
WHEN YOU ARE TREATMENT STREAMING, EVERY MINUTE OF ENGAGEMENT IS NOW A MINUTE OF COST.
IF YOU HAVE A FIXED PRICE.
IF THEY LOVE THE GAME YEARS AND YEARS, YOU LOSE MONEY.
YOU HAVE TO THINK OF IT AS A TRUE SERVICE.
I THINK YOU LOOK AT SOME OF THE GENERES THAT HAVE COME THROUGH SOCIAL AND MOBILE, THEY HAVE BEEN LIGHT IN TERMS OF THE VALUE.
AND EFFECTIVELY RUN ON DIFFERENT PLATFORMS.
LOOK AT THE POKEMON GO.
AND FINALLY WHEN YOU ARE ABLE TO, WILL A GROUND SWELL OF PEOPLE RUNG AROUND FINDING COKEMON, AND IN THE BIZARRE OPPOSITE WARD OF THAT.
BUT THERE IS A POTENTIAL FOR THE GEN GENRES, THEY WILL FIGURE OUT HOW TO BEST ADAPT THE GENRES.
THEY HAVEN'T REALLY BEEN ADOCHTED YET.
SOME OF THEM HAVE PHYSICAL ADAPTATIONS.
AND GIVES YOU AN ADVANTAGE.
I THINK CERTAIN GENRES, THE ONES THAT ARE TURN BASED, THE RESIGNERS HAVE TO THINK ABOUT SMACK SIZED GAME PLAY.
IF I CAN BRING THE COUCH TO YOU, WITH STREAMING ON YOUR PHONE, I MAY NOT HAVE A TIME LINE LONG ENOUGH.
AND PLAYERS ARE PLAYING IT IN DIFFERENT PLAYS AND THE WAY TO ENGAGE WITH A MEANINGFUL AMOUNT OF PROGRESS OR GOOD FEELING ABOUT THE GAME, AND THEY CAN FILL THE POCKETS OF TIME THAT PEOPLE USE WITH WORDS WITH FRIENDS, WHERE YOU TAKE A QUICK TURN AND GO.
IT NEEDS TO BE A FIVE MINUTE EXPERIENCE YOU CAN HAVE.
YOU DON'T THE HAVE TIME TO SIT ON YOUR COUCH.
ICAN BRING IT TO YOU.
>> YOU WANT TO FOLLOW UP ON THAT, POKEMON GO, IT WAS REVOLU REVOLUTIONARY.
MY MOTHER WAS PLAYING POKEMON GO.
WHAT KIND OF REVOLUTIONS ARE WE SEEING AND IT BROUGHT NOT JUST TO THE GAMING COMMUNITY BUT TO THE WORLD AS A WHOLE? >> I THINK THAT IS ONE EXAMPLE.
I THINK ANOTHER ONE OF THE THINGS JAMES TALKED ABOUT EARLIER, AND IT HASN'T REALLY HAPPENED YET.
BUT YOU ARE SEEING MASSIVE WORDS YOU ARE ABLE TO FILL UP EASIER.
YOU THINK ABOUT STREAMING, THE ABILITY TO JUMP IN WITHOUT A DOWNLOAD AND ADD UNITS THAT ARE NEW AND NOVEL.
I THINK –.
>> I WILL JUMP IN — >> BEING ABLE TO PROVIDE DUR.
>> TAKE ROBLOX, THEY ARE YOU SEE USER CONTENT AND THAT IS MORE AND MORE IMPORTANT IN THE GAMES AS COMMUNITIES.
IT USED TO BE MOD MAKERS WERE IN THERE MAKING CONTENT.
AN ACTIVE PART OF THE GAME, AND THE PLAYERS WHO ARE ALSO CREATORS AND IN THE CASE OF ROBLOX, THEY ARE MILLIONS OF GAMES ON THE PLATFORMS CREATED BY 8 TO 12-YEAR-OLD KIDS.
AND GAME PLAYER AND CREATOR IS IN AN EACH SHIFT.
YOU ARE STARTING TO SEE MORE ROLES EMERGE AS YOU SHIFT TO GIVE YOU AS A PLAYER MORE OPPORTUNITIES.
YOU ARE NO LONGER JUST STRONG PLAY.
YOU CAN PLAY, YOU CAN STREAM, YOU CAN CREATE, BUY, YOU CAN CHAT.
THERE IS A BUNCH OF WAYS TO ENGAGE.
>> I HAVE A SLIGHTLY DIFFERENT VIEW ON THAT.
WHCH IS — I AGREE WITH EVERYTHING HE SAID.
AND I ALSO SAY, PEOPLE TALK ABOUT UGC.
I THINK THE MOST EWE BIG QUITOUS.
AND I THINK THAT THAT MULTIPLAYERS, THE MOST BASIC CLAIRE IF YOU THINK OF THAT IT WAY.
>> WE HAVE A QUESTION E FROM MIXER AGAIN.
DO WE NEED A POWERFUL CONSOLE AND IS CLOUD GAMING THE FUTURE.
DO WE NEED SUCH A POWERFUL CONSOLE IF CLOUD GAMING — THEY ARE ASKING, WHY DO WE SEE BIG INTERBETTER CONSOLES.
>> YOU ALWAYS HAVE TO PAY FOR THE CONSOLE SOMEWHERE.
IF YOU CHOOSE TO HAVE IT IN YOUR LIVING ROOM, IT'S YOURS AND YOU HAVE IT FOR THE LIFECYCLE OF YOUR — ON THAT PLATFORM.
IN THE CASE IF P IF YOU DON'T WANT TO BUY UP FRONT OR HAVE IT ON MOBILE PHONES, PCs, YOU NEED TO STREAM AND IT NOW YOU ARE PLAYING E E EFFECTVELY BY THE HOUR AND YOU HAVE TO PAY SUBSCRIPTION AND IT'S A ONE-TIME PAYMENT TO AN ON GOING STREAM OF FEEDS.
THAT IS FINE.
IT'S HOW YOU WANT TO ACT SSS DB ACCESS IT.
AND IT WILL OPEN IT UP TO A BROERD AUDIENCE.
WE WILL HAVE THE BEST, FASTEST, AND MOST AWESOME CONSOLES AND NOW WE HAVE AN OPPORTUNITY TO PLA PROVIDE THE SAME EXPERIENCE AND THERE I THINK WE WILL GROW THE WORLD OF GAMINGING AND THAT IS GREAT FOR ALL OF US.
>> CHRISTINA, DO YOU AGREE? >> YEAH, I AGREE.
I DON'T THINK IT'S NECESSARILY AN EITHER/OR SITUATION WHETHER YOU HAVE TO HAVE CONSOLE UP FRONT.
THEY PROVIDE DIFFERENT PLATFORMS OR DIFFERENT EXPERIENCES AND THEY WILL WANT BOTH.
SOME GAMERS, ONE WILL ARE WORK BETTER THAN THE OTHER AND I THINK IT'S ABOUT PROVIDING THE THE PLAYERS.
Y AND THE OPTIONS T- EMPOWERING THE PLAYER TO PLAY HARD.
THEY WANT TO PLAY AND ACCESS THE CONTENT HOWEVER THEY WANT TO.
>> AND SOMETHING THAT CHRISTINA SAID THERE, MAYBE PLAYERS WILL WANT ONE ON THE OTHER.
WHICH PLAYERS ARE GOING TO FOCUS ON STREAMING SERVICES COMPARED TO GAME CONSOLES? >> IT DEPENDS ON A COUPLE THINGS.
AND THE INTERNET, IT'S BECOMING MORE WIDESPREAD AND PROLIFIC BUT STREAMING SERVICES WE LIE ON IT AND PEOPLE ON THE MOVE, TRAVELING AND PEOPLE WHO PREFER THE MOBILE PLATFORM, AND WANT A RICHER EXPERIECE, STREAM SERVICES ARE GREAT FOR THEM.
AND WE WILL SEE A MOVE TO VERY MUCH AN AND.
AND YOU WILL SEE THE CONSOLE WITH AN I THERE'S ONLY SO MUCH HARDWARE THAT CAN FIT IN THERE, AND THAT IS SO MUCH THAT MAKES SINCE IN THE HOME SCENARIO.
WHEN YOU THINK ABOUT SOMETHING LIKE A CLOUD WHERE THE RESOURCES ARE BY THE SECOND, THE MINUTE, THE AMOUNT OF COMMUTE POWER YOU CAN BRING IN THE VIDEO GAME EXPERIENCES AND CLOUD RENDERING, THE GAME PLAY AND GENERATED IN REAL TIME ON THE CLOUD ENTER GIVED TO YOUR CONSOLE AND IT'S FOCUSED ON GAME PLAY, AUDIO, YOU ARE ABLE TO BRING AS MANY CONSOLES AS YOU WANT TO THE FLOOR.
>> THIS IS JUST THE QUESTION I ASKED.
BUT WE HAVE ANOTHER QUESTION FROM DISCORD.
IF GAME STREAMING SERVICES ARE THE NEXT BIG THING — IT SEEMS TO BE GOING IN THAT DIRECTION KSH WHAT ABOUT PEOPLE WHO DON'T HAVE ACCESS TO THE INTERNET? >> IF YOU DON'T HAVE ACCESS TO THE INTERNET, YOU CAN'T REALLY STREAM GAMES AND YOUIPLAYER GAM.
YOU CANNOT STREAM IF YOU ARE NOT ON INTERNET.
COUNTRY PLAY OTHER PEOPLE.
SO I THINK — THE PENETRATION OF STREAM GAMES HAS TO MATCH THE MAP OF — THE CONNECTIVITY.
AND OVER TIME, YOU HAVE 5G COMING AND PEOPLE WILL GET IT FOR THE BASE COST.
THE INTERNET IS SPREADING RAPIDLY.
IT'S A MATTER OF TIME.
SOME PEOPLE — IF YOU DON'T HAVE INTERNET, YOU ARE OUT OF LUCK.
DISCUSSION.
TELL US ABOUT THE TRENDS THAT WE'RE SEEING WITH GAME DEVELOPMENT AND P THE USEF ON ONLINE VER SISES? >> I THINK THE USE FOR GAME DEVELOPMENT, IT'S ON THE THE ITERATION OF EXILE AND GETTING FEEDBACK FROM PLAYERS SOON INTERINCORPORATING THAT IN GAME DEVELOPMENT PROCESS.
NO LONGER IN THE MENTALITY, YOU PUT IT OUT AND YOU'RE DONE, IT'S STARTING MUCH, MUCH SOONER AND GETTING OUT TO THE PLAYERS, ITERATION AND INCORPORATING THAT TO GET TO GAMES AS A COMMUNITY.
>> HAVE YOU SEEN OTHER TRENDS? >> WHAT I START TO SEE WITH DEVELOPERS NOW AND A NEW WAY OF APROEMPING DEVELOPMENT, AND WHETHER WITH STREAMING OR A CLOUD, THEY START TO PULL ALL THESE THINGS IN A GAMES AND THEY START TO THINK ABOUT — YOU START TO THINK ABOUT STREAMING AND HOW THE RUN TIME MOVES AROUND.
DOES IT RUN IN THE DEVICE N THE CLOUD.
WE ALSO SEE PEOPLE THINKING ABOUT A NEW PROCEDURAL CONTENT.
THE CLOUD IS RUNNING SIMULATIONS AND UPDATING CONTENT WITHOUT DEVELOPER INTERACTION.
WE WORKED WITH MICROSOFT TECHNOLOGIES LAST YEAR FOR AN MMO SYSTEM AND BOSSES THAT LEARNED PLAYER BEHAVIOR.
AND RIDS GONE ON AND THE BOSSES ADAPT AND E DETECT WHAT THE PLAYERS ARE IMPLEMENTING AND HOW THE CHALLENGE IS HOW TO TONE BACK THE MACHINE LEARNING GIVEN THE COMPUTE IN THE CLOUD SO THEY ARE PERFECT.
WITH ENOUGH TRAINING, THEY WILL BEAT THE PLAYER EVERY TIME.
YOU HAVE TO DIAL THAT BACK.
WE ARE SEEING A LOT OF INTERESTING THINGS HAPPEN WITH GENETIC ALGA RHYTHMS WHERE THEY ARE IN BASE PRINCIPLES AND IT BRINGS A THE SET OF CHALLENGES FOR THEM TO SOLVE.
>> THAT IS INCREDIBLE.
JAMES, I WANT TO ASK YOU A LIMPBT QUESTION.
WE WERE ASKINGTHE TRENDS WE ARE SEEING FROM GAME DEVELOPMERS.
WHAT DO WE SEE FROM PLAYERS? >> I THINK PLAYERS ARE EXPECTING MORE NOW.
PLAYERS USED TO BE ACT WITH GOING TO BUY THE GAME, AND PLAY IT, ENJOY IT, AND MAYBE THEY DIDN'T LIKE ENDING AND GO ONLINE AND RANT ABOUT THE ENDING.
THEY DIDN'T HAVE A LOT OF POWER OF DEVELOPMENT.
NOW WITH THE GAMES THAT ARE UPDATED, PLAYERS HAVE A LOUDER VOICE.
PLAYERS SIT A THE DESIGN TABLE ALOCK SIDE THE DESIGNERS AND NO LONGER ACROSS THE TABLE.
WITH THAT POWER, AND RESPONSIBILITY.
AND GAME DEVELOPERS HAVE TO LISTEN TO PLAYERS AND INCORPORATE FEEDBACK AND ADAPT GAMES FOR WHAT IS WORKING AND WITHOUT LOSING THEIR ARTISTIC VISION.
THERE IS A MIX THERE.
ONE OF THE GAME STUDIOS WE WORK WITH, A SIMPLE GAME CALLED IDLE MINER TYCOON.
THEY RELEASED THE INITIAL GAME VERSION IN SIX WEEKS OF DEVELOPMENT AND PROCEEDED TO HAVE AN UPDATE EVERY WEEK OR TWICE A WEEK.
AND IT IS UP DAYED AND UPDATED AND UPDATED AND THEY GREW THAT GAME TO QUITE A LEVEL OF SUCCESS.
YOU NOO LONGER — YOU CAN RELEASE A SIMPLER EXPERIENCE TO SEE WHAT IS WORKING WITH YOUR PLAYERS AND ADAPT AROUND THAT, AND BUILD YOUR WAY TO SUCCESS THAT WAY WITH.
>> THIS IS — WE KEEP ON EYEING ITERATING AND UPDATING AND E WE HAVE DEVELOPERS WATCHING US NOW.
HOW OFTEN SHOULD A DEVELOPER UPDATE THEIR GAME? IS THERE REALLY A RULE OF THEM WITH THAT? >> NO THERE IS NO RULE OF THUMB.
IT WILL DEPEND ON EVERYTHINGING FROM THEIR APPETITE, THE GENRE THEY ARE N AND THE GAME GOING THROUGH A CULTURE SHIFT, NOW, I AM ALWAYS UPDATING, ALWAYS ON GOING EXPERIENCE.
AND JUST AND THAT'S OKAY.
AND AS WE GET THERE, AND THE INDUSTRY BECOMES MORE FLUID, WE START TO SEE MORE EXPERIENCES EMERGING.
>> I WANT TO HEAR YOUR OPINION ON THAT.
I FEEL YOU GOT ONE.
>> YEAH, I THINK THE ANSWER TO THAT QUESTION IS FASTER THAN YOUR COMPETITORS.
TO PUT IT SIMPLY.
IF YOU HAVE A GAME IN THE SAME GENRE AND YOU ARE UPDATING WEEKLY AND THINK ARE UPDATING DAILY THAT SIT.
IF YOU LOOK AT WHAT HAPPENED WITH PERFORMANCE MASHLGTING, AND PLAYERS THAT — GAME COMPANIES THAT HAVE — CAN TOLERATE A TIME AND WORKING CAPITAL LONGER THAN YOU, THEY ARE BLOT OUT THE SUN TO PUT IT IN TERMS OF BUYING ADS AND YOU CAN'T BREATHE.
I THINK LIKE OPERATIONAL AGILITY IS REAL THELY CRITICAL.
IF YOU CAN FIND SOMETHING, THE BEST INSIGHTS ARE THE ONES THAT ARE NOT WIDELY KNOWN.
YOU CAN ACTUALLY USE THAT TO GROW THE AUDIENCE.
PEOPLE WILL FIGURE IT OUT.
YOU HAVE YOUR GAME CATCH UP.
IT'S A CONSTANT BATTLE.
IT'S ACTUALLY REALLY DIFFICULT AND BRUTAL.
I THINK ANYONE THAT'S WORKED FOR A MOBILE NATIVE LONG ENOUGH HAS EXPERIENCED THIS.
TO IT'S COMING TO CONSOLE AND PC.
>> DO WE NEED TO EXPLAIN WHAT MARKETING IS? IT USED TO BE YOU PUT THE GAME IN A STORE AND THAT IS YOUR MARKING.
MAYBE YOU BUY ADS AND NOW IT'S AN IDEA OF RUNNING ADS, THE ADS ARE CLICKABLE TO GET YOU BACK IN THE GAME AND NOTION OF PLAYING FOR ADS, IT HAS A COST FOR EVERY INSTALL MUCH AS LONG AS YOU ARE GETTING — IF YOU ARE PLAYING FOR, THAN YOU WOULD MAKE FROM A PLAYER, YOU CANNOT DPSH AND WHAT YOUR REVENUE FROM THE PLAYER IS.
>> YEAH, AND TO PUT A FINER POINT ON WHAT JAMES WAS JUST SAYING, KPEAM THEY CAN AFFORD TO SPEND A DOLLAR, AND A KPOUM WILL SAY, WE CAN KEEP IT TIED UP FOR 30 DAYS.
AND ULTIMATELY, THEY CAN FWISM.
>> WHICH INITIAL AND IF YOU ARE MAKE YOUR GAME NORMAL VIABLE AND ENCOURAGING THE GAME TO SPREAD, YOU ARE 12340I69 AND IF PLAYERS TELLING EACH OTHER AND — IT'S JUST A BETTER GAME IT'S MORE COMPELLING AND AS A MORE RAPID ADAPGS LOOP, YOU CAN STILL COMPETE.
>> I WANT YOUR OPINION ON WHAT THEY WERE JUST SAYING AND FOCUSING ON ODDS AND HOW MUCH MONEY THEY WITH WILLING TO SPEND.
HOW IMPORTANT IS THE MARKETING SIDE? >> KIT BE VERY IMPORTANT.
IT'S THE TOP OF THE FUNNEL.
AOF THE ACQUISITION COMING FROM, AND YOU ARE GETTING THE ORGANIC GROWTH.
PEOPLE HEAR ABOUT YOUR GAMES MAINLY THROUGH ODDS AND HAVING A REALLY COMPELLING GAME THAT RETAINING THEM AND KEEPS THEM IN THERE, WITHOUT THE TOP A ACQUISITION, YOU MIGHT HAVE PEOPLE DEVELOP THROUGH THE GAME.
>> AND I THINK IN THE FILM AND THAT KIND OF — MURM THEY ARE COMING TO ENJOY AND YIM AND MABL AND TAKING THINGS LIKE AZURE DEV OLSS AND THE APP SERVICES TO GO DO BLUE-GREEN DEPLOYMENT, SO YOU DON'T ZBROEMPL AND SHIFT, WITH REGOING TO BE SEEING IT LESS OVEN BECAUSE OF THE STREAMING ASPECT? >> AS YOU GET IN STREAMING, IT'S MORE IMPORTANT.
IF SOMEONE IS PLAYING YOUR GAME STREAMED TO A DECISION.
THEY DON'T WANT A SPINNER TO APPEAR.
THINKING ABOUT THE STREEGES FOR CHANGING CON NEND AND JUST AMAZING FOR THIS.
YOU JUST KMAFLT AND THE WORLD IS GOING TO MAKE IT MORE PROPLIFIC.
AND IT'S STREAMED IN THE GAMER EXPERIENCES.
>> I ALSO THINK — I WAS GOING TO SAY, COMMUNITY IS REALLY IMPORTANT HERE.
SUPER CELL, DOING A GREAT JOB WITH ON PLINL AND I THINK DWRERNL AND DMA IS SOMETHING YOU DIDN'T SEE BEFORE.
SO KBHUN KATING WITH COMMUNE SNOIP DO YOU THINK THERE IS TOO MUCH COMMUNICATION? >> DMUN NOIPGS I THINK I HAPPENED A BUILT FWIMT AND THEY CAN DROP OFF THE GAME.
I THINK YOU HAV TO FIND THAT RIGHT BALANCE AND YOU MAY HAVE DIFFERENT SEGMENTS THAT MIGHT BE NOOEMPLT AND THE LIGHT IN YOUR AUDIENCE AND THE EWE CHEEK — >> IT'S A BIT DOCTOR I WAS GOING SAY PERSONALIZATION IS A TEAM WE WILL SEE, AND GIVES YOU ABILITY TO TARGET DIFFERENT EXPERIENCES AND DIFFERENT PLAYERS.
A PLAYER WHO HAS COME IN FOR THE FIRST TIME, DO YOU NOT WANT TO OVERWHELM THEM WITH THE SAME EXPERIENCE — OFFERING A LEVEL 80 PLAYER WHO HAS BEEN IN THERE TWO YEARS AND YOU HAVE TO BE ABLE TO ADOPT YOUR CURVES AND HAVE A DIFFERENT GAME EXPERIENCE.
WHEN A GAME HAS BEEN AROUND THREE, FOUR YEARS, YOU CAN'T EXPECT A KNEW PLAYER TO HAVE THE SAME EXPERIENCE AS A LONG TIME PLAYER.
>> I HAVE A DIFFERING OPINION.
I BELIEF YOU CAN COMMUNICATE TOO OFTEN TO THE PLAYERS.
DEPENDING ON HOW OFTEN, YOU CAN BE DIMINISHING.
YOU WANT TO MAKE SURE THEY ARE READING YOUR MESSAGES AND SOMETIMES THEY CAN GET BUNT OUT ON YOUR MESSAGES.
YOU HAVE TO BE CAREFUL, AND WHAT JAMES WAS SAYING, PERSONAL ZIGS, AND YOU CAN GIVE THEM MARKETD MIFX THAT IS IMPORTANT TO THEM SO 2340E7D AND WHAT HAS MICROBEEN GOING? >> I THINK FOR STARTERS, IT'S REALLY LISTENING TO DEVELOPERS, AND TRY TO GET A DIVERSE VIEW.
TRY TO ACTUALLY MAKE IT SIMPLE.
TRY TO REALLY — SIF TOLL SEE WHAT YOU NEED.
EITHER WE HAVE IT FOR YOU OR 2YE678 AND NOW, I THINK WE MAILED IT.
AND AS A PLATFORM PROVIDER, WE ARE CONTINUALLY LISTENING TO THE GAME DEVELOPERS AND PUT THE DEVELOPERS FIRST AND SAYING WHAT DO THE DEVELOPERS NEED TO BE SUCCESSFUL? THE MISSION STATEMENT IS PART OF THE ORGANIZATION HERE, THE GAME DEVELOPER ORGANIZATION, AND WE HAVE AS OUR MISSION STATEMENT, EMPOWERS GAME CREATORS TO LIVE THEIR DREAMS.
WE TAKE IT SERIOUSLY.
AND YOU SEE YOURSELF HELPING THEM BE SUCCESSFUL.
MICROSOFT'S MISSION STATEMENT IS EMPOWERING EVERYONE TO ACHIEVE I HAD BEEN TO THE GAME NETWORK 20 YEARS AND I SAW THE RISING SURF OF TECHNOLOGY, AND IN A WORLD WHERE ONLINE SURFACES WERE NOT JOIMPLTS AND HESM EVEN THE SMAUEST GROISM AND JAMES TROT, I WANT TO ASK YOU THE SAME QUESTION.
HOW THEY ARE IMPACTING THE GAME DEVELOPMENT? >> I THINK MISM SOFT AND WITH PLAY FAB AND THE GAME DEVELOPER EXPERIENCE IS REALLY PRACTICING WHAT WE PREACH.
A LOT OF WHAT WE ARE TALKING ABOUT HERE, WE USE EVERY SINGAL WE CAN, SENTIMENT, FEEDBACK OR ANALYTICS TO SEE WHAT IS WORKING OR WHAT IS NOT AND THE TURN THE DIAL ON WHAT WILL WORK BEST FOR GAME DEVELOPERS, AND A LOT OF THE SERVICES ACROSS THE CLOUD OFFERING, ANALYTICS, STORE FRONTS.
JUST FOR REGULAR SOFTWARE.
THE BIGGEST COMPANIES IN THE WORLD USE THE SERVICES.
YOU HAVE TO MARX MALI REALIZE YOUR DIVISION, AND WE ARE CHANGING FOR DWOMERS OF EVERY TYPE.
IT'S TO ENABLE EVERY MILES AN E WE DO IT BY LISTEN BROADLY AND GROWING OUR PRESENCE, LISTING THE FEATURES THAT DEVELOPERS NEED AND ALLOWING DEVELOPERS TO BUILD THE GAME THEY WANT WITH THE TOOLS THEY WANT ON AND FOR THE PLAT SFORMS.
>> WE HAVE TALKED A LOT ABOUT THE HIGH LEVEL.
I WANT TO GO TO THE BASIC LEVEL WITH THIS, A LOT OF DEVELOPERS NOT KNOWING WHAT PLAY FAB OR GAME STACK IS.
HOW DO THEY BECOME A PART OF THE EXPERIENCE? ALL A THE TOOLS THEY USING.
>> GO TO GAK STACK.
COM.
THE TEAM HAS A GOOD WEBSITE, SAYING DEFENDING WHAT AND KIT BE OVERWHELMING AT TIMES.
FROM DSHL AND AZURES HAD A VAST SET OF SERVICES YOU CAN TAP INTO, A RAW COMPUTING STORAGE AND NETWORKING, AND TECHNIQUES AVAILABLE AND WE USE 135I7D GO PRETTY SCHOOL TECHNOLOGIES THERE, WITH YOU VP, YOU HAVE P.
>> AND WHO CAN USE THE PLATFORMS? >> EVERYONE.
WE ARE LITERALLY MAKING THE SERVICES AVAILABLE FROM THE SMALLEST, ALL THE WAY UP TO WORKING WITH SOME OF THE BIGGEST STUDIOS IN THE WORLD.
>> THAT IS AWESOME.
HOW HAVE THE SERVICES COME TO DEFINE FUTURE GAMES? WHAT ARE THEY DOIMPB DIFFERENTLY TODAY? I WANT TO TALK TO YOU ON THIS.
>> YEAH, I TALKED ON IT EARLIER.
IT'S ABOUT STARTING SOONER IN THE DEVELOP PROCESS.
SERVICES FROM AN ONLINE GAME POINT OF VIEW, IT'S SOMETHING THAT IS NEEDED TO SUPPORT THE GAME BUT IT'S BRINGING OTHER SUR VISITS ONLINE EARLIER AND USING THEM EARLIER.
LIKE I SAID, IT IS ABOUT ITR RATING AND CONTENT THROUGHOUT AND GETTING QUEM AND YOU DIDN'T HAVE A CHANCE TO TEST YOUR GAME THE — WHAT WAS INRORP RATED AND IT WAS IS TOO LATE TO FOY AND IN A TURN-CEE FASHION CAN START TO HAVE THEM EARLY IN THE GAME DEVELOPMENT.
AND IT'S A MUCH MORE COHESIVE AND INTEGRAL EXPERIENCE.
AS A SMALL EXAMPLE, BETHESBA IS LAUNCHING DUE MATERNAL TOMORROW AND WE HAVE BEEN WORKING WITH THEM.
WE HAVE BEEN WORKING ON IT A LONG TIME.
AND POWER PERIOD BY MICROSOFT, PRETTY COMPELLING.
>> JESSE, IS THERE ANYTHING ELSE YOU ARE SEEING FROM THE DEVELOPERS THAT USE IT DIFFERENTLY TODAY THAN TEN YEARS AGO? >> IT'S WHEY SAID EARLIER.
THEY ARE JUST GETTING EARLIER PAID WORK FROM CUSTOMERS AND ENABLING THEM TO MAKE BETTER DECISIONS.
YOU DON'T HAVE NOESM AND YOU CAN GET EUROPE AND COMBINED WITH WHAT YOU ARE HEAR FROERMG AND TO MAKE BETTER DECISIONS ABOUT WHICH CONTENT, AND THAT PROCESS, AND THE STARTS, AND DAY ONE, SOULD WE USE THIS TEAM, THAT TEAM, AND YOU CAN FUM AND I THINK IT WILL IMPACT THE NUMBER OF GAMES THAT WHETHER BE VIABLE SFWRERKS POSITIVE FOR DEVELOPERS AND FLARP AND WE TALKED ABOUT SEA OF THIEVES.
THEY STARTED WITH ONE GAME EXPERIENCE AND THEY HAVE BEEN SORT OF LEARNING AND ADAPTING THE LIVE OPSS MENTALITY OVER THE COURSE OF THE GAME BEING LIVE.
AND THEY HAD WAY MORE LIVE EVENTS NOW.
THEY HAVE TAN TENT UPDATES.
THEY — IN THE BEGINNING, I THINK THEY HAVE MORE OF A WATER FALL MODEL, LONGER GAPS OF TIME BETWEEN THE BIG UPDATES.
I STREET TALKING ABOUT THE FLIGHT SIMULATOR GAME, IT'S A KMAUM AND NOT JUST A COUPLE BUT A CLOUD OUNL AND THAT IS A GAME LITERALLY WOULD NOT KPKT WAS HAVING TO EMSFREMPL AND I HAVE BEEN WORKING CLOSELY WITH THE STUDIO, AND SUPER EXCITED TO SEE IT COME OUT.
>> JAMES TROT, I WANT TO WANT TO ASK YOU THE SAME QUESTION.
THERE FLIM AND YOU COULDN'T BE ABLE TO CRUISE THEM IN THE ZWROISMT AND SMALL STUDIOS WITH MICROSOFT FOR ZBROIRKS AND THE SFOIMPBL AND WELL, OKAY, I GET IT, MICROSOFT HAS A GAME STACK.
BUT WHAT DOES IT COST? AND ACROSS THE STACK, TO TRY IT OUT, THE ANSWER IS FREE.
AZURE HAS TONS OF FREE SERVICES.
THEY HAVE FREE OFFERING.
YOU ARE ABLE TO GET IN AND TRY AT MINIMAL TO NO COST AND THEY ARE ABLE TO DO INCREDIBLE THINGS WITH A VERY, VERY SMALL AMOUNT.
MANAGING, MANAGING CURRENCIES, GIGE TALL DELIVERY OF SKINS, ATHLETICS, YOU CAN DO A HUGE AMOUNT WITH VERY LITTLE AND AS WE MOVE FORWARD, WE WILL SEE MORE AND MORE OF THAT, AND YOU DON'T HAVE TO BE A SEA OF THOOEFS TO SEE HOW THEY PLAY THE GAME AND HAVING TO SHIFT NEW BUILDS BUILDING NEW CONTACT AND PUTTING IT IN A CLOUD OR CLOUD SERVICE.
>> JESSE, ANYTHING YOU WANT TO ADD THERE? >> IT SUMS IT UP WELL.
WE HIT ALL THE HIGH POINTS.
>> FANTASTIC.
HOW MANY OF THE MICROSOFTS 15 GAME STUDIOS ARE USING THE GAME STUDIOS.
>> I IMAGINE ALL OF THEM.
I DON'T HAVE A CHANCE — TO SEE ALL OF THEM YET.
>> I SUPPOSE ALL OF THEM.
>> IT HAS TO BE ALL OF THEM, RIGHT? >> YEAH.
>> SOME WAY.
>> THE ACHIEVEMENTS AT LEAST, USING AN LOIN SERVICES.
>> THAT IS INCREDIBLE.
JAMES, YESTERDAY, WE TALKED ABOUT HOUR LIVE OPSS AND HOW DOES IT INTEGRATE WITH OTHER ONLINE SURFACES.
THEY ARE NOT THE SAME THING.
HOW DO THEY INTEGRATE TOGETHER? >> YEAH, I MEAN LIVE OPSS IS MORE OF A SET OF PRACTICING A TEAM GOES THROUGH.
GOOD, MODERN TEAMS PRACTICE LIVE OPS AS A WAY TO DEVELOP.
AND YOU HAVE NEED TO HAVE LIVE GAMES THAT HAVE PLAYER TO PLAYER COMMUNICATION AND OTHER SUCH GAME PLAN.
YOU NEED HAVE THE ABILITY TO UPDATE THE GAME AND MAKE CANGES, THE ABILITY TO SCORE INFORMATION WITH THE PLAYERS AND LEARN ABOUT THEM AND PERSONALLY EXPERIENCES.
THE ABILITY TO HOST COMMUNE TIPS AND THE ABILITY TO LET PLAYERS ENGAGE WITH EACH OTHER AND GO ON EVENTS AND TO MAKE CHANGES AND TEST OUT AND EXPERIMENT.
COLLECTIVELY, THIS, AND THE SET OF PRACTICE IS LIVE OPS.
>> CHRISTINA, SAME QUESTION TO YOU, BETWEEN LIVE LOTS ON ONLINE SERVICES, IS THERE ONE THAT IS MORE IMPORTANT THAN THE OTHER? IS DEVELOPERS — SHOULD THEY FOCUS ON MORE? >> YOU CAN'T REALLY HAVE LIVE SERVICES, OR GET THEM TO HELP WITH YOU THE LIVE SERVICES AND YOU WILL BE ABLE TO PRACTICE THE CULTURE OF LIVE OPS.
IT'S IMPORTANT TO STAR BOTH AT THE SAME TIME.
YOU CAN'T START YOUR LIVE SERVICES AND TRANSITION TO A CULTURE OF LIVE OPS.
ONCE YOU DECIDED TO MAKE A LIVE GAME AND USE THE LIVE SERVICES, YOU HAVE TO START IT THEN.
THIS IS A LOT OF DIFFICULTY THAT DEVELOPERS RUN SBROOUN, CHANGING THE MENTALITY FROM A BOX PRODUCT TO A GAME TO LIVE OPPOSITE.
>> WE GOT A LIVE QUESTION FROM DISCORD.
HOW DO THEY BEST TAME ADVANTAGE IN SERVICE TECHNOLOGY? >> IT'S A CULTURE SHIFT.
I WILL START WITH A CULTURE.
STARTING TO SAY — WE HAVE SEEN IT.
WE HAVE SEEN TRADITIONAL STUDIOS HAVE A MODEL AND THEY COME WITH A DESIGN, BUILD IT, SHIP AND IT MOVE ON TO A SEQUEL.
THAT IS OVER AND DONE.
AND STUDIOS STARTING TO ADOPT THE LIVE OPS MENTALITY, SAY WEG ARE GOING TO BE SHIP NEW CONTENT EVERY COUPLE WEEKS AND START TO BUILD AROUND THAT, WE ARE GOING TO BE LEARNING AND ENGAGING WITH THE PLAYER TO DO SO.
WE WILL LOOK AT ANALYTIC STACKING TEAMS DIFFERENTLY.
NO LONGER THE ART TEAM AND CODING TEAM.
YOU HAVE A LIVE OPS TEAM AND A MARKETING TEAM.
NOT JUST WHAT THE PUBLISHER DOES.
HOW YOU STAP STAFF AND ORGANIZE YOUR STUDIO IS CHANGING.
>> THE IDEA OF THE ROLE AND THE PM OR DESIGNER E VAFLED.
WITH EVOLVED.
THERE IS ADDITIONAL COST AND E JOINING THE GAME TO BE SURFACE BASED, AND IT NEEDS TO BE DESIGNED FROM THE BEGINNING.
NOT JUST A BOX RETAIL GAME AND YOU HAVE TO BE CAREFUL ABOUT YOUR ECONOMY.
THE OTHER THING TO SKR F THERE IS PLAYER TO PLAY VALUE, YOU HAVE A SET OF OTHER CONCERNS TO THINK ABOUT.
THERE IS SERIES OF THINGS THAT CANNOT HAPPEN.
AND NOT WHEN YOU ARE BY YOURSELF ON A CONSOLE.
>> I REMEMBER THE AUCTION HOUSE CREATED A STIR FOR THE PEOPLE DOING WHAT YOU ARE SAYING THERE.
AND JAMES TROT, HAVE WHEN SEE ANYTHING ELSE LIKE THAT IN THE EVOLUTION OF ONLINE SUR VISITS? >> WE HAVE SEEN A LOT OF INTERESTING — AND TO INTERESTING WORK AROUND.
AS WE MOVE TO TREATMENT CONTENT, ONE OF THE THINGS THAT ACTUALLY BECOMES HARD TO DO IS IMPLEMENT THE SYSTEM, AND EXPLOIT BUGS.
EVERYTHING IS HAPPENING ON THE SERVICE, AND WE NEVER TRUST WHAT IS HAPPENING ON THE END DEVICE AND IN THE STREAM GAMES WORLD, THE ONLY THING COMING FROM THE DEVICE IS INPUT.
AND THERE IS SIGNIFICANT ADVANTAGES.
WITH LIVE OLPS, YOU ARE ABLE TO WATCH, MONEY LAUNDERING OR ACTIVITY GOING ON.
YOU CAN INSTRUMENT AND DETECT THAT, AND PEOPLE GET INTO THIS MIND SET OF THAT BHUS VERY DIFFER DOULT DID.
AND SERVICES LIKE HUB HAVE TAKEN A LOT OF THE HARD WORK OUT TO THE POINT WHERE THIS IS A VERY IMPORTANT CLICK EASY TO ADOPT NOTION.
>> JAMES, JAMES, CHRISSIE, CHRIS SEEN THAT, THANK YOU GUYS SO MUCH FOR JOINING ME HERE.
THIS WAS A GREAT CONVERSATION AND IF YOU GUYS ARE JUST JOINING US RIGHT NOW DO NOT WORRY.
YOU WILL BE ABLE TO CATCH THIS ON OUR YOUTUBE CHANNEL.
AND THANK YOU, GUYS, DISCORD ASKING INCREDIBLE QUESTIONS.
NOW, IT'S TIME TO HEAD OVER FOR MORE FROM YOU GUYS.
>> BACK IN MY CORNER WHERE I BELONG.
AND WE HAVE A TON OF CONTENT ON YOUTUBE.
IT HAS TURN TEN.
IF YOU CAUGHT DAN GREEN TO TALK ALL THINGS, YOU CAN CHECK OUT THE TALK ON FORTSA MONTHLY TO SEE HOW LIVE STREAMING CAN ENHANCE YOUR ENGAGE WITH PLAYERS.
NOT TO BE JOWL DONE, DAVID PARIS TALKED ABOUT HOW THEY IMPROVED THE ABILITY OF THEIR DRIVING SIMULATOR.
FROM 0 TO 1, 000, AND TEST-DRIVEN APPROACH TO TOOLS DEVELOPMENT.
AND HEAD TO GAME STACK ON DEMAND FOR THE FULL RUNDOWN.
WE HAVE MORE GAMES TO TALK ABOUT.
INDUSTRY LEADING 3-D CONTENT FROM OUR FRIENDS AT SIMPLY GONE, AND THE AUTOMATION TOOL KID TO CREATE THE TEXTURING PIPELINES.
YOU DON'T WANT TO MISS THE OPPORTUNITY TO LEARN FROM THE MASTERS AT SIMPLY GONE.
NOW, WE HEARD FROM THE TEAM E IN EXILE EARLIER TODAY.
WE HAVE MONEY MORE BONUS FEATURE.
CHECK IT OUT.
>> YOU CAN PLAY TEST A LEVEL KIND OF.
IN ISOLATION, I WILL GET A DEBUG PARTY THAT IS SET.
AND IT KIND OF WORKS.
IT'S HARD TO TELL OUTSIDE OF THE CONTEXT OF THE FULL GAME.
IN EVERY ENCOUNTER WAS NAIL BITING, A REALLY STRATEGIC CHALLENGE, IT CAN HAVE PLAYER FATIGUE.
IF THE PLAYER ALMOST DIES IN EVERY COMBAT.
AND YOU GO THAT IS REALLY GOOD, AND THE CONTEXT OF THE FULL GAME F I HAD TO FIGHT 25 THOSE IN THE FIRST COUPLE HOURS, THAT IS EXHAUSTING.
AND THERE IS A LITTLE POWER FANTASY TOO.
IN THE FIGHT, I WANT TO YOU FEEL POWERFUL.
YOU ARE A DESERT RANGER, YOU ARE BADASS.
A SPECIAL OP RATER, YOU ARE HIGHLY TRAINED.
I WANT TO YOU SMOKE IN GROUP.
AND WE WANT TO YOU FEEL POWERFUL AND CHALLENGE YOU, CHALLENGE YOU.
YOU HIT A PEAK.
YOU HAVE A BOSS THAT GIVES YOU A WEAPON AND YOU GET TO COAST DOWN BECAUSE NOW I HAVE A FROZEN ROCKET LAUNCHER AND I'M — THE NEXT FIVE COME THE BATS, I'M JUST DUSTING WITH THE NEW WEAPON AND I FEEL LIKE A BADAA AND ENEMIES COMPENSATE AND WE GUILD UP AGAIN.
>>> ALL RIGHT, WELCOME TO GAME STACK LIVE.
I KNOW YOU LOOKED FORWARD TO SHOEFING OFF THE GAME.
AND WE WILL CALM IN THE GUESTS, CLAYTON, ARE YOU THERE? >> YES, I AM.
>> HOW ARE NEW.
>> GOING FINE.
THANKS VERY MUCH FOR JOINING US IN THE SETTING HERE, LET'S TALK A BIT ABOUT YOUR GAME, I KNOW YOU ARE LOOKING FORWARD TO SHOWING IT OFF.
AND CIRCUMSTANCES DIDN'T ALLOW FOR THAT.
TELL US ABOUT THE DREAD MACHINE.
>> YEAH, IT'S — THE IDEA FOR A GAME THAT I HAD YEARS AGO, IT'S ONE OF THE THINGS, THE THINGS THAT YOU HAVE PERCOLATING IN YOUR MIND, MAYBE ALL THE THING HADS YOU IT RATE ON OVER THE YEARS AND THIS IS ONE OF THOSE.
HAD IS SOMETHING THAT MAYBE OVER TEN YEARS GIRKS I HAVE A THOUGHT THAT HEY, WHAT WOULD A VIDEO GAME BE LIKE IF SOMEONE CREATED IT OVER 100 YEARS A GUY AND THEY MADE IT WITH TIN, MECHANICAL STUFF.
AND NOT JUST A SHOOTING AIR KAD.
BUT A REAL GAME.
IT HAS CHARACTERS IN IT, THEY ARE UPGRADEABLE WEAPONS AND A STORY ON AN ADVENTURE ACROSS COOL LOCATIONS.
WHAT WOULD IT BE LIKE IF IT'S A GIANT, IMPROBABLE DEVICE THAT SOMEONE MADE? AFTER IT KIND OF — THINKINGING A IT AND CONCENTRATING AND DOING CONCEPT WORK, AND TUCKING IT AWAY AND PUT PING IT IN BACK OF YOUR MIND, ABOUT THREE YEARS AGO, I PUBLISHED A GAME ON XBOX, THE HUDU EVENTS MOASTER AND I THOUGH, I CAN PUT IT OUT ON IDEA XBOX AND MY PASSION PROJECT, WE HAVE BEEN WORKING ON IT A YEAR NOW, AND WHERE IT'S A WELL UNDER WAY AND WE ARE OUT LATE THEY ARE SUMMER.
>> I'M VERY EXCITED.
I ACTUALLY WATCHED THE TRAILER, THE ANNOUNCE TRAILER FROM A LITTLE BIT AGO.
I WANT TO DIVE IN THE STORY.
YOU BROUGHT IT UP A BIT.
WHAT WOULD IT BE LIKE IF A VIDEO GAME WAS CREATED A LONG TIME AGO? THERE IS AN INTERESTING TWIST IN THE TRAILER, THE PEOPLE WHO PLAYED IT GOT INJURED.
CAN YOU DMOOIF MORE TO WHAT IT MEANS? >> YEAH, SO THE CREATOR OF THE GAME WAS THIS PERSON I CREATED, CALLED BART LOW.
THAT IS HIS SHOULDER OVERMY SHOULDER.
>> THERE WE GO.
>> SORRY, I WAS EATING.
THIS IS MY GREAT LITTLE STUDIO.
>> I DIG IT.
>> BARTLOW CREATES HIS MACHINE AND SPENDS EVERYTHING HE HAS, AND THINKS IT'S GOING TO BE AN AMAZING SUCCESS.
IT'S LIKE NOTHING HE HAS SEEN BEFORE.
AND IT'S 1907.
THEY USED LIVE AMMUNITION, AND OF COURSE EVERYONE IS GETTING INJURED AND THAT IS WHERE IT GOT ITS NAME.
IT WAS ORIGINALLY THE MACHINE OF WONDERS AND IT BECAME THE DREAD MACHINE.
AND IT WASES A CATASTROPHIC FIRE AND THE NOTION IS MY TEAM AND I HAVE BEEN PAIN TAKE STAKINGLY RECREATING THIS THING FROM OLD BLUEPRINTS AND DOCUMENTS AND THINGS LIKE THAT, YEAH, THAT IS — YOU KNOW, THE NOTION OF WHAT WE HAVE GOING ON THERE.
>> AWESOME.
WE ARE GOING TO GET IN THE PREMISE OF GAME AND IT'S INDICATIVE OF OF A LOT XBOX GAMES.
>> IT'S A CLASSIC ARCADE GAME, AND SINGLE PLAYER AND CO-OP MODES, AND IT'S SOOPER IMPORTANT TO US.
I LOVE, LOVE THE GAMES THAT HAVE ALLOWED ME TO SIT WITH A FRIEND OR FAMILY MEMBER AND JUST PLAY A COOL GAME OR GOING ON AN ADVENTURE TOGETHER, AND THAT IS ONE THING THAT WE THOUGHT IS SOUPER PORN.
THINKING BACK ON THINGS LIKE CASTLE CRASHERS.
OR ANY OTHER COOL GAMES, AND CUP HEAD, PICK UP A COUPLE CONTROLLERS AND PLAY SOMETHING SPLASHY AND FUN AND QUICK.
>> HOW IMPORTANT IS IT TO HAVE A — THE XBOX GAME?p>> IT'S REA SOMETHING THAT MAKES YOU STAND OUT.
YOU KNOW, AND THIS CAME, WE WANT A GAME PLAY BUT THE LOOK AND STYLE IS SOMETHING WE THINK THERE ARE NOT THINGS WHERE EVERYTHING HAS GEARS AND WIRES.
AND WHEN YOU GET UNDER THE HOOD OF THE GAME PLAY, WE TOOK — IF YOU THINK OF IT AS A ROBOTRON AND PACKMAN, YOU HAVE CHOICE AND MOVEMENT BUT YOU ARE ALSO PLAYING A BASICALLY, A TWIN STICK SHOOT.
YOU ARE ROTATING YOUR STICKS AND LASTING AWAY THE ENEMIES.
SO WE WANT TO MAKE THE GAME PLAY SUPER, SUPER ACCESSIBLE.
ANYONE CAN PICK ALL CONTROL INTERHAVE IS A GOOD TIME AND THE TWIST BEHIND THAT, THE GAME IS STILL THREE DIMENSIONAL.
AND WE TILTED IT IN A BOX AND YOU ARE PLAYING AN OLD SCHOOL GAME, AND WHEN YOU TAG AN ENEMY THAT IS OPPOSITE CORNER, ANOTHER SPOT, THERE IS STILL.
AND YOU CAN HAVE TOLL RAYLY ABOUT THE SHOTS AND CHOOSE THINGS PERFECTLY, AND THE FACT IT'S THREE DIMENSIONAL, YOU GET THE STRATEGIC STUFF, AND THERE ARE OBJECTS IN THE WORLD THAT YOU ARE DUCK BEHIND OR HIDE.
AND THE BACKDROPS.
EVERYTHING IN THE GAME IS MADE OF TEN.
YOU CAN WASTE THE ENEMY, AND WE THOUGHT A DISTINGUISHING THING, AND WE CALL IT DELIGHTFUL DESTRUCTION.
WE THOUGHT IT COULD HELP THE GAME STAND OUT.
>> I LOVE IT.
THE LOOK IS SO UNIQUE.
AND AND INDEPENDENT GAME DEVELOP, WE ARE SEEING A LOT OF IDEAS AND IN THE WORLD OF MAYBE — WE HAVE A POWER OF XBOX SERIES, AND WE SAW PLAY STATION, AND STUFF ABOUT THAT TODAY.
WHAT ARE YOU — WHAT DO YOU SEE INDEPENDENT GAME DWEVELOPMENT A IT STANDS AND THE HUGE POWER OF CONSOLES.
WHERE DO YOU SEE THE GAMES IN THAT SPACE? >> IT'S A BIG PLAY FIELD WITH A LOT OF ROOM FOR EVERYBODY AND I THINK THE INDY SPACE IS WHERE YOU CAN TRY A NEW IDEA.
WHERE YOU WANT TO TRY SOMETHING.
AND YOU FIND LIKE MINDED PEOPLE WHO SAY, LET'S GO MAKE THAT.
AND WITHOUT TAKING CRAZY AMOUNTS OF RISK, LIKE BATLOW WHEN HE DESTROYED EVERYBODY, YOU CAN TRY THAT, AND THINGS THAT ARE A LITTLE DIFFERENT A LITTLE MORE DARING, A LITTLE MORE CHANGE IF YOU WILL.
AND DO I THINK THAT IS WHERE A LOT OF GREAT THINGS DO BUBBLE UP TO TOMORROW'S AAA GAMES AND THE TEST LAB WHERE YOU CAN THROW TOGETHER STUFF AND IT RATE QUICKLY AND BE BOLD WITH IDEAS, IT'S ONE THING YOU CAN DO.
AND WITH A SMALL TEAM.
ESPECIALLY, WITH THE TOOLS AND TECH TECHNOLOGY, AND YOU CAN MAKE A GAME IF YOU REALLY WANT TONCHT LET'S TALK ABOUT THE TOOLS.
AND TALKING ABOUT INDEPENDENT GAME DEVELOPMENT THERE IS ALLOWANCE FOR FREEDOM IN WHAT YOU TRY DO AND PART OF THAT IS THE XBOX.
DO YOU HAVE ADVICE FOR DEVIS THT ARE LOOKING TO PARTNER, AND WHAT IS YOUR EXPERIENCE WITH THE GAME STACK? >> WE HAVEN'T USED A LOT OF GAME STACK YET.
WE ARE LOOKING AT THE TECHNOLOGY WE ARE INCORPORATING INTO OUR DEVELOPMENT PROCESS.
WE HAVE AWILL HAVE OF THE CONTENT DONE BUT THE QUESTION — WHAT — I WOULD ADVICE SOMEONE WHO WANT FOS DO AN ID GAME, YOU KNOW, IT'S PART OF IT IS THE CLARITY OF WHAT YOU WANT TO DO.
IF YOU KNOW WHAT YOU WANT TO DO AND YOU KNOW WHO IT'S FORAND YOU HAVE AN IDEA YOU WANT TO TRY SOMETHING OUT F YOU HAVE COME TRAY –COMPATRIATES AND THERE IS A RESOURCE FOR ANYONE, AND ALL THE AMAZING CONSOLES ALL OVER WORLD.
SO IT'S — TO ME, IT'S HAVING THE VISION AND BEING ABLE TO SHARE THE DNA WITH PEOPLE YOU ARE WOSHLGING WITH.
>> YEAH, TO DOVE TAIL OFF THE QUESTION, WHAT ARE SOME OF YOUR KEY LEARNINGS? EVERYONE WATCHING — A LOT OF THE PEOPLE ARE TRYING TO DEVELOP A GAME FOR THE FIRST TIME.
WHAT ARE OTHER KEY LEARNINGS YOU SHARE WITH THEM TO REALLY GET THEM STARTED IN.
>> YEAH, I THINK AGAIN, IT STARTS WITH THE THING I WAS CALLING THE DNA, THE BASIC IDEA.
I THINK THAT'S SORT OF LIKE THE RAZOR YOU USE WHEN YOU ARE MAKING CHOICES.
I WORK ON BIG BUCKET GAMES AND YOU WITH GO DOWN VARIOUS RABBIT HOLES.
YOU CAN END UP SPENDING A LOT OF TIME ON REALLY COMPLEX PROCESSES OR IF YOU I GUESS WHAT I'M SAYING IS KNOW YOUR SCOPE AND COST.
CONTINUE TRY TO GO TOO FAR BEHIND THAT.
IT'S POSSIBLE TO, YOU KNOW, PUT TOGETHER THINGS AND GET THE MOGE CAL COMBINATION OF GAME PLAN AND TECHNOLOGY, AND EVERYBODY SAYS, HEY, COOL.
AND IT'S COOL TO OVERSCOPE TO BE OVERLY AMBITIOUS.
IF YOU KEEP YOUR EYE ON WHAT THAT VISION YOU HAVE FOR THAT EXPERIENCE, THE PLAYERS, THAT WILL REALLY HELP YOU STEER THINGS CORRECTLY.
WHEN YOU HAVE A SMALL TEAM, IT'S EASIER TO DO.
AND THE COMMUNICATION IS EASY YESH.
AND EVERYONE IS CLOSER TO THE GAME AND THE CONTENT AND THE PROCESSES M THAT IS MY MAIN ADVICE.
JUST TO — WATCH YOUR STEP.
DESIGN CAREFULLY.
>> YEAH, WHEN YOU HAVE A SMALL TEAM.
YOU HAVE A UNIQUE EXPERIENCE IN THE GAMING INDUSTRY, AND YOU CAN TELL US A LITTLE BIT ABOUT WHAT WHERE YOU AS FAR AS INDEPENDENT GAME DEVELOPMENT AND XBOX, ANYTHING YOU CAN SHARE WITH US.
>> YEAH, MY JOB ACTUALLY, MY ROLE IS I'M A CREATIVE DIRECTOR IN XBOX STUDIOS PUBLISHING.
PART OF WHAT I DO IS WORK WITH THE EXTERNAL STUDIOS THAT ARE CREATING PRODUCTS FOR XBOX.
GUY HOME AND I WORK ON GAMES.
IT'S JUST IN PASSION OF MINE TO STILL CREATE THINGS, ENTER MAKE THINGS BECAUSE I FEEL LIKE THAT HELPS ME DO WHAT I DO AND IT'S EASY TO GET UP ON A PULPIT AND MAKE SPEECHES LIKE I'M GOING NOW, AND THAT IS PART OF A WHOLE NOW.
I WILL NEVER STOP WANTING TO MAKE THINGS AND TO BE ABLE TO FOLLOW MAYBE A VISION FOR AN IDEA, AND AGAIN, THIS IS SUCH A TREMENDOUS OUTLET.
A TREMENDOUS PLATFORM FOR DOING JUST THAT.
>> YEAH, AND YOU SAY IT'S A SPEECH THING.
A LOT OF PEOPLE WANT TO HEAR FROM THAT.
THEY WANT THE STUDENT.
>> — THEY WANT THE OPPORTUNITY.
>> YEAH.
>> AND THEY WANT THE OPPORTUNITY TO LEARN AND WHOSE MAIN JOB IS IT.
AND TO CIRCLE BACK TO BARTLET'S DREAD MACHINE, WHERE CAN THEY LEARN ABOUT THE GAME? >> YOU CAN GO TOO DREADMACHINE.
COM.
THAT IS THE MAINLAN LANDING PAG.
THERE ARE SKRUN SHOTS YOU CAN LOOK AT THERE, AND REALLY TALENTED GROUP OF DEVELOPERS, PASSIONATE ABOUT WHAT THEY ARE DOING, AND P YEAH, THAT'S — THAT WOULD BE THE MAIN PLACE TO GO.
>> I'M LOOKING FORWARD TAT GAME.
SUMMER 2020.
THE TRAILER CAUGHT ME.
I REALLY APPRECIATE THE INSILGTS, AND MAKING A ORIGINAL IDEA, AND STAY IN SCOPE, STAY IN FOCUS, THIS IS A FANTASTIC THING.
THANK YOU VERY MUCH FOR STOPPING BY.
>> REALLY AWESOME.
THANKS FOR BEING HERE.
>> AND THANK YOU VERY MUCH.
AN EXAMPLE OF WHAT GAME STACK CAN DO.
TELL ME WHAT YOU GOT.
>> I JUST GOT SAY, FIRST, WHAT AN OUTRO THERE.
WAY TO MAKE PEOPLE FEEL WELCOME.
WE DO PLAY THE INDY GAMES.
>> YEAH.
BECAUSE PLAY THROUGH STARTER VALLEY FOUR OR FIVE TIMES.
>> WHAT YOU DID THINK INSIDE THE THIRD? >> THE MULTIPLAYER GOT ADDED AND THEY KEPT DOING THE UPDATES AND YOU CAN DALE DAIT — AND ME TALKING ABOUT MYSELF.
WHAT GOIMS DO YOU LIKE? >> AND THE ONE I LIKE, THAT IS #IDARB.
I DRAWS A RED BOX.
IMAGINE A 2-D ALMOST SOCCER GAME, AND YOU ARE RUNNING AROUND.
>> I THINK YOU MAKE IT UP.
>> NO, I'M NOT KIDDING.
I SEE SOMEBODY WHO IS GETTING SECTION FOR THE NEXT TALK.
IT WILL BE A GOOD TIME.
IF YOU ARE WATCHING, I WANT TO REMIND YOU, TOP IN DISCORD, LET US KNOW YOUR THOUGHTS AND QUESTIONS.
THE SHOW IS GOING ON AND WE HAVE HAVING FUN.
IT CAME TOGETHER LAST MIND.
IF YOU ARE ENJOYING IT, JUMP IN DISCORD.
LET US KNOW HOW IT'S GOING.
AGAIN, THIS EVENT IS CALLED GAME STACK LIVE.
WE ARE ALL ABOUT TALKING GAME STACK.
WE HAD THAT BIT EARLIER.
WE WITH BROUGHT YOU THROUGH THE TOOL TOOLS AND SOLUTIONS AND THE GAME STACK FAMILY OF SOLUTIONS.
>> ROBUST TOOLS AND SOLUTION DESERVE MUCH MORE TIME TO SHOWCASE THEM.
WE HAVE CREATED GAME STACK.
COM, AND A RESOURCE TO HELP YOU LEARN MORE ABOUT GAMESTACK.
WHETHER YOU ARE LOOKING OR OUT OF THE BOX FULL EXPERIENCE OR LOOKING TO ENGAGE IN ONE OF TWO TOOLS, GAME STACK HAS SOMETHING FOR EVERYTHING.
>> AND TECH WITH TECHPERS RIGHT NOW.
>> PEEKING OF GOALS, THE NEXT GEN IS FOR US THE NEXT FEW MONTHS.
>> THIS IS IT.
THIS IS THE MOMENT I HAVE BEEN WAITING FOR.
TO SPEAK ABOUT THE FUTURE OF CONSOLE GAMING, LET'S GO TO PROJECT X CLOUD AND XBOX SERIES X.
♪ >> AWESOME, THANKS, CHIEF.
I WILL TAKE IT FROM HERE.
ALREADY, THANKS.
I HAVE THE PLEASURE TO HELP MODERATE THIS PANEL TODAY.
LET'S SBRE DEUCE THE PLAYERS TO YOU.
FIRST UP, WE HAVE KATHERINE, GM OF PRODUCT STRATEGY.
WE HAVE JASON, RACHEL CARD.
SENIOR DIRECTOR OF PROGRAM MANAGEMENT AND ROUNDING THINGS OUT IS CHRIS NOVAK, PARTNER AND HEAD OF XBOX DESIGN STUDIO.
EVERYONE, WELCOME.
COOL.
CAN WE HEAR EVERYBODY? YOU ON THE PHONE? >> HELLO.
>> WE'RE HERE.
>> THANKS FOR HAVING US.
>> HEY, BRIAN.
>> HI, EVERYBODY.
WE GOT A COUPLE GROUND RULES TODAY.
AGAIN, WE ARE DOING IT LIVE.
THIS IS GOING TO BE A LOT OF FUN.
EVERYBODY THAT IS GOING TO BE BE ON PICTURE AND NO VIDEO, WE WILL DO LITTLE BIT OF LISTENING ACTIONS.
I WILL ASK QUIS AND I WILL TRY TO ASK A QUESTION DIRECTLY TO A PERSON.
JUST GIVE A SECOND PAUSE SO WE MAKE SURE WE ARE NOT SPEAKING OVER EACH OTHER.
pWITH THAT, BEF MEAT OF THE TOPICS, I WANT TO GIVE CONTEXT TO EACH OF YOU CHOSEN HERE TODAY.
KATHERINE, BEFORE X CLOUD, YOU STILLED AS PHIL SPENCER'S CHIEF OF STAFF AND BRINGS MORE THAN 20 YARS OF PRODUCT EXPERIENCE.
HOW HAS IT PREPARED TO YOU STEP IN THE LEADERSHIP ROLE? >> SO FIRSTLY, BRIAN, I JUST WANT TO SAY I WISH I COULD BE THERE IN PERSON.
ALL OUR WORLDS ARE TURNED UPSIDE DOWN BY THIS CRAZY VIRUS.
AND IN FACT, I GOT TWO KIDS IN ANOTHER ROOM DOING HOME SCHOOLING AND MY HUSBAND ON MEETINGS ELSEWHERE.
SO JUST FINGERS CROSSED MY INTERNET WILL STAND UP.
WHAT PREPARED ME FOR THIS ROLE.
REALLY, I SPENT THE LAST 20 YEARS BUILDING A CAREER TO HARNESS TECHNOLOGY AND BUSINESS MODELS FOR CONTENT AND THREE YEARS AGO I JOINED XBOX AS PHIL SPENCER'S CHIEF OF OF STAFF.
THAT IS AN INCREDIBLE EXFEERNS.
SO LEARN ABOUT GAMING ALONGSIDE HIM, JUST GAVE ME INSIGHT INTO WHERE THE BUSINESS IS GOING YOU KNOW WE SPENT A LOT OF TIME LOOKING FOR THE STRATEGY IN THAT PERIOD.
WHERE WE STARTED OUR GOAL WAS TO REACH THE 2 BILLION GAMERS ON THE PLANET.
WE DESIGNED OUR FRAME WORK AS THE CONTENT COMMUNITY, AND CLOUD.
AND YOU KNOW, AS YOU CAN SEE, I'M LUCKY ENOUGH NOW TO GET TO EXECUTE THIS STRATEGY WITH AN AMAZING TEAM.
YOU KNOW, REALLY GET E E TO EXECUTE ON THIRD SEED, THE CLOUD STRATEGY.
SO COULDN'T FEEL LUCKIER.
>> AWESOME.
AWESOME.
LET'S GO TO YOU.
YOU ARE PART OF THE CORE TEAM ON XBOX SERIES X.
BEFORE THAT, THE KPX BOX GAME STUDIOS.
HUH A FRONT ROW SEAT TO THE EVOLUTION IN THE INDUSTRY.
HOW DOES IT INFLINSUENCE THE WA YOU LEAD TEAMS? >> THANKS, BRIAN, REALLY, THIS IS ONE OF THE MOST EXCITING TIMES IN THE LONG HISTORY OF THE GAME.
AND THE TECHNOLOGIES AND GAME DESIGN AND NEW WAYS TO ENGAGE WITH PLAYERS.
I THINK WE LISTEN TO THE CUSTOMERS AND IT SHAPES WHERE WE TAKE THE TECHNOLOGY AND THE PLATFORMS WE DELIVER.
AND AS A PLATFORM BUILD INTERDESIGNER, THE ROLE IS TO EMPOWER DEVELOPERS ON THE CREATIVE VISIONS AND PROVIDE THEM WITH THE BEST HARDWARE, SOFTWARE AND DEVELOP TOOLS.
WE WANT THE TECHNOLOGY TO FADE AWAY FOR DEVELOPERS AND PLAYERS SO THE GAMERS HAVE THE MOST AMAZING AND IMHERMERSIVE EXPERIENCE.
>> RACHEL, YOU WORKED WITH WITH THE GOVERNOR OF SOUTH CAROLINA AND LED AN INDY GAME STUDIO.
HOW HAS YOUR BACKGROUND GIVING YOU SUCCESS FOR XBOX SERIES X.
>> BRIAN, THANKS FOR THAT.
I HAVE A REALLY UNIQUE BACKGROUND, AND I WOULD LIKE TO ACKNOWLEDGE, I FEEL VERY, VERY FORTUNATE FOR THE EXPERIENCES I HAD IN EDUCATION AND IN MY PROFESSIONAL ROLES.
THE RED THREAD, I HAD AN HONOR TO WORK WITH REALLY GREAT PEOPLE AND DO GREAT THINGS.
AND IN THE GAME STUDIO, WE PERFORMED IT, ET WAS REALLY ABOUT BUILDING AMAZING EXPERIENCES FOR GAMERSES AND REALLY DIGGING DEEP TO UNDERSTAND WHAT WOULD DELIGHT THEM.
AND THE SKILLS I BRING WITH ME.
WHEN I WORKED WITH THE GOVERNOR, IT WAS AN AWESOME EXPERIENCE.
WE WERE A MISSION TO INCREASE JOB STUDENTS AND HELP A DIFFICULT EDUCATION SYSTEM AND A CURRENT ROYAL NOW, MICROSOFT, IT'S A MISSION TO DRIVE TO EMPOWER EVERY PERSON AND ORGANIZATION ON THE PLANET.
AND WE ARE IN A POSITION TO DO THAT.
FOR ME, WHEN I THINK ABOUT PRODUCT, I'M GRATEFUL FOR MY EXPERIENCES AND I'M MOST GRATEFUL FOR MY TEAM EXPERIENCES.
I THINK WE ALL HAVE INDIVIDUAL EWE UNIQUE EXPERIENCES THAT SHAPE THE PRODUCTS WE BUILD.
WE BELIEVE HAD THAT IN OUR CORE.
>> THAT IS GOOD.
CHRIS, LET'S GO TO YOU QUICK.
YOU ARE A GAME DESIGNER BY TRADE.
AND 25 YEARS EXPERIENCE.
AND MOTORSPORTS, AND PROJECT G GO GOTHOM.
WOULD YOU MIND E LABORATING A LITTLE BIT? >> YEAR, SURE, HAPPY TO.
THERE ARE TWO HOLES.
ONE IS FOR CUSTOMER, THAT IS TO PURELY HELP GALVANIZE A TEAM AND DELIVER SOMETHING THAT IS UNEXPECTEDLY FUN AND I USE THE TERM — AND WHEN YOU'RE IN AN ENTERTAIN INDUSTRY AND YOU MAKE A GAME OR PLAY THE GAME, IT'S VERY CHALLENGING TO, YOU KNOW, BEAT THE EXPECTATION THAT SOMEBODY HAS WHEN THEY EXPECT IT TO BE FUN.
YOU ARE REALLY TRYING TO DO SOMETHING THAT DELIVERS THAT LITTLE BIT OF EXTRA FUN THAT MAKES PEOPLE TALK.
AND THEY DID WHAT? I COULDN'T EXPECT IT.
I NEED E TO TRY THAT OUT AND IT'S THE LAST LITTLE BIT.
IF YOU ARE GOING TO DRIVE A FERRARI, YOU EXPECT THE IT TO BE FAST AND YOU DO NOT EXPECT THE GUY NEXT TO YOU TO HIT A BUTTON THAT HITS A BOOSTER ROCKET.
YOU WERE NOT EXPECTING IT AND THE BOOSTER ROCKET IS WHAT TOOK IT OVER THE TOP.
THAT IS WHAT YOU TRY DO IN THE GAME.
AND TRY TO TAKE THE PLAYER ON A JOURNEY AND FEEL SOMETHING.
THE SECOND ROLE, REALLY, THE TEAM, IT'S REALLY REGARDED AS THE DISCIPLINE THAT HELPS TIE EVERYTHING TOGETHER IN SOMETHING PURE.
SOMETHING VERY FOCUSED.
THERE ARE TIMES WHEN HEY, THERE MIGHT BE BUSINESS QUESTIONS AT HAND OR TECH QUESTIONS AND DESIGNERS ARE REALLY THE ONE WITHES — PINNED TO HEY, HERE IS WHERE THIS CAN GO, AND HERE IS THAT VISION, AND WHAT IT DIDN'T THE GO RIGHT AND STILL DELIVER KURS HER EXPERIENCE.
AND THERE IS A BUNCH OF DIFFERENT FLAVORS, YOUR JOB IS TO DELIVER SOMETHING FOCUSED, FUR AND TAKES THE PLAYER ON A JOURNEY AND MAKES THEM FEEL SOMETHING.
>> THAT IS GOOD.
I FEEL LIKE WHEN I SEE A DESIGN, WE HAVE THIS CONVERSATION ALL THE TIME IN THE OFFICE, CHRIS, GOOD PRODUCTS START WITH GOOD DESIGN.
I LOVE HAVING YOU ON THE PANEL.
LET'S GET STARTED AND GET AT IT.
WE HAVE BEEN WAITING FOR THIS.
JASON, THERE WAS BIG NEWS THIS WEEK ON XBOX SERIES X.
CAN YOU TO TELL US HOW THE TECHNICALED A VANTSS ALLOW THEM TO HAVE NOW EXPERIENCES.
>> THIS IS A REALLY EXCITING WEEK FOR THE TEAM.
THE TEAM HAS BEEN WORKING HARD AND FINALLY TO BE ABLE TO SHARE SOME OF THE DETAILS, HAS BEEN A HIGHLIGHT FOR ALL OF US.
AND AS YOU MENTIONED, YOU SHARED MANY OF THE DETAILS OF THE NEXT GENERATION CONSOLE AND IT'S REALLY THE EXPERIENCES WE HAVE NEVER SEEN IN THE LIVING ROOM.
IN THE EARLY DAYS OF THE PLANNING PROCESS, THE DESIGN OF THE XBOX SERIES X IS REALLY DIRECTLY INFLUENCED BY THREE KEY PRINCIPLES.
AND I MENTIONED BEFORE, FIRST AND FOREMOST, DEVELOP INTERGAMER FEEDBACK.
AND THE TEAM WORKED CLOSELY WITH DEVELOPERS ACROSS THE WORLD WORKING WITH EVERYTHING, THE BLOCK BURSTERS AND COMPETITIVE TITLES AND EXTREMELY INNOVATIVE TITLES AND GAME DESIGN COMING FROM THE BEST CREATORS AND WE LISTENED, LEARNS, AND OVERCOME THE TECHNOLOGY BARRIERS THAT WE ARE LIMITING THE ASPIRATIONS FOR THE GAMES THEY ARE CREATING, WHETHER THAT IS IN HARDWARE, SOFTWARE OR THE DEVELOPER TOOLS THAT WE PROVIDE AND ANOTHER KEY ASPECK, GAMERS ARE DEFIND MANDING HIGHER AND STANDARD FRAME RIGHTS, AND A SYSTEM THAT CAN DELIVER THE GAME EXPERIENCES, AND WE CHALLENGE OURSELVES TO GO FURTHER AND TO DELIVER FRAME RATES YOU NEVER THOUGHT POSSIBLE IN THE LIVING ROOM.
AND REALLY UNDERSTANDING WHAT THEY WERE LOOKING FOR.
AND THE SECOND ONE IS REALLY LOOKING AT INNOVATIONS AND TECHNOLOGY, AND EVERYTHING FROM ADVANCEMENTS IN PERFORMANCE, AND MORE EFFICIENT USE OF GPU, NEXT GENERATION GRAPHICS INNOVATION AND CAPABILITIES, AND HARDWARE ST TRACING OR VARY ARABLE SHADING AND GIVE THE DWOM TO SPEND TIME IN, AND ANOTHER EXAMPLE, WE ARE A THE UPPER BOUNDS OF WHAT IS POSSIBLE AND THE TRADITIONAL DRIVE TECHNOLOGY, IT WAS REALLY CON TRAINING THE GAME DESIGN, THE DEVELOPERS HAVING TO ARBITRARILY FUNNEL PLAYERS THROUGH DIFFERENT TUNNELS OR PATH WAYS OR YOU HAVE A FAST TRAVEL SYSTEM AND YOU TAKE A LONG TIME TO TELEPORT FROM ONE SIDE OF THE MAP TO THE OTHER, AND THE SSD LEVEL PERFORMANCES AND TO THE MAKE IT EASIER FOR GAME DEVELOPERS AND TO STREAM ASSETS IN REAL TIME FROM A STORAGE SOLUTION IN THE MEMORY AND THE CP SBURKS THE GPU SO YOU CAN GET THE RIM DYNAMIC LIVING WORD THAT PLAYERS EXPECT.
AND I THINK THE FINAL PRINCIPLE OR THING THAT WE THOUGHT ABOUT, IN THE EARLY DAYS, WAS WHEN YOU DESIGN A NEW CONSOLE HARDWARE PLATFORM, YOU SET THE DIRECTION FOR GAMING AND GAMING DEVELOPMENT FOR THE NEXT 7 TO 10 YEARS.
YOU HAVE TO HAVE A SOLID DIVISION TO WHERE YOU SEE THE GAME DEVELOPMENT GOING AND THE GAME EXPERIENCE THAT PLAYERS WANT TO HAVE.
AND WITH THE PROJECT X CLOUD, WE KNEW WE HAD AN OPPORTUNITY AND THAT COULD OPEN UP BRAND NEW POSSIBILITIES THAT DEVELOPERS AND ONE THING WE LEARNED EARLY ON, AS WE STARTED WORKING SOME OF THE SAME CHALLENGES WE HAD IN DEVELOPING THE PERFORMANCE IN THE LIVING ROOM IS THE SAME CHALLENGES WE HAVE IN THE DATACENTER.
THINGS SUCH AS DELIVERING HIGH PERFORMANCE FOR GAMING WORKLOADS AND MININICING POWER CONSUMPTION AND POWER MANSIONAGEMENT.
AND HOW WE DESIGN THE POWER X AND THE OVERALL SYSTEM ARCHITECTURE SO WE MAKE SURE WE ARE A HARDWARE, SOFTWARE AND DEVELOPMENT PLATFORM TO MAKE IT EASIER TO BRING THE GAMES TODAY ON THE CONSOLE INTO THE CLOUD IN THE FUTURE.
MANY OF THE TECHNOLOGIES WE ARE INUP E INKNOW INNOVATING AND WE BROUGHT TO THE FUTURE WITH MIND FROM THE OUTSIDE OF THE PROGRAM.
>> YEAH WITH, WOW.
>> THIS IS BLOWING MY MIND.
HAVING WORKED ON THE TEAM A WHILE AND GETTING A CHANCE TO SEE WHAT THIS THING LOOKS LIKE IN PERSON IS KIND OF LIKE SHOCKING RIGHT NOW.
IT'S THE FIRST TIME I — I CAN'T TOUCH IT.
MY FINGERPRINTS WILL GET ON IT.
I GEEK OUT ABOUT THIS ALL THE TIME.
AND YOU SAID SOMETHING THAT REALLY LAS JUST BLOWN MY MIND A BIT.
THIS IS THE FIRST TIME WE HAVE BUILT A CONSOLE THINKING ABOUT THE NEXT GENERATION, THE NEXT PARADIGM SHIFT AND YOU THINK ABOUT THE CLOUD.
YOU CAN TOUCH ON THE ROLE THAT THE CLOUD PLAYS, AS YOU'RE THINKING ABOUT THE DEVELOPMENT OF XBOX SERIES X? >> SURE.
SO, YOU KNOW, THERE ARE CERTAIN SCENARIOS, THIS IS A CUSTOM SSC, AN ARCHITECTURE WE DESIGNED FROM THE GROUND UP TO MAKE SURE WE ARE DELIVERING THE HIGH FIDELITY GAMING EXPERIENCE AND THE CLOUD, WHAT WE ARE DOING WITH PROJECT X CLOUD, THERE ARE CERTAIN THINGS THAT FOR EXAMPLE VIRTUALIZING THE CONTROLER, IF WE ARE JUST DESIGNING A SYSTEM TO — IN SUCH A WAY TO MAKE A HIGH PERFORMING GAMING CONSOLE IT'S A DESIGN DECISION YOU COULDN'T THINK ABOUT AND YOU REALLY ONLY GET ONE CHANCE TO MAKE THOSE DECISIONS AND IT'S WHEN YOU'RE DESIGNING THE CHIP, THE SYSTEM, AND AS WE THINK ABOUT HOW DEVELOPERS ARE GOING TO TAKE THEIR GAMES AND MOVE THEM TO — INTO THE CLOUD OR HOW THEY ARE WILL GOING TO BE IN THE FUSM.
WE NEED TO MAKE SURE THAT DEVELOPERS DON'T HAVE TO ACTUALLY GO IN AND ALTER THEIR GAME OR REWRITE THEIR GAME FROM SKR SCRATCH.
WE WANT TO FROM VID A PATH SO IT'S ACCESSIBLE AND REALLY IT'S ABOUT EMPOWERING DEVELOPERS TO REACH CUSTOMER ACROSS THE WORLD.
AND STREAMING IS GOING TO BE PRIMARY EXPERIENCE, WE WANT TO PROVIDE THAT EASY PASS FOR DWOMERS.
>> AND SOMETHING YOU SAID, I HAVE ONE MORE FOLLOW UP QUESTION, THIS IS SOMETHING THAT — A LOT OF TEENS, A LOT OF PEOPLE MAY BE WATCHING PLAB JUST DON'T KNOW.
THE LEAD TEAM THAT IT TAKES IN ORDER TO PUT TOGETHER A CONSOLE.
CAN YOU TALK TO US ABOUT — YOU MENTIONED MAKING TECHNOLOGY DECISIONS OF WHAT THE HARDWARE IS GOING TO BE IN THE BOX.
IT'S NOT THE LIKE — IT'S TWO MONTHS FROM LAUNCH, LET'S PUT IT IN THERE, THERE IS A WHOLE PROCESS.
YOU CAN E ELABORATE ON SOME OF THE WORK IT TAKES TO THINK THROUGH WHERE THIS IS GOING TO BE IN TIME.
>> SURE.
YOU KNOW, WE REALLY STARTED THE DEVELOPMENT OF XBOX SERIES X IN 2016.
BEFORE WE EVER RELEASED THE XBOX 1X.
ON YOUR LEAD TIMES, IT'S MULL PL YEARS OF INVESTIGATION AND TRY TO FIGURE IT OUT AND THE GAMES AND THE EXPERIENCES THAT HAVE COME UP IN THE LAST TWO OR THREE YEARS, AND REALLY THE PARTNERSHIP WITH THE PARTNERS, AND THE BEST CREATORS, ACROSS THE INDUSTRY, AND ALSO MAKING SURE WE HAVE A CLEAR VISION OF WHERE WE SEE GAMING GOING, AS TEAM XBOX.
AND ONCE WITH AGAIN, OUR GOAL IS TO GET — KATHERINE MENTIONED, REALLY REACHING OUT TO THE GAMERS ACROSS THE WORLD.
IT'S REALLY HOW DO WE MAKE IT ARIZAS EASY AS POSSIBLE SO THOSE OF YOU GAMING ON CONSOLES KNOW AND LOVE TODAY, AND DO IT IN SUCH A WAY THAT MAKES IT EASY FOR DEVELOPERS.
>> THAT IS GOOD.
I THINK IT'S A PERFECT SEGUE AS WELL.
LET'S DIG IN THE NEXT BIT.
WE WANT TO TALK ACT PROJECT X CLOUD.
KATHERINE, WILL YOU TALK ABOUT MICROSOFT BRINGS IT IN MARKET AND I WANT TO — FOLLOW ME ON THE CAMERA.
THIS IS GOING TO BE FUN.
I HAVE A SERVER BLADE OVER HERE FROM PROJECT X CLOUD THAT I WAS SO EXCITED WHEN WITH I HEARD IT WAS GOING TO BE HERE, THIS IS AN ACTUAL PROJECT X CLOUD SERVER BLADE THAT IS IN THE FOOTPRINTS OF AZURE AND IT IS SO COOL TO TAKE A LOOK AT THE GUTS OF THIS THING.
BECAUSE, WOW, THE TECH THAT WENT INTO THIS — THE MAKING OF THIS IS UNBELIEVABLY IMPRESSIVE.
BACK TO THE QUESTION, WALK US THROUGH MICROSOFT'S APPROACH OF BRINGS X CLOUD TO MARKET.
>> YEAH, NO, ABSOLUTELY.
BRITAIN, WHEN YOU TOOK OFF THERE, I HAD NO IDEA WHERE YOU WERE GOING.
I WAS LIKE WHERE IS HE GOING NOW? IN YOU ARE SEEING OUR BLADE.
IT IS SO COOL AND IT IS — RACHEL SAID IT EARLIERIER, AND I COULD BEHIND MORE PROUD.
GOING BACK TO THE JOURNEY, THE VERY BEGINNING OF A MULTIYEAR JOURNEY WITH STREAMING.
YOU KNOW, THERE IS MUCH MORE WE DON'T KNOW ABOUT STREAMING THAN WE DO KNOW RIGHT NOW.
AND THAT IS EXACTLY WHY WE CAME TO MARKET WITH OUR PREVIEW PLAN.
WHERE WE — YOU REMEMBER, IT SEEMS LIKE AN AGE AGO NOW, WE STARTED LAST OCTOBER WITH JUST FOUR GAMES IN PREVIEW.
AND SINCE THEN, WE HAVE EXPANDED COUNTRIES.
MORE THAN 90 GAMES.
WE HAVE ANDRADE AND AN IOS AND WE ALSO BRING IT TO INWOES 10 PCs.
THIS REALLY ABOUT A JOURNEY OF LEARNING TOGETHER WITH A DWOMER COMMUNITY AND TO SEE THE PASSION THEY HAVE LEANED INTO IT WITH US AND THE LEERN LENNINGS WE ARE DOING IS MIND GOING.
IT MAKES ME SO PROUD PO BE A PART OF THE TEAM.
>> YOU MENTIONED JUST A MOMENT AGO THE RESPONSE FROM SOME OF THE GAME DEVELOPMENT COMMUNEDY.
YOU CAN SHARE, HOW HAS IT BE? WHAT THAT I HAVE BEEN SAYING AND BUILDING FOR PROJECT X CLOUD? >> YEAH, NO, ABSOLUTELY.
YOU KNOW, I'M REMINDED ACTUALLY BACK TO A STORY — WE SPEND A LOT OF TIME TALKING WITH THE DEVELOPERS BEFORE WE LAUNCHED INTO PREVIEW.
AND EVERY TIME WE WOULD GO TO A MEETING WITH A DEVELOPER, WE WOULD TAKE THE GAME RUNNING ON A MOBILE PHONE AND HAND IT TO THEM TO PLAY, AND AT THAT POINT, THERE WAS ALWAYS SILENCE IN THE ROOM, AND WE LOOK AND THINK, WHAT IS GOING ON? AND THEN IT — IT STARTS TO LOOK AROUND THE ROOM AND TALKING TO THE — TO THE TEAMS AND SAYING, WHO WORKED ON THIS THIS? AND IT WAS VERY CLEAR THAT KNOWN ONE HAD WORKED ON IT.
WHEN YOU BUILD FOR XBOX, YOU BUILD FOR X CLOUD AND WE HAD MADE THE GAME WORK AUTOMATICALLY FOR THEM, AND IN A MATTER OF MINUTES AND THE FIRST STAGE, WE CALL LIFT AND SHIFT, TAKING A GAME YOU BUILT FOR XBOX AND PUTTING ANY THE CLOUD LITERALLY BLEW THE DEVELOPERS AWAY.
SO THAT'S BEEN ABSOLUTELY FASCINATING.
AND THEN WE JUST LEARNED, YOU KNOW, SO MUCH ABOUT HOW GAMERS ARE USING STREAMING AND BASICALLY, WE ARE SEEING GAMERS PLAY MORE ACROSS THE BOARD.
FASCINATING FOR DEVELOPERS.
THEY ARE NOT JUST PLAYING ON X CLOUD.
THEY ARE ALSO PLAYING ON XBOX AND PC.
IT'S REALLY A JOURNEY OF US LEARNING TOGETHER.
BUT WE ALSO AN AWARE THERE ARE SOME DEVELOPERS WHO WANT TO BE DOING MORE TO OPTIMIZE THEIR GAMES FOR THE CLOUD.
AND IN THOSE CIRCUMSTANCES, WE REALLY TALK ABAN IT AS CLOUD AWARE TO SUPPORT INTERACTION AND THE APIs THAT PROVIDE THE CHARACTERISTICS TO THEY CAN OPTIMIZE FOR A SMALLER SCREEN SIZE.
YOU CAN SEE IT'S LIT RALLY A JOURNEY THAT WE ARE ON WITH OUR DEVELOPERS TO REALLY BEGIN TO OPTIMIZE THIS EXPERIENCE.
YOU KNOW, WHEN I TALKED TO MY TEAM, I REALLY TALK ABOUT, YOU KNOW, THE SPEED OF OUR LEARNING CYCLES.
WHEN YOU BRING A NEW TECHNOLOGY TO MARK, IT'S ALL ABOUT LEARNING AND THE FASTER WE LEARN, THE BETTER WE ARE GOING TO OPTIMIZE THE PRODUCT.
THAT IS ABSOLUTELY THE JOURN NE WE ARE.
>> AND ONE OF THE THINGS, WE ALWAYS HAVE TO KEEP LEARNING AND IMPROVING.
THAT IS REALLY AN EETHOS THAT YU HELPED WITH THE TEAM.
AND CHRIS, OVER TO YOU, AN AS A SERVICE AND PLATFORM PROVIDER, WHAT DO YOU THINK THAT MICROSOFT'S NEW ROLL IS TO NAVIGATE KPARKS BOX SERIES X AND X CLOUD? >> TWO WARDS, IT'S ELIMINATING FRICTION.
GAME TEAMS HAVE A VISION FOR WHAT THEY WANT TO BUILD AND JOB IS TO LET THEM JUST EXECUTE ON IT AND MULTIFPLY THE EFFORT AGAINST IT.
AND THERE ARE TIMES, THE TRICK IS TO MANAGE WHEN YOU'RE A STUDIO, LARGE OR SMALL.
AND SPLIMS BUSINESS QUESTIONS COME UP AND YOU WANT TOO SELL THINGS IN A DIFFERENT WAY AND THE PUBLISHER DOESN'T SUPPORT THAT.
IT'S HOW DO YOU PUSH THAT AND WORK WITH THE PUBLISHER TO GET IT IN A COUPLE WAY MMPS SOMETIMES IT'S TECHNOLOGY.
THERE IS A NEW TECH.
WE DON'T KNOW WHAT TO DO WITH WE WANT TO YOU PUSH IT FARTHER.
– WHEN I THINK ABOUT X CLOUD AND THE SERIES X, MORE THAN THE GPU, A GAME DESIGNER, THE DESIGN YOU CAN BUILD BECAUSE YOU HAVE A POWERFUL CPU IS SUPER INTERESTING.
THAT IS — YOU KNOW, FOR A WHILE NOW, WE HAVE BEEN ABLE TO MAKE GRAPHICS AND WORLDS THAT LOOK VERY REAL BUT THE CHALLENGE FRANKLY FROM A GAME LOOP FROM A GAME DYNAMIC, IS HOW DO YOU MAKE THE WORLDS ACT REAL.
REAL? PHYSICS AND DOING ALL THAT MATH TUELLY REQUIRES A CPU THAT IS PRETTY STRONG.
WHEN YOU THINK ABOUT THE TICK THE STTRADE OFFS HUH IN THE PAS AND A SMALL NUMBER OF ENEMIES THAT ARE REALLY, REALLY SMART OR A LAUNCH NUMBER THAT ARE NOT SO SMART, YOU KNOW, WELL, GRUNTS, THAT IS ALWAYS BEEN A TRADE OFF THAT IS LIMITED WHAT YOU CAN DO IN THE GAMES AND FROM THE — THE FASTEST THING TO MAKE A DEVELOPER LAUGH IS YOU GO IN A ROOM AND YOU HAVE A BUNCH OF ENNYS AND EVERYTHING REACTS LIKE, YEAH, WE CAN'T DO THE PHYSICS FOR THAT.
YOU NEED A CPU WITH POWER TO DO THAT.
SO, MOVING FORWARD ON SOMETHING LIKE THE CLOUD, AND UNDERSTANDING HEY, THIS ISN'T JUST GOING TO BE SPLG WHERE IT'S GOING TO LOOK MUCH BETTER.
IT'S GOING TO MAKE THAT WORLD FEEL AND SOUND MUCH MORE REAL.
WE'RE GOING TO ALLOW TO YOU DO BETTER THINGS WITH PHYSICS, LIKE SIMULATIONS, THESE ARE THE THINGS THAT WILL ALLOW GAMES TO TAKE A GIANT STEP FORWARD.
AND AS A PUBLISHER, THERE IS A – BREAD AND BUTTER WORK WE DO AND HELPING PEOPLE UNDERSTANDING THE RESEARCH WE HAVE DONE IN DIFFERENT REGIONS AND UNDERSTAND WHERE WE THINK THE TECHNOLOGY IS GOING, AND THE SHELL EXPERIENCES WE ARE GOING TO BUILDS THAT ARE BASICALLY THE STAGE FOR THE TITLE.
LIKE, THEY ARE BUILDING THIS PEARL AND WE'RE THIS OYSTER TO SHOW E CASE THAT PEARL AND REALLY, THE PUBLISHER JOB IS HOW DO YOU ELIMINATE DIRECTION TO THE GAME TEAMS CAN JUST RUN AT WHAT THEY ARE GOOD AT AND HELP THEM SUPPORT WHERE THINGS THEY HAVEN'T HAD TO CARE ABOUT.
BUILDING TOOLS TO ALLOW THEM TO LOOK AT HOW THAT OPTIMIZE THEIR ENGINE AND THAT IS — SHOULDN'T BE THEIR JOB.
AND DATACENTERS THIS SHOULD BE OUR JOB.
WE CAN GO DO THAT.
THEY SHOULD FOCUS ON THE GAME IT EASY YES TO TURN THINGS UP?E- >> THAT IS GOOD.
AND YOU MENTION AS YOU ARE TALKING THROUGH IT, THE IDEA OF AWARENESS.
IT'S REALLY INTERESTING TO TALK ABOUT WHAT IT MEANS TO HAVE YOUR GAME BE AWARE AND THE IDEA OF STREAMING AWARE POINT OF VIEW.
JASON, YOU CAN ELABORATE ON WHAT IT MEANS TO BE STREAMING AWARE, BUILDING STREAMING AWARE? >> YEAH SO LIKE KATHERINE IS CHECKING AB, TODAY WITH PROJECT X CLOUD, WE ARE DOING WHAT WE CALL LIFT AND SHIFT, TAKING GAMES WE ARE DESIGNS AND BUILT FOR XBOX TO ONE THEM IN THE CLOUD WITH THE TITLE NOT BEING AWARE THAT IT'S RUNNING IN A REMOTE DATA CENTER.
BUT THERE IS A LOT OF POWER AND THERE IS A LOT OF OPPORTUNITY IF THE TITLE ACTUALLY E KNOWS WLMPBT IT'S — WHETHER OR NOT IT'S BEING STREAMED OR NOT.
AND WE ENABLE AED, TODAY, THE SAME TECHNOLOGY.
IF YOU ARE ACTUALLY STREAMING ARE FROM YOUR LOCAL CONSOLE OR STREAMING FROM PROJECT X CLOUD, WHAT WOULD YOU CHANGE IN YOUR GAME? AND KATHERINE USED, IF IT'S STREAMING DOWN TO THE MOBILE DEVICE, MAYBE I DESIGN MY HOOD OR A UI FOR A TEN-FOOT USER EXPERIENCE ON A LARGE SCREEN TESTIFY TV AND WHEN I STREAM TO A MOBILE DEVICE, I NEED TO SIMPLIFY OR INCREASE THE FONT SIDE SO IT'S MORE LEGIBLE AND EASIER TO READ.
YOU THINK ABOUT SITUATIONS LIKE MULTIPLAYER.
AND MULTIPLAYER SIMILARS ARE DESIGNED WITH NETWORK LATENCY AND HOW YOU KEEP PEOPLE TOGETHER.
IF YOU RUNNING IN THE SAME DATACENTER, YOU DON'T HAVE TO WORRY ABOUT PING TIMES OR NETWORK LATENCY.
AND ONE OF THE TECHNOLOGIES WE ANNOUNCED EARLIER THIS WEEK IS DYNAMIC LAY TANSY INPUT.
OR DNI.
WE BUILD THAT SO WE HAVE MOST RESIS AND RESPONSIVE INPUT POSSIBLE.
IF YOU ARE PLAYING YOUR GAME IN YOUR LIVING ROOM, AND THE SPORTS GAME OR A GAME THAT IS RUNNING 120 GAMES A PERFECT, AND IT REALLY MATTERS, AND THE SAME TECHNOLOGY WILL BE AVAILABLE TO ALLOW A DEVELOPERS DEVELOPENT AND THEY CAN UP OPT NICE OR CUSTOMIZE THE INBUT EXPERIENCE WHEN THEY ARE ACTUALLY STREAMING TO A MOBILE DEVICE VERSUS WHEN YOU HAVE A CONTROLLER IN YOUR HANDS AS AN EXAMPLE.
SO ONCE AGAIN, WHEN WE REALLY THINK ABOUT THECONTINUUM AND IT'S OUR JOB TO PROO VID THE BEST POSSIBLE FOR SO THEY DELIVER ON THAT VISION.
>> SO GOD.
SO GOOD.
I WANT TO TAKE THAT AND I WANT TO TURN THE QUESTION A LITTLE BIT AND LET'S GO OVER TO YOU, RACHEL.
THIS WEEK, THERE IS A LOT OF NEWS COMING OUT FROM GAMING COMPANIES.
AND THINKING AN ABOUT HOW PEOPLE ARE POSITIONING HARDWARE AND CLOUD PLATFORMS IS STARTING TO FEEL LIKE THE STORY IS BECOMING AN EITHER OR NARRATIVE.
IN 2020, MICROSOFT WILL RELEASE PROJECT X CLOUD AND PROJECT SERIOUS X.
WHAT IS MICROSOFT'S THINKING ON THAT? >> I'M HAPPY TO.
GAMERS AND DEVELOPERS ARE TRULY AT THE CENTER OF EVERYTHING WE DO.
AND FOR GAMERS, OUR VISION IS TO BE ABLE TO PLAY THE GAMES YOU WANT, WITH THE PEOPLE THEY WANT, WHEREVER THEY WANT.
AND THE PARTNERS AND DEVELOPERS ARE E KEY TO THE GOAL WE HAVE.
SO WE ARE TAKING OUR CUES FROM GAMERS, FROM DEVELOPERS AND KATHERINE MENTIONED, IT'S VALUABLE TO GET THE LEARNINGS AND BE LEARNING ABOUT THAT.
WE KNOW KNOW THAT GAMERS WANTS MORE GAMES, THEY ARE PLAYING WITH MORE PEOPLE AND PLAY ARE PLAYING ON MORE DEVICE US AROUND THE WORLD AND WE KNOW THAT DEVELOPERS ARE TRYING TO REACH NOR GAMERS AROUND THE WORLD AND PLAYING ON MORE PLATFORMS.
THE XBOX SERIES X IS GUILT FOR GAMERS ON MULTIPLE DEVICES AND THE THING WE ARE E SEEING WITH TECHNOLOGY CONVERGING AGAINST CONSOLE, XC AND CLOUD.
WE WANT THEM TO FEEL UNCON TRAINED AND WE ARE WORKING WITH DEVELOPERS TO UNLUCK THE — UNLOCK THE POTENTIAL AND SPIFX FRIDAY FROM A DEVELOPER PERSPECTIVE, JASON TALKED ON IT, WE ARE REALLY AIMING TO BUILD HARDWARE AND UNLEECH THE CREATIVE VISION.
WE ARE EMPOWERING THEM TO CREATE HOW THEY WANT BECAUSE THIGH KNOW WHAT IS BEST FOR THEM.
WE ARE PROVIDING THE TOOLS THEY NEED FOR NOW AND FOR THE FUTURE.
THIS ENABLES THEM TO GET THE GAMES TO MORE GAMERS AROUND THE WORLD TO MORE XBOX GAMERS AROUND THE WORLD.
WHETHER THEY ARE PLAYING ON CP, O CLOUD.
I THINK IT SUMS IT UP, THE QUESTION YOU ASK ABOUT EITHER OR.
THE E APPEARANCE THAT IS DESIGNED FROM DAY ONE SO IT'S BETTER TOGETHER.
I THINK YOU ARE SAYING THE PHILOSOPHY IS AND/OR, IT'S NOT AN OR.
WE WILL LEAD WITH EXPERIENCE WITH THE NEXT GEN CONSOLE.
>> YOU SAID SOMETHING THAT IS SUPER IMPORTANT.
THE IDEA OF BETTER TOGETHER.
THAT IS A THEME WITHIN JUST MICROSOFT AND GAME STACK.
THE IDEA IT'S NOT AN OR SAME BUT AN AND STATEMENT.
AND GETTING THEM BRING IN THE TOOLS AND THE THINGS THEY LOVE.
I REALLY LIKE THAT.
I'M CURIOUS, THE IDEA OF BETTER TOGETHER.
WORKING ON PROJECT X CLOUD AND XBOX SERIES KPX, WHAT ARE YOUR THOUGHTS? >> ABSOLUTELY.
I'M SO PLEASED YOU CALLED ON ME, BRIAN.
I WAS DYING TO ADD ONE THING TO WHAT RACHEL SAID, WHICH IS SO PERFECT.
IT'S REALLY ABOUT THIS IDEA OF CHOICE.
PLAYING YOUR GAMES WHEREVER YOU CHOOSE TO PLAY THEM.
AND WE JUST HAVE SUCH A GREAT STORY COME IN THE OTHER WEEK FROM ONE OF THE PREVIEW TESTERS.
HE IS IN THE ARMED FORCES AND CURRENTLY DEPLOYED.
HE COULDN'T TAKE HIS XBOX WITH HIM BUT HE GETS TO PLAY DESTINY 2 THROUGH THE XBOX PREVIEW.
I THINK THAT IS ABSOLUTELY PERFECT AND REALLY SPEAKS TO REACHING PEOPLE WHEREVER THEY ARE.
AND I WANT TO GO TO THE ONE POINT FURTHER WITH THAT.
BECAUSE WE TALKED EFRLIER ABABOUT REACHING 2 BILLION GAMERS, AND THAT DEMANDS BOTH LOOKING TO THE XBOX WORLD AS WE KNOW AND IT WHAT WE CALL TAM EXPANSION.
THE TOTAL ADDRESSABLE MARKET THAT WE CAN EXPAND TO.
AND WE NOW, ONE OF THE MARKETS WE ARE COMING TO IS INDIA.
INDIA IS A HUGE GAMING NATION.
I READ THAT IT'S GOT THE FIFTH MOST HIGHLY ENGAGED GAMER POPULATION.
IT'S THEY DON'T KNOW SO WELL.
THAT IS FASCINATING AS WE WORK WITH DEVELOPERS AND SAY, HOW CAN WE BRING THE GRAEME GAMES WE ARE BUILDING TO NEW MARKETS AND NEW OPPORTUNITIES? I REALLY THINK THAT FITTING WITH THE BETTER TOGETHER.
THAT WE TAKE WHAT WE HAVE AND BRING IT TO THE NEWS PLACES AND NOW PEOPLE AND END POINTS.
IT COULD BEHIND A MORE EXCITING TIME TO BE PART OF TEAM XBOX.
>> IT'S LIKE THERE IS A WORLD WHERE IT'S ALL COMING TOGETHER.
AND CHRIS, I ALMOST WANT TO ASK THE SAME QUESTION TO YOU, WHEN YOU THINK ABOUT IT FROM THEDY SIGN PERSPECTIVE, BUILDING BETTER TOGETHER, IT'S NOT SIMPLE BECAUSE YOU HAVE TO DEAL WITH SO MANY END POINTS AND SO MANY CUSTOMERS AND SO MANY DIFFERENT GAMES.
WHAT IS THE ROLE OF DESIGN IN THE IDEA OF THINKING ABOUT MULL PL PRODUCTS, PLATFORMS AND NETWORKS? >> WELL, THE KATHERINE AND RACHEL'S POINT ON CHOICE, WHEN YOU THINK AFTER PLAYER PERSPECTIVE, PLAYERS LOVE GAMES, WHAT DO THEY CHOOSE TO DO IF YOU HAND THEM A TIME TRAVEL DEVICE? HA IS WHAT YOU DO WHEN YOU GIVE SOMETHING A CELLULAR PHONE OR SOMETHING THEY TAKE WITH THEM.
THEY CANNOT ALWAYS THIS IS WHAT THEY WANT TO DO, BAR ALL ELSE.
AND WHEN THEY FIND THEMSELVES, YOU KNOW, PHYSICALLY STANDING IN A LINE SOMEWHERE FOR FIVE MINUTES, THREE MINUTES, TWO HOURS, HOWEVER LONG IT'S GOING TO BE, THEIR MIND IS OFTEN ON THAT GAME.
AND WHAT BETTER THAN TO HAVE THEIR MIND ON THAT GAME THAN TO GIVE THEM THAT WORM HOLE SO THAT THEY CAN SPEND THAT FIVE MINUTES OR 15 MINUTES, WHATEVER IT MIGHT BE, INTERACTING WITH THE GAME THEY WANT TO PLAY.
SOMETIMES THROUGH X-CLOUD IT'S PLAYING IT.
SOMETIMES IT'S THROUGH THINGS LIKE MIXER, WHAT THEY'RE DOING TO WATCH IT.
IT'S DESIGN'S ROLE TO ALLOW YOU — SOMETIMES YOU WANT TO PLAY, SOMETIMES YOU WANT TO TALK ABOUT THAT GAME WITH YOUR FRIENDS.
IF YOU WILL HAVE A DEVICE WITH YOU OR AROUND YOU THROUGHOUT THE DAY, WHAT ROLE DO THOSE DEVICES SERVE AND DESIGN'S JOB IS TO MAKE SURE IT'S HELPING PEOPLE CONNECT TO THE CONTENT AND TO THE PEOPLE THAT THEY WANT TO PLAY THAT CONTENT WITH, AS OFTEN AS THEY CAN, RIGHT? AS OFTEN AS THEY CHOOSE TO.
BECAUSE THAT PLAYER CHOICE, PHYSICALLY, IF I'M STANDING IN THAT LINE AND CHECKED OUT, OKAY, COOL.
I WANT TO PLAY A GAME, I WANT TO TALK ABOUT THAT GAME.
IF YOU GIVE ME A FOUR-MINUTE WINDOW TO DO IT, AMAZING, I'M IN.
SO CERTAINLY ON THE DEVELOPER'S SIDE, YOU THINK ABOUT WELL, HEY, WHAT DOES IT MEAN TO BUILD SOMETHING THAT ALLOWS YOU TO PLAY FOR A SHORTER AMOUNT OF TIME OR TO PLAY CONTINUOUSLY THROUGHOUT THE DAY IN SMALL SEGMENTS OF TIME, NOT JUST FOR AN HOUR OR SIX HOURS THAT YOU'LL SPEND SITTING IN FRONT OF YOUR CONSELOLE OR PC.
S HOW DO YOU GIVE PEOPLE THE CHOICE TO PARTICIPATE? THE THING THAT THEY LOVE MORE OFF AND SHARE THAT WITH MORE PEOPLE, AND CERTAINLY THAT WAS THE GOAL THAT WE SET OUT TO ACCOMPLISH AND BETTER TOGETHER REALLY JUST MEANS BEING SUPER ATTUNED TO LETTING GAMERS GET CLOSER TO THE THING THAT THEY LOVE.
>> YOU KNOW, I WANT TO GIVE A PLUG FOR SOME CONTENT WE HAD THAT WAS PREDONE BEFORE THE SHOW TAPED.
IT WAS THIS X-CLOUD TALK THAT WE HAVE UP ON THE ON DEMAND SITE.
SO IF YOU GO TO THE WEBSITE AND YOU CHECK OUT SOME OF THE X-CLOUD CONTEMPT ON THE YOUTUBE PAGE, THERE'S SOME FASCINATING STUFF GOING ON AND HOW THEY THINK ABOUT BUILDING FOR THE PLATFORM CHRIS, I WANT TO ASK A QUICK FOLLOW-UP.
WITH REGARDS TO DESIGN ITSELF, WHAT ARE SOME OF THE CHALLENGES WHEN TRYING TO DESIGN A UI OR UX THAT CAN MAP ACROSS MULTIPLE DEVICES? >> UH, THERE'S A LOT.
FOR THE USER, I MEAN, THERE'S LITERALLY LIKE HEY, WHAT'S THE TYPE RAMP AND HOW DO YOU MAKE IT WORK IN MULTIPLE LOCATIONS, WHETHER THE ANGULAR PIXEL DENSITY IS DIFFERENT, THERE'S A BUNCH OF TECHNICAL DETAILS RELATED TO DESIGN.
BUT WHEN YOU THINK ABOUT WHAT THERE TO HELP CONNECT YOU.
'S – SO THE THING THAT MIGHT BE APPROPRIATE IN TERMS OF HEY, I WANT TO PLAY RIGHT NOW, AND THIS IS HOW I WANT TO INTERACT WITH THE GAME I LOVE, IS ACTUALLY SOMETHING DIFFERENT AND YOU MIGHT WANT TO PRESENT MORE OF A SOCIAL VIEW INTO THAT THING WHEN YOU'RE LOOKING AT IT ON A CELL PHONE IN A SHORT AMOUNT OF TIME.
THAT'S GOING TO BE THE THING THAT SETS YOU UP TO PLAY LATER IN DEPTH WITH YOUR FRIENDS.
WHEN WE TALK TO GAMERS, YOU KNOW, THE NUMBER ONE THING THAT THEY SAY IS HEY, I WISH I COULD SPEND MORE TIME GAMING, I JUST DON'T HAVE ENOUGH TIME.
IT'S EVEN HARDER FOR ME TO FIND CROSSOVER TIME WITH MY FRIENDS TO PLAY TOGETHER, RIGHT? THAT'S THE PROBLEM THAT THEY WOULD LOVE HELP SOLVING.
SO FROM A UI PERSPECTIVE, THERE'S LITERALLY, HOW DO YOU MAKE THIS UI LOOK GOOD ON A DIFFERENT END POINT AND WHAT DO I NEED TO TAKE INTO ACCOUNT FROM A DESIGN PERSPECTIVE? IT'S ALSO WHAT SHOULD I BE SHOWCASING TO THE USER? BECAUSE IT MIGHT NOT BE THEY WANT TO PLAY RIGHT NOW, THEY ARE CAT RISING A GROUP TO GET TOGETHER TO PLAY LATER TONIGHT.
SO HAVING YOUR UI HAVE AN UNDERSTANDING WHAT A PLAYER HAS BEEN DOING ACROSS YOUR GAME IS REALLY, REALLY IMPORTANT.
BECAUSE YOU CAN SHOWCASE THAT EVEN WITHIN THE GAME.
HEY, HOW ARE YOU GOING TO GET ON LATER TONIGHT OR THIS WEEKEND? THOSE ARE TWO INDEPENDENT THINGS, BUT THEY'RE VERY MUCH BOTH IN DESIGN'S WHEEL HOUSE TO TRY AND FIX.
WHEN YOU THINK ABOUT THE ECOSYSTEM THAT YOU'RE ATTACHED TO MOVING FORWARD, DESIGN IS GOING TO BE INCREASINGLY FOCUSED ON HOW DO I GET PLAYERS ACCESS TO THE RIGHT THING AT THE RIGHT TIME AT THE RIGHT MOMENT? BECAUSE CERTAINLY OUR JOB IS TO TAKE CARE OF THINGS LIKE THE TYPE RAMP SO THAT WHEN YOU'RE LOOKING AT, YOU KNOW, FONTS ON A CELL PHONE, WHEN THEY'VE BEEN STREAMED, THAT THEY ARE AS APPROPRIATE THERE AS THEY ARE ON A TEN-FOOT SCREEN.
THAT'S JUST STUFF WE NEED TO TAKE CARE OF.
>> AWESOME.
GO A LITTLE BIT MORE INTO OUR N- JOURNEY WITH DEVELOPERS.
JASON, THIS IS A QUESTION FOR YOU.
GIVEN THIS IS A YEAR WE'RE SHIPPING A CONSOLE AND A STREAMING PLATFORM, I'M CURIOUS, JASON, WHAT IS THE APPROACH MICROSOFT HAS TAKEN IN THE JOURNEY WITH WORKING WITH GAPE DEVELOPERS? AND KCATHERINE, WE'RE GOING ASK YOU THE SAME QUESTION.
>> IT'S FUNNY, BECAUSE CATHERINE AND I OFTEN DO THIS TOGETHER.
BECAUSE WE REALLY DON'T TALK TO OR ENGAGE WITH DEVELOPERS, JUST ON CONSOLE OR PROJECT X-CLOUD OR WHAT WE'RE DOING WITH PC AS AN EXAMPLE.
WE'VE TALKED TO DEVELOPERS, AND LAY OUT OUR VISION FOR THE FUTURE.
AND HOW WE CAN HELP THEM DELIVER ON THE EXPERIENCES THAT THEY WANT TO PROVIDE TO THEIR PLAYERS.
SO THAT MEANS A CONSISTENT HARDWARE PLATFORM BETWEEN WHAT'S HAPPENING IN THE CONSOLE ECOSYSTEM, AND SOMEWHAT'S HAPPENING IN THE GAME STREAMING SIDE.
IT'S A COMMON SOFTWARE PLATFORM, COMMON EPIs.
THE VAST MAJORITY OF THE CODE THE GAME DEVELOPERS WRITE SHOULD BE REUSABLE ACROSS THE CLOUD, ACROSS THE CONSOLE, ACROSS PC.
SO AS WE UPDATED OUR DESIGNS AND OUR AN MODEL, WE DESIGNED TO MAKE IT WORK ACROSS MULTIPLE DEVICES.
WHERE WE WANT DEVELOPERS TO FOCUS THEIR TIME IS MAKING THE GAME EXPERIENCE GREAT SO THAT PLAYERS HAVE A GREAT EXPERIENCE.
AND REALLY TAILORING IT TO THE UNIQUE CAPABILITIES OF HOW THEY CHOOSE TO DELIVER IT.
YOU KNOW, SIMPLE THINGS SUCH AS IF I'M PLAYING ON A CONSOLE, CLEARLY I'M GOING TO LEAD WITH CONTROLLER BASED INPUT.
IF THE SAME GAME IS BEING PLAYED ON A PC, KEYBOARD MOUSE IS IMPORTANT, OR MAYBE IT'S MORE ABOUT TOUCH CONTROLS OR MAKING IT EASIER FOR A PLAYER TO PLAY THERE.
SO IT'S BEEN ONE OF THE HIGHLIGHTS FOR ME OVER THE LAST THREE TO FOUR YEARS, IS AS WE'VE BEEN DEVELOPING THESE THINGS, AS WE HAVE BEEN CHALLENGING THE TEAMS INTERNALLY ON THIS NEXT GENERATION AND HOW WE THINK ABOUT GAMING AND GAME DEVELOPMENT IS GOING OUT AND TALKING TO THE PARTNERS AND, YOU KNOW, HEARING THEIR FEEDBACK.
YOU KNOW, TELLING THEM HERE'S WHERE WE SEE THINGS ARE GOING.
GETTING THE FEEDBACK FROM THEM.
AND ADJUSTING AND ALTERING OUR PLANS.
AT THE END OF THE DAY, WE ALL JUST WANT THOSE SAME GREAT GAMING EXPERIENCES.
AS RACHEL AND CHRIS AND CATHERINE HAVE SAID, IT'S REALLY ABOUT MAKING SURE THAT THE PLAYERS ALL ACROSS THE WORLD CAN HAVE THESE SAME GREAT GAMING EXPERIENCES.
AND DO IT IN SUCH A WAY WE MAKE IT AS EASY AS POSSIBLE FOR DEVELOPERS.
>> THAT'S AWESOME.
YOU SAID SOMETHING THAT WAS INTERESTING ABOUT WORKING WITH DEVELOPERS.
IT'S THIS IDEA OF WE HAVE ALL THESE DEVELOPERS WHO ARE COMING AND WATCHING, AND ARE PARTICIPATING IN A CHANNEL.
FOLLOWING US ON TWITTER.
FOR FOLKS NOT WORKING WITH MICROSOFT TODAY AND THINKING ABOUT THE NEXT GENERATION OF HARDWARE AND STREAMING, WHAT ARE SOME ADVICE, SOME TIPS THAT YOU GIVE IN HEY, THIS IS WHAT WE HAVE EXPERIENCED IN WORKING WITH GAME DEVELOPERS AND HERE ARE SOME IDEAS HOW TO THINK ABOUT THAT.
JASON, TO YOU, AND THEN CATHERINE OVER TO YOU.
>> SURE.
JUST KEEP BUILDING GAMES THE WAY THAT YOU ALWAYS HAVE BEEN BUILDING GAMES.
IF YOU'RE BUILDING A GAME ON PC TODAY, WE HAVE MADE IT VERY EASY TO MAKE A PC CODE BASED AND GETTING IT RUNNING IN THE CLOUD.
WE PARTNER CLOSELY WITH ALL THE INDUSTRIES, LEADING MIDDLE WARE AND ENGINE PROVIDERS TO MAKE SURE THAT THEY'RE OPTIMIZED TO TAKE FULL ADVANTAGE OF WHAT WE DELIVER, WHETHER IT'S HARDWARE CAPABILITIES OR SOME OF THE SERVICES THAT WE HAVE WITH X-BOX LIVE AND AZURE PLAY FAB.
YOU KNOW, IT'S REALLY ABOUT THE — THE PART THAT'S REALLY EXCITING ABOUT THIS INDUSTRY AND PART OF THE REASON WHY I LOVE THIS INDUSTRY, IT'S THE MARRYING OF CREATIVITY AND TECHNOLOGY.
THAT'S THE THING THAT THE GAME DEVELOPERS ALL ACROSS THE WORLD, WHETHER IT'S THE LARGEST WORKING ON A AAA BLOCKBUSTER, OR SMALL, INDEPENDENT CREATORS, IT'S ABOUT THE WORLDS YOU WANT TO CREATE AND THE EXPERIENCES YOU WANT TO DELIVER TO PLAYERS.
IT'S OUR JOB AT TEAM X-BOX TO REMOVE THE TECHNOLOGY AND MAKE THE TECHNOLOGY FADE AWAY IN THE BACKGROUND.
DEVELOPERS ARE JUST FOCUSED ON CREATING THAT E HER SAVE EXPERIENCE.
>> CATHERINE, WHAT ARE YOUR EXPERIENCES AND THOUGHTS ON HOW A GAME DEVELOPER SHOULD THINK ABOUT BUILDING FOR THIS NEXT GENERATION HARDWARE, BUILDING FOR THIS NEXT GENERATION OF STREAMING? >> YEAH, YOU KNOW, I'M JUST GOING TO STOP.
JASON SAID IT SO BEAUTIFULLY, WE OFTEN GO OUT TOGETHER.
AND EXACTLY WHAT HAPPENED HAPPENS.
JASON SAID IT SO BEAUTIFULLY.
I JUST NEED TO GO, IT'S WHAT HE SAID.
BUT I'LL TRY TO ADD TO THAT.
YOU KNOW, AS WE TALKED ED ABOU BEFORE, THE CONVENIENCE OF DEVELOPING FOR THE XBOX THAT MAGICALLY WORKS IN THE CLOUD.
THAT IS A REALLY IMPORTANT FIRST STEP.
JASON TOOK US THROUGH IT EARLIER AND TALKED TO SOME OF THE TOUCH CONTROLS AND APIs WE'RE BUILDING AROUND TO PROVIDING MORE INFORMATION ABOUT WHETHER THE GAME IS STREAMING.
THAT HAS BEEN THE NEXT PIECE, WHICH IS THE CLOUD AWARE PIECE.
THE IMPORTANT POINT THAT WE HAVEN'T TOUCHED ON IS FAR, THERE'S ABSOLUTELY THINKING ABOUT, THIS CONCEPT OF WHAT WE'RE CALLING CLOUD NATIVE GAMES, GAMES THAT NO LONGER JUST USE THE SOURCESF THE LOCAL DEVICE, BUT HARNESS THE FULL POWER OF THE CLOUD.
IT'S SO FASCINATING.
BEFORE THE WORLD GOT STOPPED BY THE CORONAVIRUS, I HAD AN INCREDIBLE TRIP TO JAPAN AND KOREA MEETING WITH DEVELOPERS.
YOU KNOW, SO FASCINATING TO SEE HOW PEOPLE WERE LEANING IN TO REALLY UNDERSTANDING HOW THE CLOUD COULD CHANGE THE PROCESS OF DEVELOPMENT.
THE ITERATION OF DEVELOPMENT, AS WELL AS — I THINK IT WAS CHRIS WHO MENTIONED IT EARLIER.
THIS IDEA OF FRICTIONLESS PLAY AND WHAT IT MEANT FOR THE NUMBER OF PEOPLE WHO COULD PLAY TOGETHER OR SOME OF THE BUSINESS MODELS.
AND WHAT WE'RE REALLY SEEING HERE IS CREATIVITY UNLEASHED.
YOU KNOW, AS JASON JUST SAID, IT'S OUR JOB TO PUT THE TECHNOLOGY BEHIND SO OTHERS CAN JUST LEVERAGE IT.
AND OUR VISION IS FOR DEVELOPERS TO REALLY BE ABLE TO LEVERAGE THE CLOUD.
AND WE'RE NOT JUST SEEING THIS EXCITEMENT WITH SOME OF OUR OTHER DEVELOPERS.
IT'S INCREDIBLE THE SUPPORT WE'VE HAD FROM THE XBOX PROGRAM.
AND OUR MESSAGE TO THOSE DEVELOPERS IS REALLY CLEAR, WE JUST WANT YOU TO FOCUS ON YOUR GAMES AND YOUR GAME PLAY.
DON'T WORRY ABOUT PUTTING IT TO OTHER PLATFORMS.
WE'RE GOING TO TAKE CARE OF THAT, BETWEEN THE CONSOLE AND THE CLOUD, WE'RE GOING TO TAKE CARE OF THAT FOR YOU.
SO THAT'S WHAT I THINK IS SO EXCITING ABOUT THIS PERIOD.
AND THAT'S THE ENERGY WE GET AS WE MEET WITH DEVELOPERS IS THAT THIS PERIOD IS ABOUT LITERALLY THIS UNLEASHING OF CREATIVITY.
AND THAT CAN ONLY BE GREAT FOR GAMERS.
>> SO SOMETHING THAT NOT A LOT OF PEOPLE OUTSIDE OF MICROSOFT GET A CHANCE TO HEAR, SOME OF THE PHILOSOPHIES BEHIND WHY WE'RE DOING THIS, CATHERINE, CAN YOU TOUCH ON JUST FOR A SECOND WHERE DO WE SEE THIS ALL GOING? WE ALWAYS TALK ABOUT HOW WE WANT TO PUT THE GAMER AT THE CENTER, MAKE SURE THEY CAN PLAY THE GAMES THEY WANT, FOR THE PEOPLE THEY WANT.
HOW DOES THIS ALL KIND OF PLAY INTO THE LARGER MISSION AT MICROSOFT? >> YEAH, I DON'T KNOW THAT I CAN SPEAK TO THE LARGER MISSION OF MICROSOFT, BUT I CAN SPEAK TO HOW WE VIEW THE MISSION AS A TEAM.
IT'S ALL ABOUT UBIQUITY.
YOUR GAME SHOULD BE ABLE TO PLAY ON ANY DEVICE AT ANY POINT YOU CHOOSE TO PLAY.
AND THE COMMUNITY AND ALL YOUR SAVES AND EVERYTHING ELSE RELATED TO THE GAME JUST COMES WITH YOU.
I MEAN, THINK ABOUT IT.
WE'VE SEEN THIS IN VIDEO.
YOU KNOW, YOU CAN WATCH YOUR NETFLIX.
I PERSONALLY CHOOSE TO WATCH MOST OF MY MOVIES ON MY PHONE.
BUT OBVIOUSLY YOU CAN WATCH IT ON ANY DEVICE THAT YOU CHOOSE.
AND I REALLY THINK THIS CONCEPT OF UBIQUITY IS KEY.
IT'S ABOUT REACHING EVERY PLATFORM AND IT'S ABOUT US, YOU KNOW, FOR DEVELOPERS, AS I SAID BEFORE, REALLY LEVERAGING THE CLOUD AND THROUGH OUR PARTNERS WITH AZURE, WHICH IS AS WE KNOW ONE OF THE WORLD'S LEADING CLOUDS WITH THE HUGE GEOGRAPHICAL FOOT PRINT, TO ALLOW US TO REACH GAMERS WHO PREVIOUSLY, IT WAS MUCH HARDER FOR US TO REACH WITH THIS FIDELITY OF GAME.
SO THAT'S REALLY OUR VISION.
> THAT'S GOOD.
IN TALKING WITH A LOT OF THE DEVELOPERS, ESPECIALLY AS THEY ARE STARTING TO GET TO THE NEXT STAGE, ONE OF THE QUESTIONS I THINK A LOT OF PEOPLE WHO ARE NOT NECESSARILY ENGAGED WITH MICROSOFT TODAY AROUND XBOX SERIES OR PROJECT CLOUD, RACHEL, IF YOU COULD ANSWER, WHAT WOULD YOU SAY TO A DEVELOPER WHO IS LOOKING AT THIS TECHNOLOGY SAYING I DON'T KNOW, WHEN IS THE RIGHT TIME TO GET INVOLVED? >> I THINK IT'S A LOT WHAT CATHERINE AND JASON TALKED ON.
JUMP IN, RIGHT? I THINK BACK TO WHEN WE STARTED OUR GAMES, IT SEEMS LIKE LIFETIME AGO, THERE WAS THREE OF US.
WE DIDN'T KNOW WHAT WE DIDN'T KNOW.
AND THAT ENABLED US TO DO REALLY AWESOME THINGS.
AND FOR US AT TEAM XBOX, YOU KNOW, WE TRULY LOVE HEARING THOSE IDEAS AND SEEING WHAT DEVELOPERS CAN CREATE, BECAUSE WE'RE NOT GOING TO TELL YOU WHAT TO DO.
YOU'RE GOING TO TELL US, RIGHT? AND SO IF I PUT MYSELF IN MY OWN SHOES A LONG TIME AGO, I THINK IT WOULD BE, JUST JUMP IN.
WORK WITH US.
REACH OUT TO US.
HELP US LEARN WHAT WE DON'T KNOW, HELP US FIGURE THAT OUT TO REDUCE THAT FRICTION, TO DELIVER THOSE CREATIVE VISIONS.
ESPECIALLY AS WE THINK ABOUT DEVELOPING FOR BOTH CONSOLE AND CLOUD, THE CLOUD SPACE IS SO EXCITING.
I DON'T THINK WE EVEN KNOW WHAT THAT'S GOING TO LOOK LIKE.
I ALWAYS TALKED TO THE TEAM ABOUT WATCHING MY CHILDREN PLAY.
THEY PLAY TOGETHER.
THEY'RE ON MULTIPLE DEVICES.
THEY'RE CONSTANTLY GOING BACK AND FORTH BETWEEN DEVICES.
AND IT'S WHERE THEIR FRIENDS ARE AND WHERE THEY GO.
WHEN WE THINK ABOUT THE OPPORTUNITY ACROSS THESE PLATFORMS AND DEVICES, THAT'S WHAT XBOX WANTS TO BRING TO DEVELOPERS, THE ABILITY TO REACH GAMERS WHERE WE SEE THEM GOING.
SO JUMP IN.
>> THAT'S GOOD.
SO LET'S TALK REAL QUICK ABOUT SOME OF THE KEY LEARNINGS THAT WE HAVE GOTTEN FROM DEVELOPMENT PARTNERS DURING THE WORK THAT WE HAVE DONE TO BUILD OUR XBOX SERIES.
IT'S GREAT TO HEAR WHAT IS GOING WELL.
WHAT ARE SOME CHALLENGES PEOPLE HAVE BUILDING FOR THE CLOUD AND FOR NEW TECHNOLOGY? JASON, LET'S GO TO YOU.
>> SURE.
I THINK ONE OF THE THINGS THAT'S EXCITING ABOUT THE TRANSITION OF A GENERATION IS WHAT YOU USED TO THINK OF PREVIOUSLY AS CONSTRAINTS, MANY TIMES THEY GO AWAY.
I MENTIONED THE FACT THAT WE'RE AT THE UPPER BOUNDS OF WHAT'S POSSIBLE WITH THE ROTATIONAL DRIVE.
NOW THAT'S NO LONGER A BARRIER, IT OPENS UP ALL THESE NEW POSSIBILITIES.
BUT THEN WE'RE GOING TO DISCOVER SOME OF THE NEXT CHALLENGES.
YOU KNOW, IT'S LIKE NOW I HAVE ALMOST KIND OF UNLIMITED MEMORY AND I CAN FEED IT INTO THE SYSTEM.
BUT NOW ALL OF A SUDDEN, CERTAIN LIMITATIONS WE PREVIOUSLY COUNTED ON NO LONGER EXIST.
I THINK THAT CHALLENGES A LOT OF PRECONCEIVED NOTIONS.
SO I THINK THERE'S THAT.
I THINK THE OTHER THING TOO IS JUST, YOU KNOW, THERE'S TIMES WHERE THERE'S A MEMBER OF THE TEAM WHO SHE MENTIONED, YOU KNOW, WITH XBOX 1-X, IT WAS LIKE GETTING A PLAYGROUND TO PLAY WITH.
WITH SOMETHING LIKE XBOX SERIES X, NOW THE ENTIRE TEAM HAS AN AMUSEMENT PARK TO PLAY WITH.
SO IT CAN BE OVERWHELMING TO FIGURE OUT WHERE DO I WANT TO INVEST? WHAT ARE THESE NEW OPPORTUNITIES I HAVE? SO I THINK THE REAL GUIDANCE I GIVE TO DEVELOPERS IN THE COMMUNITY OUT THERE IS, YOU KNOW, CHALLENGE YOURSELVES, THINK CREATIVELY.
WHAT IS THE GAMING EXPERIENCE YOU ALWAYS WANTED TO BUILD? AND A LITTLE BIT TO WHAT WE HAVE TALKED ABOUT THROUGHOUT TODAY, IF THERE'S EVER SOMETHING WHERE THE SOFTWARE IS NOT ABLING YOU TO DO IT, OR THE DEVELOPMENT TOOLS WOULD BE MORE USEFUL IF THEY DID THIS, OR MY ITERATION TIME NEEDS TO IMPROVE, WE WANT THAT FEEDBACK.
WE NEED THAT FEEDBACK.
WE LISTEN TO THAT FEEDBACK, AND IT FUNDAMENTALLY SHIFTS THE DIRECTION THAT WE GO.
SO WE LISTEN VERY CLOSELY TO THE GAMING COMMUNITY.
WE'RE ALL GAMERS OURSELVES, WE ALL PLAY ON XBOX OURSELVES.
WE HAVE FAMILY MEMBERS THAT WE CONNECT WITH.
IT'S ALSO TRUE WITH DEVELOPERS, AS WELL.
WE WANT TO KNOW WHERE WE HAVE GOTTEN IT RIGHT AND WHERE YOU'RE STRUGGLING.
OUR CHALLENGE IS TO TAKE THAT FEEDBACK AND TO GO AWAY AND TO COME UP WITH CREATIVE SOLUTIONS THAT MEETS THE NEEDS OF THE DEVELOPMENT COMMUNITY, SO YOU CAN FOCUS ON DELIVERING THAT AMAZING GAMING EXPERIENCE, THAT ALL OF US CAN'T WAIT TO PLAY.
>> THAT'S SO GOOD.
I THINK WE'RE GETTING TIGHT ON TIME.
SO WE'RE GOING TO DO THE LIGHTNING ROUND.
WE HAVE A SET OF QUESTIONS WE'RE GOING TO ASK EVERY PERSON HERE.
WHAT ARE THE MOST IMPORTANT THINGS FOR A GAME DEVELOPER TO TAKE AWAY FROM THIS CONVERSATION TODAY.
RACHEL, LET'S START WITH YOU.
>> OKAY.
I'LL TRY TO BE SUPER QUICK SINCE WE'RE TIGHT ON TIME.
I THINK MY HOPE IS THAT THE BIGGEST — ONE OF THE BIGGEST TAKE AWAYS FROM TODAY IS A FEELING OF EXCITEMENT.
AS WE MENTIONED, WE'RE IN THE MIDST OF SOMETHING VERY CRAZY, UNPRECEDENTED GOING ON IN THE WORLD.
THERE'S A LOT OF HEAVINESS.
I HOPE THAT ANYBODY LISTENING, WHETHER IT WAS A DEVELOPER, A GAMER, MAYBE A STUDENT, WHO IS SUPPOSED TO BE DOING REMOTE LEARNING, THAT THEY FEEL THAT LIGHT INSIDE OF THEM, THAT THEY FEEL THAT PASSION WE ALL HAVE FOR GAMING.
I HOPE THEY'RE EXCITED ABOUT THE FU EXCITED ABOUT, YOU KNOW, HOW WE CAN DO THINGS TOGETHER AND THE THINGS WE'RE GOING TO BUILD TOGETHER TO REACH GAMERS AROUND THE WORLD SO THAT THEY CAN PLAY WATCH, COMMUNICATE AND CREATE TOGETHER.
THAT'S GOOD.
CHRIS, LET'S GO OVER TO YOU, WHAT IS THE MOST IMPORTANT THING A GAME DEVELOPER SHOULD TAKE AWAY FROM THIS CONVERSATION? >> I WAS HOPING TO TALK ABOUT WHAT WE HAVE LEARNED IN RELATION TO INPUT AND SKILL CEILING.
YOU TELL EVERYBODY HEY, WE'RE GOING TO PACK A STADIUM FOR PEOPLE TO WATCH TICKTACKTOE, THAT WOULDN'T BE THE CASE, BECAUSE THE WORLD CHAMPIONSHIP OF TICKTACKTOE IS GOING TO BE BORING, BECAUSE THERE'S NO SKILL CEILING BECAUSE IT'S ALWAYS A TIE.
AS WE HAVE GONE DOWN THIS ROUTE AND LOOKED AT WHAT THE NEW GENERATION OF PEOPLE GROWING UP, LEARNING HOW TO USE, YOU KNOW, PLAY GAMES ON GLASS NATIVELY, WHICH IS DIFFERENT THAN HOW I GREW UP WITH THE CONTROLLER, PEOPLE CAN PLAY GAMES ON GLASS TO A DEGREE AND A FIDELITY WHICH ALLOWS A SKILL CEILING, WHICH IS INCREDIBLE.
IT WAS TWO YEARS AGO WHEN WE KICKED OFF OUR JOURNEY LOOKING AT THAT.
I DIDN'T THINK THAT WAS GOING TO BE THE CASE.
AND NOW THAT WE HAVE LOOKED AT IT ON THE CUSTOMER SIDE AND WITH THE BEST GAME DEVELOPERS ON THE PLANET ARE DOING, PEOPLE ARE REALLY SOLVING THE SKILL PROBLEM — THE SKILL CEILING PROBLEM.
SO WHEN YOU THINK ABOUT PUSHING A GAME OUT, I WOULD NOT BE WORRIED ABOUT THINKING ABOUT A PHONE PERHAPS AS THE LOWEST COMMON DENOMINATOR.
BE CONFIDENT THAT YOU CAN MAKE THE GAME YOU'VE BUILT, YOU'RE THINKING OF A PCR CONSOLE.
YOU CAN MAKE THAT SKILL CEILING, YOU CAN MAKE THAT THING EXCELLENT NO MATTER WHERE IT'S BEING STREAMED TO.
>> THAT'S GOOD.
CATHERINE, WHAT IS THE MOST IMPORTANT THING A DEVELOPER CAN TAKE AWAY FROM THIS CONVERSATION TODAY? >> YEAH.
ABSOLUTELY.
WHAT I WOULD SAY IS EMBRACE THE NEW, BE OPEN TO LEARNING, AND DON'T CONSTRAIN YOUR THINKING ABOUT FRAMEWORKS THAT HAVE EXISTED IN GAMING PREVIOUSLY.
I THINK WE'RE IN A PERIOD WHERE WE ARE REWRITING THE RULES OF TRADITIONAL GAME DEVELOPMENT.
AND I THINK THAT'S SUCH AN EXCITING PERIOD WITH HUGE OPPORTUNITY.
AND THE ONLY WAY THAT WE CAN REALLY, YOU KNOW, LEVERAGE THAT IS BY BEING OPEN TO ANY AMOUNT OF POSSIBILITIES, AND JUST INCREASING THOSE LEARNING CYCLES.
SO BE OPEN TO THE NEW.
THAT'S MY MAIN TAKE AWAY.
>> THAT'S GOOD.
AND JASON, WHAT IS THE MOST IMPORTANT THING A DEVELOPER CAN TAKE AWAY FROM TODAY'S CNVERSATION? >> IT'S KIND OF FUNNY.
EVERYBODY ELSE SAID IT SO ELOQUENTLY, I DON'T KNOW HOW MUCH MORE I CAN ADD.
THE ONLY THING I WOULD ADD TO WHAT EVERYBODY ELSE HAS TALKED ABOUT IS, JUST FOCUS ON THE PLAYER, FOCUS ON THE GAMER.
JUST REALLY FOCUS ON HOW CAN YOU DELIGHT THAT PLAYER? YOU KNOW, THE NEED TO PLAY IS JUST A FUNDAMENTAL HUMAN CONDITION.
AND THAT'S WHY I THINK MANY OF US WORK IN THIS INDUSTRY AND WE LOVE THIS INDUSTRY.
BECAUSE AT THE END OF THE DAY, OUR JOB IS TO CREATE FUN AND THERE'S NOTHING BETTER TO DO.
AND SO AS LONG AS YOU'RE FOCUSING ON THE PLAYER, WE'RE HERE TO HELP IN ANY WAY THAT WE CAN.
WE WANT THE FEEDBACK FROM THE COMMUNITY, BOTH PLAYERS AND DEVELOPERS.
BUT AS LONG AS YOU'RE FOCUSING ON THE PLAYER, I DON'T THINK YOU CAN GO WRONG.
>> THAT'S GOOD.
SO GOOD.
WELL, THANK YOU GUYS SO VERY MUCH FOR JOINING US OVER THE PHONE.
IT HAS BEEN AN AWESOME CHANCE TO TALK WITH YOU.
THAT'S IT FOR US.
KELLY, OVER TO YOU.
>> YOU TOOK THE CONSOLE.
ANY WAY, THANKS, BRIAN.
KELLY, IF YOU WANTED TO KNOW MORE ABOUT NEXT GEN HARDWARE AND WHAT IT CAN DO, WE CAN CROSS THAT OFF THE LIST.
>> I COULD NOT BE MORE XOEXCITE.
WHAT DO YOU THINK? >> THIS IS AN EXCITING PERIOD OF TIME.
NEXT GEN HARDWARE COMING OUT THIS YEAR.
>> ANY WAY, XBOX SERIES X.
SO EVERYONE OUT THERE, GO TO OUR DISCORD AND LET US KNOW WHAT YOU THINK ABOUT IT AND TELL US ABOUT ALL OF THE THINGS.
IN ANY EVENT, WE HAVE SOME TEAMS FROM OUR — SOME OF OUR FAVORIE GAMES IN CHAT, AS WELL.
>> THAT'S RIGHT.
LIKE AGE OF EMPIRES, I'M SO EXCITED.
THIS IS MY FAVORITE GAME OF ALL TIME.
>> REALLY? >> YEAH.
IT'S A GREAT TIME.
IT CAUSED ME TO GET INTO GAMING AND DO WHAT I DO RIGHT NOW.
OVER THE LAST TWO DAYS.
CONVERSATIONS WITH STUDIO DIRECTORS, AND EVEN SOME IDEAS OF XBOX PROS.
WHAT HAS BEEN YOUR HIGHLIGHT? >> I THINK I KIND OF GAVE IT AWAY, THAT WAS THE MOST EXCITING — I THINK AGAIN, WE SAID IT YESTERDAY, ONE OF THE THINGS THAT I'VE ALWAYS DREAMED ABOUT IS BEING AT MICROSOFT DURING THE LAUNCH OF A NEW CONSOLE.
AND XBOX SERIES X COMING OUT THIS YEAR IS GOING TO BE FANTASTIC.
THE FOCUS ON PERFORMANCE, SPEED, AND OF COURSE, COMPATIBILITY.
THE IDEA THAT YOU'RE GOING TO HAVE THOUSANDS OF GAMES PLAYABLE ON YOUR CONSOLE.
THE SSD, FIRST-EVER GENERATION THAT WILL HAVE SSD BUILT INTO THE CONSOLE.
AND JUST GP POWER.
SO YEAH, KELLY, WHAT WAS YOUR HIGHLIGHT IF >> I LIKE THE ACCESSIBILITY CONVERSATIONS WE HAD YESTERDAY AND JUST LEARNING ABOUT THE SERVICES.
IT'S INCREDIBLE LEARNING WHAT GAME STACK IS.
IF THERE'S ANY DEVELOPERS THAT ARE JUST JOINING US, CHECK OUT GAMESTACK.
COM.
AND WE'LL HAVE AVAILABLE THE TALKS AND PANELS OVER THE LAST TWO DAYS.
SO DO NOT FRET, EVERYONE, BECAUSE ALL THAT WILL BE AVAILABLE SOON.
>> WHO IS EVER TO SAY WHEN SOMETHING IS GOING TO HAPPEN? ONE THING I'VE LOVED OVER THE LAST TWO DAYS IS TALKING TO YOU.
YOU SAID A LOT.
SO LET'S CHECK OUT WHAT YOU SAID OUT HERE.
OUR LAST PANEL, PARTNER DIRECTOR OF — DUE TO TECHNICAL ISSUES, WE HAD TO USE HEAD SHOTS AND SOMEONE HAS TAKEN JASON'S AND DOCTORED IT A BIT.
LET'S TAKE A LOOK AT THIS.
SO JASON, LET ME JUST SAY SOMETHING.
JASON HAS ONE OF THE MOST GLORIOUS BEARDS I'VE EVER SEEN.
>> IT REALLY IS.
EVEN THE LENGTH AND PATTERN OF IT, LIKE HOW HALF IS GRAY, HALF IS DARK.
WE HAVE THAT STRIP OF GRAY.
IT'S VERY — >> VERY DELIBERATE AND VERY REGAL.
I DON'T KNOW WHAT THE WORD WOULD BE.
>> I LIKE REGAL.
>> IT'S REALLY COOL TO SEE.
HE'S JUST PERCHING OVER XBOX.
HE HAS PUT EVERYTHING TOGETHER, ALONG WITH A GREAT TEAM.
SO THIS IS COOL TO SEE.
I THINK WE HAVE A FEW MORE TWEETS.
>> I THINK THAT WAS TO SCALE, THOUGH.
IT DOUBLES AS A HEATER FOR YOUR HOUSE.
>> IT DOUBLES AS A LOT.
IT'S FUNNY, BECAUSE XBOX TWEETED OUT A PICTURE ON MONDAY TO SCALE AN XBOX CONSOLE NEXT TO A FRIDGE.
SO IT'S REALLY FUNNY.
WE HAVE ANOTHER TWEET FROM AN MVP.
THIS IS SIMON DARKSIDE.
IT SAYS MY FAVORITE QUOTE FROM THE TEAM, LET'S LOOK BACK HERE.
MY FAVORITE QUOTE FROM THE TEAM TODAY IS THIS, SOMETHING ELSE YOU SHOULD KNOW, THE SAME TEAM THAT SAW THE AMAZING TECHNICAL FEAT OF XBOX 360 IS THE TEAM THAT CREATED PROJECT X-CLOUD.
AWESOMENESS TO THE MAX.
100%.
SO JUST TO GIVE A NOTE ON THAT, BACK IN 2015, WE ANNOUNCED XBOX 360 WITH COMPATIBILITY ON XBOX ONE.
SO IT'S GOING TO BE LOTS OF SOLUTIONS AND I'M SUPER EXCITED.
>> IT IS EXCITING, JUST HOW GAMING AND DEVELOPMENT EVOLVES EVERY GENERATION AND ITERATION.
SOMETHING NEW THEY ADD, SOMETHING INCREDIBLE WITH THE TEAMS WE HAVE HERE.
THEY WERE TALKING ABOUT OUR FAVORITE PARTS OF TODAY.
MY FAVORITE PART MIGHT BE THE NEXT CONVERSATION YOU'LL BE HAVING.
OF COURSE, I THINK BRUTAL LEGEND DOES NOT GET AS MUCH LOVE AS IT DESERVES.
LET'S GO BACK ON TOUR HERE.
HEY, NEW CHAPTER, THE EVOLUTION.
THAT'S WHAT I WAS SAYING.
THANK YOU.
AND IS THAT A BOT? >> LOVE THAT.
>> OKAY.
>> DID RICARD PAY TO GETTIS TWEET UP HERE? >> I THINK SO.
ALTHOUGH IT IS REALLY COOL, THE SHOES WITH THE SHIRT.
AND I DO BELIEVE THAT WE YESTERDAY HEARD THAT SOME PEOPLE WERE ASKING HOW DO WE GET THESE SHIRTS, HOW DO I GET THIS JACKET? I DON'T KNOW.
>> DOES KELLY HAVE AN ANSWER? >> IF YOU COMPLAIN ENOUGH, SOMETHING WILL HAPPEN.
>> RICARD, I HEARD IT IN MY EAR THAT RICARD DID PAY FOR THIS FREE PROMOTION.
IN WHICH CASE I WOULD LIKE TO KNOW HOW MUCH THAT COSTS.
ANY WAY.
>> EVERYONE, NOW IT'S TIME TO CHECK OUT ONE OF THE MOST CREATIVE ECOSYSTEMS IN THE GAMING INDUSTRY THAT'S HELPED PROPEL A DEATH TEAM TO GAMING GLORY.
>> BEFORE MAKING A LIST OF PRIORITIES FOR THE COMPANY, THE TOP OF THE LIST WOULD BE CREATIVITY.
WHETHER IT'S OUR BUSINESS OR I DON'T WANT TO SAY CREATIVE FINANCES.
THAT PROBABLY SOUNDS BAD.
♪ ♪ >> A GAME SHOULD.
JUST BE ONE PERSON'S VISION.
THERE'S ALWAYS GOING TO BE SOMETHING IN A FUN PROJECT THAT WILL APPEAL TO A VERY WIDE VARIETY OF PEOPLE, BECAUSE WE HAVE A WIDE VARIETY OF PEOPLE MAKING THAT CONTENT HERE.
THAT'S JUST WHAT MAKES OUR GAMING SPECIAL.
>> THEY FEEL LIKE THEY'RE MADE THAT LEADS TO A UNIQUE FEELING IN OUR GAMES.
>> THINKING OUTSIDE OF THE BOX, ACCESS TO A COUNTERCULTURE YOU MAY NOT SEE IN GAMES.
PEOPLE COME TO PLAY GAMES THAT ARE DIFFERENT AND UNIQUE.
>> I STARTED THE COMPANY BECAUSE I HAD AN IDEA FOR A GAME.
IT STRUCK ME AT A CERTAIN POINT THAT DOING MY IDEAS FOR TEN YEARS.
THERE WAS SO MANY CREATIVE PEOPLE AT THE COMPANY, HOW DO WE GET EVERYBODY'S IDEAS TO THE FOREFRONT? SO WE TOOK A BREAK AND WE SPLIT THE WHOLE COMPANY, 60 PEOPLE INTO FOUR SMALLER TEAMS, WHICH SEEMED CRAZY AT THE TIME.
FIRST OF ALL, WE'RE GOING TO STOP WORKING ON THIS GAME, WHICH IT'S NOT LIKE IT'S AHEAD OF SCHEDULE.
WE'RE GOING TO MAKE A GAME IN TWO WEEKS.
BUT OUT OF IT CAME THIS AMAZING STUFF.
WE LIKED IT SO MUCH WE DID IT AGAIN IN A YEAR AND IT WAS AMAZING.
>> THESE ARE FORTNIGHT.
THEY COME TOGETHER AND PITCH NEW IDEAS.
>> ANOTHER PART OF FOSTERING CREATIVITY IS TRYING NEW DISCIPLINES.
WE ALWAYS SAY EVERYBODY CAN TRY ANYTHING THEY WANT TO TRY.
IT JUST GIVES SOMEONE A CHANCE THE FIGURE OUT THAT IS WHAT I LIKE TO DO OR I'M SO GLAD I DON'T DO THAT FOR A LIVING BECAUSE THAT WAS HARD.
>> IT'S SCARY BUT FUN AT THE SAME TIME, BECAUSE YOU'RE LEARNING A NEW SKILL.
IT HELPS YOU UNDERSTAND OTHER PEOPLE AT THE STUDIO AT A DEEPER LEVEL.
BECAUSE YOU'RE BEING IN THEIR SHOES.
>> OVERALL, I DON'T THINK ANYONE WILL GET RID OF IT HERE.
DID YOU ASK THEM? SHOULD WE STOP IT? I THINK THEY WOULD SAY NO.
>> IF YOU'RE IN THE STUDIO, YOU CAN PITCH.
WE EVEN HAD PEOPLE FROM OUTSIDE THE STUDIO PITCH GAMES BEFORE.
>> EVERYBODY GETS TO PARTICIPATE AND EVERYBODY'S IDEAS ARE IMPORTANT.
BUT THE REALLY STRONG ONES BUBBLE UP TO THE TOP AND YOU GET TO REALIZE THAT.
>> MY NEW PILE DRIVER IS AN ACTION GAME WHERE YOU CONTROL A RUBBER SUITED MONSTER DESTROYING CITIES.
>> YOU CAN LAUNCH HIS HEAD FROM HIS BODY AND TAKE CONTROL OF THE ROBOT FORCES.
>> THE EMERGING NARRATIVE GAME WHERE YOU PLAY A RULER GUIDING THE COUNTRY.
>> YOU PLAY A HOUSE CAT EXPLORING THE OUTSIDE WORLD.
>> I WAS PART OF A DOCUMENTARY TEAM, AND IN 2012, WE PARTNERED WITH DOUBLE FIND ON A PROJECT TO FUND NOT JUST A VIDEO GAME THEY WERE GOING TO MAKE, BUT A DOCUMENTARY WE WERE MAKING ABOUT HOW THEY MADE THAT GAME.
IT CAME TO US AND WE WERE LIKE, YOU CAN PITCH IDEAS IF YOU WANT TO, BECAUSE THEY WERE TAKING IDEAS FROM ANYBODY THAT WORKED HERE.
IT WAS LIKE, I'M GOING TO DO IT THIS YEAR.
I HAVE NO EXPERIENCE AT DEVELOPING GAMES AND IT WAS NERVE WRACKING ENOUGH TO PITCH TO THESE PEOPLE.
I PITCHED THINKING I WASN'T GOING TO GET PICKED.
>> IT GOES TO A VOTE.
THE PUBLIC HAS VOTED ON THEM BEFORE.
>> THE PITCH I WON WITH WAS “THE GODS MUST BE HUNGRY.
” >> HOPING WHEN YOU DO THIS, THERE IS A GOD MOVING THROUGH THE TOWN AND YOU HAVE TO GET TO THE ARENA BEFORE HE DOES.
>> I DON'T KNOW WHAT I NEED, BECAUSE I HAVE NOT DONE THIS BEFORE EVER.
>> THAT'S THE ONE THAT ENDED UP GETTING PICKED THAT YEAR.
>> THE FINAL ONE, THIS CAN'T BE RIGHT.
“THE GODS MUST BE HUNGRY.
” [ APPLAUSE ] HOLY COW.
>> THE FIRST THING THAT HITS YOU IS JUST IMMEDIATE TERROR.
IT'S LIKE 90% JOY, 10% TERROR.
>> HOLY CRAP, THAT SOUNDS REALLY INTENTION AND AWESOME BUT TERRIFYING.
>> EVERYTHING IS GREAT, OH, MY GOD, OH, MY GOD, THIS IS TERRIBLE, I'M THE WORST CREATIVE PERSON EVER.
>> THE PEOPLE THAT RUN THE PROJECTS GO FROM TERROR TO PANIC, WHICH IS WORSE? >> THEN IT'S MADNESS FOR TWO WEEKS.
>> WE WERE GIVEN A LIST SHORTLY BEFORE THE TEAMS WERE ANNOUNCED.
EVERYONE IS ON ONE SIDE OF THE ROOM AND WE JUST CALLED PEOPLE OUT ONE AT A TIME AND THE TEAMS COME TOGETHER AND BREAK AND START TALKING ABOUT WHAT THEY'RE GOING TO DO THAT DAY.
>> WE AS A TEAM FIGURE OUT HOW MUCH WE CAN GET DONE.
>> EVERY DECISION MATTERS.
AND IT'S NOT SO MUCH THE DAYS MATTER, BUT HOURS MATTER AND THE DECISIONS WE MAKE WITHIN THOSE HOURS ALL ADD UP.
>> I GUESS THE BIGGEST TAKE AWAY FOR ME, I HAD THIS INTENSE PRESSURE I WAS PUTTING ON MYSELF TO HAVE IMMEDIATE ANSWERS TO EVERY SINGLE QUESTION.
WHAT I LEARNED OVER THE PROCESS IS ONCE ANY PROJECT STARTS, IT IS NOT YOUR IDEA ANYMORE.
IT BELONGS TO THE GROUP.
YOU JUST HAVE TO TRUST THAT YOU'LL ARRIVE AT SOLUTIONS TOGETHER AND IT'S NOT ON YOU TO BE THE SOLE DECISION MAKER FOR EVERY SINGLE STEP OF THE WAY.
♪ ♪ >> PENCILS DOWN, DEADLINE, EVERYONE STOPS WORKING.
WE LOCK THE SERVER AND THEN HAVE A GAME PLAY FESTIVAL.
>> YES! >> WE ALL RUN BACK TO OUR DESK, PLAY IT AND THEN COME BACK AND TALK ABOUT IT.
WE'LL HAVE A DAY-LONG FESTIVAL WHERE WE'LL PLAY THE GAMES FOR AN HOUR AND THEN TALK ABOUT IT.
>> WE MADE A GAME.
>> WE'LL SEE.
>> IT'S A GAME.
A BEAUTIFUL GAME.
>> I LIKE HIS ASYMMETRIC DWGLOV.
WHAT THE HECK? HOLY COW.
EXCITING.
>> EVERYONE REALLY JUST STEPPED UP, AND IT WAS GREAT.
PEOPLE WERE SO ABOVE AND BEYOND WHAT I THOUGHT.
IT TURNED OUT TO BE WAY BETTER THAN I COULD HAVE IMAGINED.
>> MAYBE THE LAST OR SECOND TO LAST DAY, THE GUYS ASKED ME WHAT DO YOU THINK IS GOING TO HAPPEN AFTERWARDS? I WAS SAYING I'M A LITTLE DEPRESSIONED.
ALL THESE GUYS ARE GOING TO BE BACK TO MAKING VIDEO GAMES AND I NEVER WILL.
I REGRET SAYING THAT, BECAUSE YOU SHOULD THEY HAVE SAY NEVER.
THEY CAME TO ME AND SAID WOULD YOU LIKE TO WORK ON THIS FOR A COUPLE OF MONTHS? I OF COURSE SAID YES.
I THINK THE IDEA IS THAT I WOULD BE ON IT FOUR TO SIX MONTHS.
NOW IT'S 2 1/2 YEARS LATER AND I'M STILL WORKING.
WHAT I KNOW HOW COMPARED TO THEN IS STAGGERING TO ME.
♪ ♪ >> BEING UNCOMFORTABLE IS GOOD.
IF YOU KEEP DOING THE SAME SAFE THINGS, YOU'RE NOT GOING TO REALIZE THE FULL POTENTIAL.
SOMETIMES YOU NEED A BIG KICK IN THE ASS, AND THAT'S WHAT IT IS.
>> TIM HAS CREATED A CULTURE HERE WHERE IT'S OKAY TO FEEL UNCOMFORTABLE.
I NEVER FELT LIKE IF I MESSED THIS UP, I WOULD BE KICKED OUT OF THE COMPANY.
>> THAT'S WHAT IS UNIQUE ABOUT DOUBLE FIND.
I'VE BEEN IN LARGE STUDIOS, THE MACHINE IS SO BIG.
BUT HERE, PEOPLE ARE NOT PIGEON HOLED INTO DOING ONE THING.
THAT'S WHY WE GENERATE SO MANY GREAT IDEAS.
>> GOOD IDEAS COME FROM ANYWHERE.
WE SHOULD ALWAYS TRY TO ENCOURAGE THAT AND NURTURE IT, AS WELL.
SO IT'S ONE THING TO SAY SURE, THE VIDEO CREW CAN PITCH IDEAS.
BUT TO THEN FOLLOW THROUGH ON THAT, AND COLLECTIVELY COME TOGETHER AND SUPPORT THAT PERSON AND TEACH THEM WHAT THEY NEED TO KNOW IS WHAT MAKES THE CULTURE HERE SO UNIQUE.
WE'VE ALL GROWN UP TOGETHER HERE.
AND IT MAKES ME FEEL LIKE I'M YEAR TO YEAR MAKING THE RIGHT CHOICE AND STAYING HERE.
>> LEARNING.
A LOT OF LEARNING.
A MAGIC THING, BUT EVERY PERSON IN THE WORLD IS CREATIVE.
♪ ♪ >> WHAT A PIECE INDEED.
LET'S TALK ABOUT IT.
JOINING ME NOW FROM DOUBLE FIND, ARE YOU THERE? >> I AM.
HOW IS IT GOING? >> GOING WELL.
IT'S GOING WELL.
THANK YOU FOR JOINING ME.
THAT WAS A FANTASTIC PIECE.
WE'RE GOING GET TO IT IN JUST A SECOND.
YOU MENTIONED YOU DON'T HAVE MUCH IN GAME DEVELOPMENT.
CAN YOU TELL US WHAT YOU DO AT DOUBLE FIND? >> I'M WORKING AS A LEVEL DESIGNER RIGHT NOW ON THE PROJECT.
BUT BEFORE THAT, I WAS PART OF THE DOCUMENTARY CREW THAT'S BEEN MAKING THIS SERIES ABOUT DOUBLE FIND FOR THE LAST EIGHT YEARS.
>> EIGHT YEARS FOR A DOCUMENTARY.
FASCINATING.
WE'RE GOING TO TALK ABOUT THIS JOURNEY.
GOING FROM SOMEONE WHO IS DOCUMENTING DOUBLE FIND'S JOURNEY TO BEING A LEVEL DESIGNER, THAT IS A FASCINATING JUMP.
LET'S GET YOUR GUT REACTION ON THAT 350ES, WHAT WERE YOUR THOUGHTS — PIECE, WHAT WERE YOUR THOUGHTS? >> IT FEELS LIKE THIS CRAZY THING, JUST IN THE HISTORY OF THINGS THAT HAVE COME THROUGH AND PROJECTS THEY WORKED ON.
IT'S JUST BEEN — NO MATTER WHO MAKES UP THE STUDIO, I THINK THAT'S JUST A REAL TESTAMENT TO THE CULTURE THAT TIM HAS CREATED THERE.
>> GOIFSING TO SAY THE MAIN WORD THERE IS CULTURE.
WE SAW IT THROUGHOUT THE ENTIRE PIECE.
I GUESS WE HAVE SEEN IT OVER THE PAST FEW DAYS FOR THE VARIOUS DEVELOPERS, BUT REALLY FOSTERING A CREATIVE CULTURE WHERE EVERYONE FEELS LIKE THEY HAVE THE OPPORTUNITY TO CONTRIBUTE AN IDEA.
CAN YOU GIVE US A LITTLE MORE CONTEXT INTO WHAT AMNESIA FORTNIGHT IS? >> ABSOLUTELY.
WE ALL STOPPED WHATEVER PROJECTS WE WERE WORKING ON, AND THE FLOOR IS OPENED TO ANYONE AT DOUBLE FIND TO PITCH AN IDEA.
AND IT'S VARIED YEAR TO YEAR.
SOMETIMES IT'S OPEN TO THE PUBLIC, OTHER TIMES TIM WILL PICK AN IDEA.
BUT BASICALLY FOUR, FIVE IDEAS OUT OF ALL OF THOSE PITCHES AND WE DEVELOP PROTOTYPES OVER THOSE TWO WEEKS.
>> IT'S SUCH A FASCINATING IDEA THAT YOU WOULD STOP SORT OF DEVELOPMENT.
I WANT TO ASK YOU A VERY DIRECT QUESTION ABOUT SOMETHING YOU DEVELOPED.
THE GODS MUST BE HUNGRY, I THINK DOUBLE FIND IS KNOWN FOR A CERTAIN TYPE OF GAME.
WHAT INSPIRED YOU TO CREATE THE GODS MUST BE HUNGRY, WHERE DID THAT COME FROM? >> OH, MAN.
MY MAIN HOBBY IS COOKING.
SO I WATCH A LOT OF COOKING SHOWS, COOKING VIDEOS.
AND I LOVE FOOD WARS, I THINK ALL OF THOSE THINGS JUST CAME TOGETHER.
AND SOME COOKING GAMES, AS WELL.
>> I MEAN, I WOULD SAY “OVERCOOKED” IS ONE OF THOSE GAMES YOU SHOULDN'T PLAY WITH FRIENDS.
LET'S GO BACK TO THAT CREATIVE ENVIRONMENT.
AGAIN, WE HAVE A LOT OF DEVELOPERS WATCHING.
THEY WANT TO FIGURE OUT HOW TO GET IN THAT CREATIVE SPACE.
WHAT ADVICE WOULD YOU GIVE TO DEVELOPERS TO JUMP-START CREATIVITY ON THEIR TEAM? >> SURE.
ESPECIALLY FOR ME COMING FROM A DIFFERENT BACKGROUND, THE BESTED A — BEST ADVICE IS DO THINGS OTHER THAN PLAY VIDEO GAMES.
WATCH MOVIES, READ BOOKS, PLAY BOARD GAMES.
TAKE UP A PHYSICAL HOBBY THAT YOU HAVE TO USE YOUR HANDS TO GET INVOLVED IN.
IDEAS COME FROM ALL SORTS OF CRAZY PLACES.
AND WHERE YOU MIGHT BE JUST CLEANING UP AROUND THE HOUSE AND SUDDENLY YOU — I THINK EXPERIENCING THOSE THINGS WITH YOUR TEAM AND TALKING ABOUT THOSE EXPERIENCES, BASICALLY EXPOS IDEAS YOU WOULDN'T HAVE ARRIVED AT YOURSELF.
I THINK IT'S VALUABLE TO DO ALL THOSE THINGS YOU MENTIONED.
>> DOUBLE FIND CULTURE IS ALL ABOUT THE BEST IDEA NO MATTER WHERE IT COMES FROM.
YOUR EXAMPLE IS A PERFECT EXAMPLE OF THAT.
I GUESS MAYBE STUDIO WIDE, WHAT ARE SOME BEST PRACTICES? WE SAW TIM SHAFFER IN THERE.
HE WAS WITH YOU ALL.
HE WAS THE ONE ANNOUNCING THE WINNER, HELPING YOU ALONG THE PROCESS.
WHATTED EADVICE WOULD YOU GIVE STUDIOS TRYING TO FOSTER THAT? >> YEAH, YOU HAVE TO LEAVE MULTIPLE DOORS OPEN FOR PEOPLE.
WHAT I MEAN IS EVERYONE HAS A DIFFERENT WAY OF EXPRESSING THEM SELVES AND IDEAS.
SOME PEOPLE ARE COMFORTABLE SPEAKING UP AT MEETINGS OR JUST WALKING RIGHT UP TO YOU IN THE HALL.
AND EVERY SO OFTEN, I WOULD LIKE MELT IN OR WRITE DOWN THE LITTLE THING OR DO A LITTLE DRAWING.
IT'S JUST I REALLY APPRECIATED THAT PEOPLE WERE RECEPTIVE TO THAT.
SO I WOULD SAY THAT'S SOMETHING — >> I LOVE THAT.
I THINK MAYBE IN COMPANIES THAT MAYBE BIG OR MAYBE NOT SO BIG, MAYBE THERE'S A FEAR TO EMAIL THE HEAD OF THE STUDIO.
BUT TO YOUR POINT, THE FACT THAT YOU FELT COMFORTABLE ENOUGH TO EMAIL TIM IS A GREAT EXAMPLE OF HOW YOU FOSTER A CREATIVE ENVIRONMENT.
WE'RE GOING TO PROVIDE MORE CONTEXT WITH THIS PIECE OF BONUS FOOTAGE.
CHECK IT OUT.
♪ ♪ IS >> IF WE WERE MAKING A LIST OF PRIORITIES FOR THE COMPANY, THE WORD AT THE TOP WOULD BE CREATIVITY.
THAT'S SOMETHING WE LIKE TO SEE IN EVERY GAME WE MAKE, EVERYTHING WE DO, WHETHER IT'S OUR BUSINESS AND I DON'T WANT TO SAY CREATIVE FINANCES, THAT SOUNDS BAD.
BUT WE WANT TO PUT CREATIVITY INTO EVERYTHING WE DO.
HOW DO WE GET EVERYBODY'S IDEAS INTO THE FOREFRONT? YOU'VE BEEN THINKING ABOUT THESE CHARACTERS AND WORLD FOR SO LONG, SO WE TOOK A BREAK DURING BRUTAL LEGEND AND SPLIT 60 PEOPLE INTO FOUR SMALLER TEAMS.
AND EACH TEAM HAD TWO WEEKS TO MAKE A GAME.
FIRST OF ALL, WE'RE GOING TO STOP WORKING ON THIS GAME AND MAKE A GAME IN TWO WEEKS? THAT SOUNDS CRAZY.
BUT WE HAD REALLY INTERESTING IDEAS AND WE LIKED IT SO MUCH WE DID IT AGAIN IF A YEAR OR SO.
OUT OF THAT, WE GOT THE IDEA FOR COSTUME QUEST, HAPPY SONG, AND OTHERS AND IT WAS AMAZING.
IT WAS CHAOTIC, CRAZY.
SOME PEOPLE WONDERED WHY WE WERE DOING IT.
OUT OF IT CAME THESE AMAZING LITTLE GAME DEMOS.
AND THEN WE SHIPPED BRUTAL LEGEND AND THEN WE WERE WORKING ON BRUTAL LEGEND TWO AND IT WAS CANCELED AND WE HAD NOTHING ELSE GOING ON.
BUT WE HAVE LIKE EIGHT AMAZING DEMOS SITTING ON THE SERVERS THAT WE SHOULD LOOK AT.
BECAUSE WE HAD ALWAYS WERE LIKE, WE SHOULD MAKE THESE TWO REAL GAMES.
SO WE TOOK THOSE FOUR PROTOTYPES AND WE TOOK THEM ON THE ROAD AND PITCHED THEM TO PUBLISHERS AND GOT ALL FOURED S SIGNED.
SO THESE LITTLE TESTS ENDED UP SAVING US.
IT WAS AMAZING.
AND I THINK IT SPOKE TO WHAT WE'RE ALL ABOUT AS A COMPANY.
IT WAS THIS BURSZ OF K– BURST F CREATIVITY THAT SAVED US IN EVERY OTHER WAY.
>> LOVE THE EXTRA CONTEXT THERE FROM TIM.
I FEEL LIKE IT FEELS COUNTERINDUETIVE TO STOP PRODUCTION ON ONE GAME, TO GO THROUGH THIS CREATIVE PROCESS OF AMNESIA FORTNIGHT.
WHAT WOULD YOU SAY TO TEAMS SKEPTICAL ABOUT THAT APPROACH? >> I WOULD SAY DON'T SHY AWAY FROM IT.
I SORT OF LIKE — THE ANALOGY I LIKE IS WHEN YOU'RE WORKING OUT, YOU DON'T WORK EVERY MUSCLE GROUP EVERY DAY.
IT HELPS TO GO SPACE IF YOU HAVE THE LUXURY TO DO THAT.
I FEEL LIKE EVERY SINGLE TIME WE HAVE OBSERVED PEOPLE DOING THAT, YOU KNOW, YOU ALWAYS SEE PEOPLE LIKE AT THE END OF IT, EVEN THOUGH IT'S IN THE END OF THE PROCESS, THEY'RE SUPER EXCITED TO GET BACK TO THE PROJECT THEY WERE WORKING ON.
IT'S LIKE HOW CAN I FIT THIS IDEA INTO A PROJECT WE'RE WORKING ON, OR OH, I REALIZED HOW I CAN DO THIS THING.
LET'S GO.
SO I THINK IT MAKES SENSE TO DO IT EVERY NOW AND THEN.
MIGHT BE CONSIDERED PART OF THE PROCESS.
>> I LOVE THAT, AMNESIA FOURTD NIGHT IS A GREAT EXAMPLE OF THIS IDEA THAT YOUR GAME COULD GET CANCELLED ANY SECOND.
AMNESIA FORTNIGHT ALLOWED YOU THE FLEXIBILITY TO SAY WE HAVE A BUNCH OF THESE DEMOS TO WORK OFF OF.
AND ANOTHER POINT YOU MENTIONED WHICH IS SUPER IMPORTANT, IT ALLOWS YOU TO GO BACK TO THE MAIN GAME WITH NEW PERSPECTIVE.
YOU CAN NOW GO WITH A FRESH SET OF EYEING.
IT'S REALLY COOL TO SEE.
NOW, IN THE DOC, YOU TALKED ABOUT LEARNING A LOT OF THE PAST FEW YEARS.
WHAT ARE SOME OF THE KEY TAKEAWAYS FROM YOUR EXPERIENCE? >> OH, MAN.
THE BIGGEST THING FOR ME IS WORKING WITH LARGE GROUP OF PEOPLE OF MULTIPLE DISCIPLINES.
THAT'S BEEN THE BIGGEST TRANSITION FOR ME.
PRIOR TO THIS, I HAD BEEN WORKING MY TWO COLLABORATORS AND WE HAD BEEN WORKING CLOSELY TOGETHER FOR A LONG TIME.
BUT NOW I KNOW SO MUCH MORE ABOUT WHAT EVERYONE DOES AT THE STUDIO.
NOW I HAVE A DEEPER UNDERSTANDING OF WHAT EVERYONE IS CONTRIBUTING MDE ING HOW IT TOGETHER.
I CAN TAKE WITH ME I ALWAYS FELT VERY CLOSED OFF WHEN I FIRST STARTED DOING THIS.
I THOUGHT LIKE I HAD NO POGRAMMING EXPERIENCE.
I HAD NO COMPUTER SCIENCE BACKGROUND.
THERE'S ONLY ONE WAY I CAN POSSIBLY KNOW HOW TO DO THIS.
IF I CAN GO BACK AND TALK TO MYSELF THEN, I WOULD SAY, YOU DON'T HAVE TO KNOW THIS STUFF UP FRONT.
YOU KNOW, DON'T LET THAT BE THE THING THAT STOPS YOU.
>> I LOVE THAT MOTIVATIONAL PART.
FOUR YOU TALKED ABOUT HOW YOU DIDN'T HAVE MUCH EXPERIENCE.
THAT'S WHY THIS SESSION IS ONE OF THE MOST IMPORTANT.
MAYBE PEOPLE WHO HAVEN'T GOTTEN INTO GAME DEVELOPMENT, ARE FIGURING OUT WHAT THEY NEED TO DO.
WE SAW IN THE DOCUMENTARY THAT WHEN YOU'RE GOING THROUGH THE REQUIREMENTS OF WHAT YOU'RE GOING TO NEED TO START “THE GODS MUST BE HUNGRY, ” AND YOU'RE LIKE, I DON'T NEED TO KNOW WHAT IT NEEDS.
>> I'M SORRY, IN THAT SPECIFIC CONTEXT, IT WAS MORE ABOUT WHAT I NEEDED AS FAR AS LIKE TEAM MAKEUP GOES? YEAH, I JUST SPEAKING LIKE JUST TRYING IT, HOLD TOGETHER A TEAM THAT IS DIVERSE AS POSSIBLE.
>> YOU MENTIONED HOW ACCESSIBLE TIM IS AS A STUDIO HEAD.
CAN YOU TELL US WHAT IT MEANS TO BE ABLE TO HAVE SOMEONE WHO IS THE HID OF THE STUDIO THAT ACCESSIBLE? HAS HE GIVEN YOU ANY WORDS OF WISDOM? >> YEAH, FOR SURE.
I MEAN, TIM IS ALWAYS GOOD ABOUT IMPARTING WISDOM.
THE BIGGEST THING, IT'S — I FEEL LIKE IT'S COMING THROUGH WITH THE ANSWERS I HAVE GIVEN YOU TODAY.
ALL THAT STUFF ABOUT BEING RECEPTIVE TO OTHER PEOPLE'S IDEAS AND BRANCHING OUT AND TAKING INSPIRATION FROM THE DIFFERENT FORMS OF MEDIA.
I THINK A LOT OF THAT COMES FROM TIM TO BE HONEST.
I COULDN'T NECESSARILY PULL A DIRECT QUOTE FROM HIM, BUT I KNOW HE'S ALWAYS REFERENCING DIFFERENT FINDS OF MEDIA AND DIFFERENT KINDS OF EXPERIENCES.
I TAKE MY — I FOLLOW HIM.
>> YEAH, AND I THINK, AGAIN, NOT TO REITERATE MY POINT EARLIER, THIS HAS BEEN ONE OF THE GREATEST SESSIONS.
ALL YOU NEED IS SOMEONE TO GIVE YOU THAT SUPPORT TO MOVE ON.
THANK YOU SO MUCH FOR JOINING US.
THIS HAS BEEN FANTASTIC.
>> YEAH, ABSOLUTELY.
>> BEFORE WE CHECK OFF THIS LAST THING, BEFORE WE MOVE ON, WE'RE GOING TO CHECK OUT THIS QUICK WORD OF WISDOM FROM TIM SHAFFER.
>> I WAS READING ABOUT A DIRECTOR WHO IS MAKING TIME FOR LIKE A THREE-YEAR EPIC PRODUCTION.
BUT IT WAS REALLY LONG PRODUCTION ON LOCATION IN CHINA.
WE GOT THE BASIS FOR FALLEN ANGELS FROM THOSE IMPROV SEXES.
LIKE IN THE MIDDLE OF GAME PRODU PRODUCTION, JUST TAKING SOME TIME OFF CAN BE CREATIVELY INVIGORATING.
OUR BRAINS ARE FUNNY.
STUFF GETS STUCK IN THE PIPES.
BRAINS HAVE THESE PIPES THAT EASILY GET GUMMED UP AND YOU HAVE TO FLUSH THEM OUT ONCE IN A WHILE.
THAT'S WHY I BELIEVE IN LOTS OF FREE WRITING.
WE DREAM ABOUT CRAZY IDEAS.
WE WRITE THEM DOWN IN PRIVATE JOURNALS.
BUT TEACHING PEOPLE TO SHARE THAT IS AN IMPORTANT PART OF IT.
UNLESS YOU MEET BAD OPPOSITION, AS LONG AS YOU GET SOME SUPPORT.
I HAVE ANOTHER IDEA, ANOTHER IDEA.
I WOULD LIKE TO BE AN ADVOCATE OF CREATIVITY WHERE I AM, BECAUSE IT'S WHERE THE FUTURE IS.
IMITATION IS VERY COMMON IN THE GAMING INDUSTRY.
THE BIG GANG BUSTER TITLES ARE ICONIC.
THEY WERE ALL WEIRD IDEAS THAT JUST SEEMED CRAZY AT THE TIME.
THAT'S WHERE THE NEXT BIG HIT COMES FROM IS SOME IDEA THAT SOUNDS WEIRD THE FIRST TIME YOU SAY IT.
♪ ♪ >> WE TALKED ABOUT GEARS, AND MORE OVER THE LAST TWO DAYS, BUT YOU KNOW, WE WANT YOU TO KNOW AND ALSO HEAR ABOUT ANOTHER BIG FRANCHISE.
CHECK OUT THE TALK FROM JOSH ABOUT MATCHMAKING IN HALO FIVE AND HOW IT DEEPENS PLAYER ENGAGEMENT.
THEN WE'LL TALK ABOUT X CLOUD DIRECTLY WITH THE TEAM.
IF YOU WANT MORE ABOUT THE JOURNEY THE TEAM HAS GONE THROUGH, LISTEN IN WITH AARON ON THEIR LEARNINGS OF THE PAST YEAR.
AND WE HAVE A METRIC TON MORE CONTENT ON OUR YOUTUBE PLAY LIST RIGHT NOW.
WE DO HAVE SOME RESPONSES COMING IN ON TWITTER.
DID NOT EXPECT TO BE SEEING DAVE.
JUST WANTED TO SAY HELLO.
WE'RE HEAR TO LEARN MORE ABOUT GAME STACK LIVE.
THE DEVELOPER ERS EXPLAINING T METHODOLOGY.
EVEN IS DOING AN AWESOME JOB.
I THAT'S IT.
ALL RIGHT.
NOW IT'S TIME ONCE AGAIN TO CATCH UP WITH THE TEAM OVER AT THE COALITION.
BUT THIS TIME THEY'RE TALKING TACTICS.
TAKE A LOOK.
>> THEY CAME FOR US.
THEY INVADED EVERY PART OF OUR WORLD.
SO WE DID THE ONLY THING WE COULD.
WE SET THE WORLD ON FIRE.
NOW MY WAR BEGINS.
AGAINST THE MONSTER THAT CREATED THESE MONSTERS.
AND IT'S TIME TO GO HUNTING.
>> THAT BRIDGE IS OUR WAY IN.
>> AND THEY CAN'T FLANK US.
♪ ♪ >> DON'T GO GENTLE.
>> BRING IT, SHITHEADS.
>> ENEMY REINFORCEMENTS.
>> FIND YOUR OWN RIDE, ASSHOLE.
♪ ♪ ♪ ♪ ♪ ♪ >> JUST LIKE WE PLANNED IT.
>> WELL, THAT JUST LOOKED INCREDIBLY BRUTAL.
JOINING ME IN VUANCOUVER, CANAD, PLEASE WELCOME TYLER AND MIKE.
HOW DO YOU DOING? >> DOING GREAT.
>> IN SYNC, TOO.
GOOD TO KNOW THAT WE'RE ON THE SAME PAGE HERE.
FIRST OF ALL, HOW DOES GEARS TACTICS RELATE TO THE GEARS FRANCHISE? >> THANKS FOR THE OPPORTUNITY TO TALK ABOUT THE GAME.
THIS CAME OUT OF AN EFFORT ABOUT 4 1/2 YEARS AGO TO REALLY TAKE A LOOK AT GEARS OF WAR AS A BRAND AND FIGURE OUT COULD WE TAKE IT NEW PLACES, FIND NEW AUDIENCES AND HOW CAN WE SHOWCASE IT FOR EVERYONE? GEARS TACTICS FITS RIGHT IN WITH THE CONTINUITY OF THE FRANCHISE.
IT TAKES PLACE IN THE SAME UNIVERSE.
THE CHARACTERS IN THE GAME ARE CHARACTERS THAT RELATE TO ALL THE GAMES YOU PLAYED UP TO THIS POINT.
SO IT REALLY IS JUST AN EXTENSION OF THE BRAND AND THE INCREDIBLE STORY TELLING THAT WHICH DO, JUST INTO A NEW KIND OF GAME.
>> I WANT TO TALK ABOUT THAT CONTINUITY, DOES IT TAKE PLACE FOR A CERTAIN — >> IT TAKES PLACE ABOUT A DOZEN YEARS BEFORE THE EVENTS OF GEARS OF WAR ONE.
SO WE'RE TALKING ABOUT A TIME WHEN JUST SHORTLY AFTER THE EMERGENCE HAPPENS AND THE LOCUST SPRING UP FROM UNDERGROUND AND THE RESPONSE THE COALITION PUTS TOGETHER.
AND OUR HEROES ARE STUCK IN BETWEEN A ROCK AND HARD PLACE.
>> WHY DID YOU CHOOSE THAT TIME? DID YOU WANT TO SHOW CASE WHERE MORE GEARS OF WAR CAME FROM? >> WE HAD A LOT OF OPTIONS.
THERE'S A LOT OF DIFFERENT POINTS WE COULD HAVE SET THE GAME.
BUT WE DID W57B89 TO THROW BACK A LITTLE BIT TO THE TONE AND ATTITUDE OF THE ORIGINAL GEARS OF WAR GAME.
SO THIS IS REALLY A STORY ABOUT CHARACTERS ON THE ROAD, SOLDIERS IN A BAD SITUATION THAT HAVE TO PULL TOGETHER, BAN TOGETHER AND ACCOMPLISH THE IMPOSSIBLE.
>> SO HERE IS A SHOOTER.
HOW HAVE YOU MADE THIS GAME FIT INTO THE SHOOTER GENRE? >> IF THIS IS NOT A SHOOTER, THIS IS A TURN BASED TACTICS GAME.
SO MUST LIKE A GAME OF CHECKERS OR CHESS, YOU WILL TAKE A TURN AND THE ENEMY WILL TAKE A TURN.
IT'S GOT A LOT OF DEPTH TO IT.
BUT IN CONVERTING GEARS INTO A TURN-BASED EXPERIENCE, IT WAS IMPORTANT THAT WE NAMED THE BRUTALITY AND A LOT OF WHAT MAKES IT SPECIAL.
SO WHEN YOU PLAY THIS GAME, IT'S VERY OPEN.
THE GAME IS NOT PLAYED ON A GRID FOR EXAMPLE.
YOU HAVE THREE ACTIONS PER UNIT, SO YOU'RE NOT CONSTRAINED TO JUST A MOVE AND A SHOOT.
YOU CAN MOVE WITH ALL THREE.
SO BRINGING THAT OPENNESS TO THE GAME AND THAT INTENTIONALLY TO THE GAME REALLY ALLOWED US TO MAKE IT FEEL LIKE A GEARS EXPERIENCE.
WE ALSO PACED UP THE EXPERIENCE, SO YOU GET A LOT MORE ENEMIES PER ENCOUNTER.
AND WE BROUGHT ONE OF OUR SIGNATURE MECHANICS OVER FROM GEARS EXECUTION.
SO IF WE EXTEND ONE OF YOUR UNITS UP AND DELIVER AN EXECUTION TO A DOWNED OPPONENT, WILL YOU BE GET REWARDED WITH BONUS ACTIONS FOR YOUR WHOLE SQUAD, ALLOWING YOU TO BUILD MOMENTUM.
SO IN THE SAME WAY YOU'RE REQUIRED TO BALANCE AGGRESSION AND YOUR USE OF COVER, WE HAVE FOUND THAT SAME FORMULA.
>> I APPRECIATE YOU'RE BRINGING OVER ELEMENTS OF GEARS OF WAR.
ANYTHING ELSE FANS OF GEARS OF WAR SHOULD BE LOOKING FOR? >> THERE'S THINGS FOR THE GEARS FAN IN THERE.
A LOT HAS TO DO WITH THE STORY, AND WE ARE BEING — THE MAIN CHARACTER IS GABE GUTIERREZ.
SO THERE'S A LOT GOING ON FROM HIM.
WE HAVE OUR MAIN VILLAIN, A YHES THE MONSTER THAT MAKES THE MONSTERS.
MECHA MECHANICALLY, WE HAVE OUR LANCER CHAINSAW, ASSAULT RIFLE, THE SHOTGUN, ALL OF OUR ENEMIES — MOST OF THEM, WE DO HAVE A SPECIAL ONES JUST FOR THIS GAME.
BUT A LOT OF THE ENEMIES FUNCTION IN THE SAME WAY.
IT JUST WORKS A LITTLE DIFFERENTLY IN TACTICS.
SO YOU'LL SEE THOSE AFEAR HERE, BUT IT'S JUST OUR TWIST ON IT, AND IT REALLY HELPS BOIL DOWN GEARS TO ITS ESSENTIAL ESSENCE OF HOW YOU USE COVER, HOW YOU FLANK AND MOVE AGGRESSIVELY FORWARD.
>> MIKE, I WANT TO KNOW WHAT YOU'RE EXCITED ABOUT FOR PLAYERS TO GET THEIR HANDS ON FOR GEARS TACTICS? >> I THINK WHAT'S REALLY IMPORTANT FOR THE GAMING AUDIENCE IS TO HAVE THE MOST CONTROL OVER HOW THE GAME PERFORMS ON THEIR SYSTEM.
W SPENT A LOT OF ENERGY AND EFFORT MAKING SURE GAMERS HAVE AS MUCH CONTROL AS POSSIBLE TO TWEAK THE GAME TO THEIR PREFERENCE.
TO THAT EFFECT, WE HAVE OVER 40 VISUAL SETTINGS THAT PLAYERS CAN TUNE AND ONPTIMIZE THEIR PC GAMING RIG.
YOU CAN CONTROL TEXTURE QUALITY FOR CHARACTERS, THE WORLD AND THE VISUAL EFFECTS ALL INDEPENDENTLY.
THERE'S CONTROL OVER THE ENVIRONMENT SETTING.
SO VOLUME METRIC FIVE WHICH WILL ADD ADDITIONAL ATMOSPHERE TO THE GAME.
YOU CAN CONTROL AND ENABLE REFLECTIONS.
WE HAVE GLOSSY SCREEN SPACE REFLECTIONS.
THIS CONTROL FOR WORLD DETAIL, ADDING IN MORE LAYERS OF VISUAL DETAILS.
AND ADDING MORE DYNAMIC LIGHTS.
ALL THE LIGHTING IS COMPLETELY DYNAMIC.
TO SUPPORT THE FACT THAT OUR WORLDS ARE MADE UP OF PROCEDURAL TILE SETS.
SO YOU'RE NEVER GOING TO GET QUITE THE SAME GAME PLAY RUN THREW AS YOU DID THE LAST TIME.
BECAUSE WE HAVE BURIED THAT EVERY TIME YOU PLAY A GAME.
THIS CONTRO OVER SHAD OW RESOLUTION, WE HAVE CONTACT SHADOWS, REALLY, YOU KNOW, A SHADOWING SYSTEM THAT ADDS MORE DETAIL TO ALL THE DYNAMIC OBJECTS IN THE GAME.
REALLY EVERYTHING THAT YOU MIGHT BE ABLE TO WANT TO CONTROL THAT WE HAVE EXPOSED SO THAT GAMERS CAN TUNE IN.
DEPTH OF FIELD AND CINEMATICS AND GAME PLAY.
MOTION BLUR.
YOU CAN TURN IT OFF.
SOME GAMERS DON'T LIKE MOTION BLUR IN THEIR GAME.
>> I KNOW A FEW.
>> FOR SOME PEOPLE, THEY HAVE MOTION SICKNESS, SO YOU CAN TURN THAT OFF.
CONTROL OVER IT, LIKE THE PROCESSING CHAIN, LENS FLARE.
SO WE HAVE REALLY INVESTED IN THE CUSTOM OPTIONS AND THE SETTINGS.
FOR EACH ONE OF THEM, THERE'S LIKE LOW, MEDIUM, HIGH, AND ULTRASPECK SETTINGS.
SO YOU CAN SEE THE VISUAL EFFECTS IN EACH ONE OF THOSE AND WE PROVIDE FEED BBACK ON HOW MU IT COSTS.
AND THEN WE HAVE A BENCHMARK MODE IN THE GAME SO YOU CAN RUN THE BENCHMARK, SEE HOW YOUR GAME PERFORMS AND SORT OF TUNE AND MAXIMIZE FOR YOUR CUSTOM RIG.
>> THAT'S AWESOME.
WE ALL WANT THE BEST HIGH-END COMPUTER OUT THERE.
WE CAN'T ALL AFFORD THESE $3, 000 PCs, SO TO BE ABLE TO PLAY THIS GAME, SO EVERYTHING CAN HAVE THE OPPORTUNITY TO PLAY THIS GAME WITHOUT HINDRANCE IS INCREDIBLE.
I WANT TO LEAD IN WITH ANOTHER QUESTION, WE SAID THIS GAME IS LAUNCHING ON PC ONLY.
WHAT DID YOU FOCUS ON TO MAKE THIS A PC GAME FIRST AND FOREMOST OUTSIDE OF THE VISUAL CHANGES? >> SURE.
WE LEARNED QUITE A BIT WITH GEARS OF WAR FIVE, AND THERE WAS A LOT OF WORK WE DID TO OPTIMIZE WITH PC AND ALL OF THAT WE BROUGHT INTO THE TACTICS ENGINE.
SO WE USE DIRECT X 12, WHICH ALLOWS US TO USE OUR RENDERING.
WE HAVE MULTICOURT SCALING TO SCALE ACROSS, SO OUR PHYSICS, OUR ANIMATION, OUR VISUAL EFFECTS SYSTEM, WERE ALL SCALED TO BOTH DOWN TO HOWEVER MANY COURSES YOU HAVE.
WE TIME SLICED THE AI SO WE PROCESS IT OVER A NUMBER OF SECONDS, SO IT DOESN'T BOG DOWN YOUR MACHINE.
WE HAVE TILED RESOURCES, AND OF COURSE, ALL THOSE SETTINGS TO LET YOU SCALE DOWN TO SUPPORT LOWER END SYSTEMS.
NOW, WE DID ALL THIS WORK FOR GEARS FIVE.
BUT FOR TACTICS, WE KNEW WE WANTED TO GO BROADER AND SUPPORT LAPTOPS AND PCs THAT MAY NOT HAVE DISCRETE GRAPHICS CARDS.
SO WE OPTIMIZED FOR SINGLE CORE PERFORMANCE, DOWN TO DUAL CORE MACHINES.
WE DID WORK TO SUPPORT APUs AND GPUs.
LIKE I SAID, PCs THAT DON'T HAVE DISCRETE GRAPHICS CARDS.
WE SUPPORT VARIABLE RATE SHADING, WHICH WILL ALLOW US TO ENSURE WE'RE PROCESSING THE SHADING AGAINST THE PIXELS THAT WILL NEED IT THE MOST.
AND WE HAVE CONTENT SCALING.
SO THE DETAIL OBJECTS AND SHADOWS, WE TAG THOSE IN OUR ART PROCESS SO THAT AS WE SCALE DOWN TO SUPPORT A BROADER SET OF PCs, WE CAN ALSO ADJUST CONTENT, NOT JUST THE GRAPHICS AND CP WORK.
ONE THING THAT WE HAVE ADDED, THAT WE HAVE DONE IN PREVIOUS TITLES, AS WELL, IS WE HAVE AN AUTO DETECTION OF YOUR HARDWARE.
WHEN YOU FIRST RUN THE GAME, WE'LL DETECT YOUR HARDWARE, CPU, GPU AND CHOOSE DEFAULTS THAT WILL — SETTINGS THAT WILL ENSURE YOU HAVE THE BEST VISUAL SETUP AND THE BEST PERFORMING GAME.
SO RIGHT OUT OF THE GATE, YOU'LL GET THE BEST EXPERIENCE POSSIBLE.
>> THAT IS AWESOME.
MIKE AND TYLER, THANK YOU SO MUCH FOR SHARING THAT.
GEARS TACTICS LOOKS AMAZING.
IT WILL BE LAUNCHING ON APRIL 28th.
NOW I'M GOING TO BE WALKING OVER AND JOINING MALIK FOR WHAT I THINK IS THE LAST TIME.
FOR NOW.
ARE YOU GOING TO CRY? >> NO, I'M NOT GOING TO CRY.
>> FOR MANY OF YOU, DISCOVERY HAS JUST BEGUN.
WHAT DID YOU THINK OF THE LAST TWO DAYS? >> TON OF FUN.
I SAID IT A BUNCH OF TIMES.
WHAT A PRODUCTION IT BECAME.
AND WHAT A CHANCE TO CONNECT WITH A TON OF PEOPLE THAT WE OTHERWISE WOULDN'T HAVE SEEN.
>> THAT'S RIGHT, THAT'S RIGHT.
I WOULD AGREE.
I WOULD SAY JUST THE CONTENT FOR DEVELOPERS WHO ARE LOOKING TO START MAKING GAMES WHO ARE ALREADY VETERANS.
THE WEALTH OF KNOWLEDGE THAT WAS SHARED OVER THE PAST FEW DAYS, I THINK GAME STOP ONE IS GOING TO BE A GREAT SET OF TOOLS AND ALSO JUST THERE'S SO MUCH KNOWLEDGE.
IT'S BEEN GREAT TO SEE THAT SHARE.
WHAT ABOUT YOU, KELLY? >> IT'S ALL BEEN AMAZING.
JUST BEING ABLE TO TALK TO PEOPLE, LEARN SO MUCH FROM THEM.
I'M A LITTLE SAD.
I WASN'T AWARE THAT BRUTAL LEGEND TWO WAS SUPPOSED TO BE A THING, SO I'M BUMMED.
THIS HAS BEEN A GREAT EXPERIENCE.
BUT SHOUTOUTS TO OUR CREW, THE PRODUCTION, EVERYONE THAT PUT THIS TOGETHER IN SUCH A SHORT AMOUNT OF TIME.
WE'RE JUST HERE SPEAKING THE WORDS BUT IT'S ALL OF THEM THAT MADE THIS HAPPEN.
AND OBVIOUSLY TO THE PEOPLE IN DISCORD, CHATTING AND LETTING US KNOW AND ASKING QUESTIONS, TOO.
IT'S BEEN A GREAT EXPERIENCE OVERALL.
EVERYONE, MAKE SURE TO CHECK OUT OUR YOUTUBE PLAY LIST FOR ALL THE RESOURCES YOU NEED TO TAKE YOUR GAME DEVELOPMENT TO THE NEXT LEVEL WITH GAME STACK.
AND DON'T FORGET TO KEEP CAN UP WITH US ON ALL THE SOCIALS.
KEEP THE CONVERSATION GOING, EVERYONE.
WE WOULD LOVE TO HEAR FROM YOU.
DON'T LAUGH.
THE INDEPENDENT GAME FESTIVAL AND DEVELOPER CHOICE AWARD ALSO BE STREAMING LIVE TODAY.
THAT'S AWESOME.
8:00 P.
M.
E.
T.
, 5:00 P.
M.
P.
T.
SO HEAD ON OVER FOR MORE DETAILS.
>> LISTEN UP, THE MICROSOFT DIRECT X TEAM IS HOSTING THE FIRST MIXER DIRECT X DEVELOPER DAY STREAMING LIVE TOMORROW.
THAT'S THURSDAY, MARCH 19th AT 1:00 P.
M.
EASTERN, 10:00 A.
M.
PACIFIC.
THEY'LL BE TALKING ABOUT THE NEXT MAJOR EVOLUTION OF DIRECT X AND DETAILING HOW YOU CAN USE ALL THE LATEST TECHNOLOGY.
AND HARDWARE PARTNERS WILL BE TALKING ABOUT THE NEW TECHNOLOGY AND ENGINEERS WILL BE ONLINE ALL DAY.
SO GO TO MIXER.
COM.
>> REMEMBER, GAME STACK WAS CREATED TO HELP YOU CREATE THE NEXT GREAT TITLE.
SO WHETHER YOU'RE A NEW DEVELOPER OR SEASON PRO, GAME STACK SOLUTION CAN GET YOU WHERE YOU WANT TO GO.
UNTIL NEXT TIME, WE'LL SEE YOU AROUND.
>> THANK YOU FOR JOINING US.
I HOPE THIS CONTEMPT OPENED UP NEW IDEAS AND WILL GET YOU CLOSER TO YOUR GOALS.
OVER THESE TWO DAYS YOU HAVE LEARNED HOW OUR APPROACH OF GAME STACK CAN HELP YOU BETTER BUILD, DISTRIBUTE, AND OPERATE YOUR GAMES.
WE HAVE SHOWN HOW YOU CAN BRING ALL THE TOOLS YOU LOVE TO GAME STACK AND MAKE YOUR EXPERIENCE EVEN BETTER.
WE PROVIDED BEHIND THE SCENES LOOK INTO THE DEVELOPMENT PROCESS.
PLEASE SHARE YOUR FEEDBACK ONLINE.
WE CAN'T WAIT TO SEE WHAT YOU WILL CREATE.
♪ ♪ >> WE HEARD IT ALREADY.
THE XBOX SERIES X.
♪ ♪ OF >> I CAN KIND OF REACT TO THAT FEEDBACK ON THE FLY AND JUST MAKE FUNKY CHOICES AND JUST TEST OUT THE GAME FOR FUN.
>> THIS LOOKS AWESOME.
>> HE STOLE MY ANSWER.
>> I'M BACK IN MY CORNER RIGHT WHERE I BELONG.
>> WHAT AN OUTRO YOU THROUGH RIGHT THERE.
♪ ♪ >> AWESOME, THANK YOU.
I'LL TAKE IT FROM HERE.
>> XBOX SERIES X.
>> THANK YOU.
>> HOW DO I GET PLAYERS ACCESS TO THE RIGHT THING AT THE RIGHT TIME AT THE RIGHT MOMENT? >> DID RICARD PAY TO GET HIS TWEET UP HERE? UNBELIEVABLE.
>> I HEARD HIM TALKING BACK IN PRODUCTION.
>> WE'RE HEAR TO LEARN MORE ABOUT GAME STACK LIVE.
AWESOME JOB.
I'VE GOT TO SAY, I'M BEHOLDEN TO WHAT WAS GIVEN TO ME.
>> BING.
♪ ♪ ♪ ♪ .