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Author Xenon`Xbox2 could stick with DVD9
MS Will Destroy Sony Computer Entertainment

2005-03-15, 10:18 pm

http://biz.gamedaily.com/features.asp?article_id=9165

Microsoft on the HD Era, the Competition, Next-Gen Storage Medium and More

Chris Satchell, J Allard's right-hand man on the XNA project, sits down for
a VERY lengthy chat. Chris talks about the recent HDTV giveaway, making
developers more efficient with XNA, Microsoft's approach vs. the
competition, and next-gen storage considerations. Could it be that Xbox 2
will stick with DVD9? That and more inside...


GameDAILY BIZ: Let's start by discussing your background. What's your role
at Microsoft?

Chris Satchell: I'm currently the general manager of the XNA team, so I'm
really leading the XNA effort, working with J [Allard] who's the chief
architect. I got into games and started programming when I was nine. I've
been writing games since I was about nine-coming up on about ten years
professionally. All the way through school I got up early and programmed
before and after school. And then after my degree, I was doing research into
distributed artificial intelligence systems. Eidos then offered me a
position doing AI research for them, so it was kind of like, "Wow, I can do
this fun stuff and get paid and work in games?" So I went to work for Eidos;
later on I went to work for Silicon Dreams and ended up as a technical
director and in 2000 I moved to the U.S. [from the U.K.], worked for Trip
Hawkins at 3DO, first as an engineering director and then as an executive
director running a number of that team.

In 2002 I moved to first-party at Microsoft where I got to work on some
really cool franchises like Project Gotham Racing, RalliSport Challenge,
Fable... and I spent my last year their really as director as engineering,
ramping up all the first-party for the next-generation. Then last November I
got the opportunity to go work with J full-time and lead the XNA program,
which to me is pretty awesome because working at first-party we've got some
great studios doing some awesome work. And I looked at it and said, "Wow,
I'm really passionate about the game industry, but I don't want to be the
person that's making the next great game-what I want to be is the person
that's giving them the technology that makes them better at it, so that's
why I'm really getting into XNA because it's really those underpinnings that
allow them-game developers-to focus on their game.

BIZ: Coming off the J Allard keynote where you guys partnered with Samsung
to give away 1000 HDTVs, I thought that was very cool. Where did this idea
come from?

CS: What we realized is that we've been partnering with sort of
non-traditional companies, meaning companies outside of the normal gaming
sphere, so when we were talking with Samsung, J and Peter [Peter Weedfald,
senior VP of Samsung America] were like, "What can we do to show how serious
we are?" Because Samsung really views games as the driving force behind HD
set adoption. Then it was just one of those, "Why don't we just give
developers HDTVs if we're serious? We do lots of marketing and advertising,
so why don't we do something for the community and do something fun?"

BIZ: And who came up with the idea of using Forza?

CS: That was me [laughs]. Well my wife's the program manager on Forza.
Actually, the engineering side on this was the team I started when I first
came to MS, so I was working on Forza for about a year and a half before I
became director of engineering-I keep really close contacts with teams or
old friends. So I thought, "What would be more exciting, how could we do
it?" You know how you go to a baseball game and you see the plane races on
the jumbotron screen, and I thought that would be cool, but we could do it
with Forza.

[ "Absolutely you can create next-generation games using DVD9... what
we're doing on our next-generation console are compression techniques that
are even better." ]


BIZ: Looking at the Xbox lineup in 2005, Dale Strang formerly of Ziff Davis
told me that one of the reasons the magazine Xbox Nation was shut down was
that Ziff Davis felt it would be a fairly light year for Xbox releases as
Microsoft prepares to launch its next-generation console. How do you view
the Xbox release schedule this year?

CS: I'm actually really excited about our lineup this year. Even just
looking at the first-party-we've got Jade Empire coming out, and that's got
such a huge buzz around it (awesome game from BioWare); we've got Forza
Motorsport, which is obviously a game that I'm really vested in, and I think
it's an amazing racing game. It's got so many new features and actually sort
of portends to the next-generation because you can completely customize and
trick out your car and share them online. So we've got some really big
titles, and we've got Conker coming out from Rare, with the whole
multiplayer side of it-I'm a Conker fan back from the N64 days. From
first-party we've actually got three of our biggest games ever coming out in
'05 and then we've got amazing third-party support as well, so I feel really
good about what's going to happen with Xbox in '05-our sales continue to be
strong and we've got amazing momentum off Christmas. It's still a really
great business for us and for our partners.

BIZ: In his keynote, Nintendo President Satoru Iwata just confirmed
backwards compatibility for their next console, the Revolution, and Sony in
past comments has made it seem like PS3 will likely be backwards compatible
also. Does this put pressure on MS to also feature backwards compatibility
in Xbox 2?

CS: I think we have our plan that we're going to execute and to be honest,
the other two manufacturers, we don't react to them. They've got their
plans, we've got our plans. The worst thing we could do is sort of get
unfocused from what we're doing. I mean what we've done is looked at: what
consumers are going to be in the HD Era and what will they want? We've
designed a platform, the entire platform, to be targeted at what they want
and allowing publishers and developers to get the content through. If we
started thinking about other people's plans and started second-guessing or
reacting to them, we wouldn't be able to execute our own plan. As far as
actual features, we're going to roll that up and talk about it more at E3.

BIZ: With next-gen games being even more massive in size, a larger storage
medium for game content would seem necessary. Sony has already confirmed
Blu-ray for its next-gen PlayStation. What are your thoughts on this, or is
it possible to do next-gen games on the current DVD standard?

CS: As you know I can't get into the specifics about hardware, but
absolutely you can create next-generation games using the DVD (DVD9). We
haven't gone for any particular HD standard because Hollywood doesn't know
which HD standard they're going with; that's still up in the air. And what
we've decided is we're not going to wait for them to work out what it is.
We're just going to start leading with the HD Era of gaming right now, with
our next-gen console.

Some of things we've worked on [at MS R&D] are more advanced compression
techniques, so we already have excellent compression with Xbox... what we're
doing on our next-generation console are compression techniques that are
even better. And that's great because you can have a lot of storage and if
you look at the specs for some of those storage solutions, the problem is
the storage is great but the bandwidth might not be there. And if you've got
tons and tons of data and you put it through a little pipe, well you've got
an issue there because it takes forever to get that data. If you use
compressed solutions, you're actually making more effective use of that
pipe, that bandwidth. So what we did is we did a lot of work on advanced
compression techniques. However, there's another side. We looked very
carefully at how much data current gen games use... when we mapped it out,
we realized that we do actually have enough room to do these real next-gen
experiences... and even better you've got great bandwidth and can load your
games faster.

But there's another reality that comes into this. Some companies talk about
huge storage solutions, but the thing that they need to ask their developers
and publishers is, "Can you afford to make this much?" What's the point of
having all this storage if you can't afford to build it? Next-gen content is
really expensive. What's better is focusing on giving people tools to be
really creative and then giving them good software solutions so they can
make more effective use of hardware like our compression techniques we're
using.

BIZ: If you examine the approaches taken by your competitors in the current
generation and how they plan to move forward in the next-gen, how do you
feel it compares to Microsoft?

CS: Best way to look at it is to think about what we're doing first, and
then what our competitors are doing. Our approach is really simple: If
you're going to provide a real platform for people to deliver on, you have
to provide three elements. You have to have absolute killer hardware, and
you heard in the keynote about the teraflop processor, so we've got the
hardware. But you have to have the software and there are several parts to
that. You have to make sure your systems are familiar. As our developers are
ramping up over from Xbox through to our next generation of Windows, what
they spend their time on is delivering great content and building their
game, not wrestling with new libraries, new codes, new tools... or anything
else. So that's why you also have to have new solutions to solve the
problems developers are having as they grow their teams, as things get more
complex. That's where XNA Studio comes in. Also, you saw the guide; when
you've got these services you have to give consistent user interfaces to
them and you want to make these new consumer experiences, so you have to
make sure the OS does that, otherwise you're putting more and more
requirements on the developers. So you have to wrap up that software part.

The next part is you have to have services-it's not enough to have just
hardware and software. You have to have services like the marketplace or
microtransactions, like the music playing, because that's what the
next-generation of consumers is looking for. The key for us is you have to
design all of that together... if you don't do it together you're not
delivering the whole platform. So our goal is simple: deliver a whole well
balanced platform that's easy for developers to exploit.

Now, I used to develop for PS2, before I got to MS... and I really don't
believe our competitors are as focused on that whole platform as we are. So
they deliver parts of it, and what they are going to find in the HD Era is
if you don't deliver the whole package, you're not doing a great service to
developers and publishers, because that's what matters. A cool box of
silicon is just a cool box. I'll still buy it because I'm a geek [laughs],
but the reality is that if they can't deliver their vision then it was
pointless. So I think that we've got the right plan and we're going to
execute and giving the whole platform so they can really realize their
visions. From talking to developers and being around the show, I don't know
if our competitors are as focused on actually enabling developers as we are.

BIZ: It's clear from Nintendo's keynote that they are trying to broaden the
market by creating non-traditional games that may attract non-gamers as well
as appeal to core gamers. What, if anything, is MS doing to appeal to gamers
outside the core group?

CS: One thing I will say is that I didn't get to go the keynote
unfortunately, but did you ever used to play Dogs & Cats on Windows like six
years ago?

BIZ: No, I never did.

CS: In our office we used to play Dogs & Cats on Windows and I find it funny
that it's being purported as a new concept because we used to play basically
the same thing six years ago on Windows. It was like a little virtual dog
and you could play with it and it would learn and grow up and the key in the
office was never ever leave your dog unattended and leave the room, because
we would like run over and spray it with water and abuse it while people
were gone [laughs]. But you've got a really good point, which is growing the
market. And how do we focus on that? Because if you just focus on the
technology you're not going to grow the market.

I think Nintendo has a really interesting approach. They do some really
innovative games. What we do is we look at the HD Era consumer, let's look
at what's important to them. What's come from them really loud and clear,
study after study, they want the hig-def visual and audio-that's a given,
they expect that-but what they want is to be always connected to that
community no matter what digital entertainment they do, whether it's games,
whether it's films or music, they want to have a digital connection to their
friends, the groups they're with. They want to be able to reach out with
just a couple button presses and go and be in video chat/voice chat/IM,
whatever it is, and also they want to personalize everything. Everything's
got to be on their terms; everything's got to be customized; it's got to be
remixed.

So, we're hearing that all forms of consumers are really getting into this,
one way or another. This is all a huge trend. So what we did is we said,
"How do we enable that trend?" And I think that's where our service part
like marketplace and microtransactions (where you can buy small pieces of
content and customize your characters)... and a user interface that's
standard, so that they can easily get to these things, comes in. We think
that to broaden the market what we need to do is enable the services that
our consumers are telling us that they absolutely have to have... and do it
in an easy, consistent way through the guide, through that user interface...
and if we do that, we're going to broaden the market because people want to
be connected and they want to personalize. So, we're going at it a different
way [than Nintendo], but I think we're heading toward a broader market on
our next-generation console as well.

BIZ: Obviously XNA is a huge part of next-gen for MS. Do you think XNA will
help improve developer quality of life by making the game creation process a
bit easier?

CS: I think XNA will definitely make teams much more efficient... and I
think that by enabling them and having all their tools from the middleware
community plug in and having all that collaboration done digitally and be
integrated so you don't waste time... so you can just do your creative work,
I think that's got to make things more efficient; they can create better
content using less time. But we can't control how publishers, and we
shouldn't control how publishers, spend that time. So we're going to make
them more efficient. You can take it a number of ways. Some people might put
more features in or more content in; other people might ship earlier; others
might use less people or just have a more balanced life... if you can take
that inefficiency away and really enable their creativity, it's got to be
good for how much they produce in a given time. It's just going to help with
that lifestyle.

BIZ: Microsoft has done a great job with its first console, but what lessons
have you learned since the start of Xbox production up until now as you head
towards next-gen that will aid you going forward in this industry?

CS: Well, there are some big lessons that we learned, like you have to
listen to developers and publishers and give them what they need. That's why
we do a monthly update of all our development software that developers use,
because we constantly want to expand the service, fix any problems, make it
more productive, optimize it; and we do it every month so we can keep
listening to feedback. The biggest thing we learned was to make sure to get
feedback often and early... make sure you integrate that feedback... think
about the software the developers are going to run, think about the games
they are going to build, listen to them about what they need and then make
that your design point.

We also learned some smaller things like if you're going to give a service
like with music that everybody's going to use, everybody wants, it's not
enough just to listen to consumers. You actually need to kind of build it
yourself because you're putting extra requirements on the developers... so
if you're going to provide a whole row of new services you need to do the
work yourself and push it into the operating system and have it consistent
across every game... The reality is developers hate [TCRs] even though they
know they're useful; we don't like them because we have to test them all, so
one thing we learned is you have to take that pain off developers and again,
by providing a consistent user interface that we build and that we run in
the OS you can take that burden off.

I would say another lesson is keep things familiar. We really need to keep a
development environment that works. Last time it worked well because it went
from Windows to Xbox and a lot of people had good skills that applied. When
we did this we had to work really hard, though. Even though we changed all
the hardware out, we had to keep the software consistent so developers could
just reuse it.

And I guess our last lesson is make sure you have the right tailored content
to different regions. So you've seen the great press articles from MGS
recently... Sakaguchi-san, Okamoto-san, Mizuguchi-san... that's part of our
learning process, as we've expanded through different parts of the world we
realized we needed content that's targeted completely at that market, that
really resonates with them. And you can see we're leading the charge there
with first-party.

BIZ: Chris, it's been a pleasure.

CS: Cool, thanks for taking the time to talk with me today.


ScoopeX

2005-03-16, 4:28 am

MS Will Destroy Sony Computer Entertainment wrote:
quote:

> http://biz.gamedaily.com/features.asp?article_id=9165
>
> Microsoft on the HD Era, the Competition, Next-Gen Storage Medium and More
>
> Chris Satchell, J Allard's right-hand man on the XNA project, sits down for
> a VERY lengthy chat. Chris talks about the recent HDTV giveaway, making
> developers more efficient with XNA, Microsoft's approach vs. the
> competition, and next-gen storage considerations. Could it be that Xbox 2
> will stick with DVD9? That and more inside...
>
>
> GameDAILY BIZ: Let's start by discussing your background. What's your role
> at Microsoft?
>
> Chris Satchell: I'm currently the general manager of the XNA team, so I'm
> really leading the XNA effort, working with J [Allard] who's the chief
> architect. I got into games and started programming when I was nine. I've
> been writing games since I was about nine-coming up on about ten years
> professionally. All the way through school I got up early and programmed
> before and after school. And then after my degree, I was doing research into
> distributed artificial intelligence systems. Eidos then offered me a
> position doing AI research for them, so it was kind of like, "Wow, I can do
> this fun stuff and get paid and work in games?" So I went to work for Eidos;
> later on I went to work for Silicon Dreams and ended up as a technical
> director and in 2000 I moved to the U.S. [from the U.K.], worked for Trip
> Hawkins at 3DO, first as an engineering director and then as an executive
> director running a number of that team.
>
> In 2002 I moved to first-party at Microsoft where I got to work on some
> really cool franchises like Project Gotham Racing, RalliSport Challenge,
> Fable... and I spent my last year their really as director as engineering,
> ramping up all the first-party for the next-generation. Then last November I
> got the opportunity to go work with J full-time and lead the XNA program,
> which to me is pretty awesome because working at first-party we've got some
> great studios doing some awesome work. And I looked at it and said, "Wow,
> I'm really passionate about the game industry, but I don't want to be the
> person that's making the next great game-what I want to be is the person
> that's giving them the technology that makes them better at it, so that's
> why I'm really getting into XNA because it's really those underpinnings that
> allow them-game developers-to focus on their game.
>
> BIZ: Coming off the J Allard keynote where you guys partnered with Samsung
> to give away 1000 HDTVs, I thought that was very cool. Where did this idea
> come from?
>
> CS: What we realized is that we've been partnering with sort of
> non-traditional companies, meaning companies outside of the normal gaming
> sphere, so when we were talking with Samsung, J and Peter [Peter Weedfald,
> senior VP of Samsung America] were like, "What can we do to show how serious
> we are?" Because Samsung really views games as the driving force behind HD
> set adoption. Then it was just one of those, "Why don't we just give
> developers HDTVs if we're serious? We do lots of marketing and advertising,
> so why don't we do something for the community and do something fun?"
>
> BIZ: And who came up with the idea of using Forza?
>
> CS: That was me [laughs]. Well my wife's the program manager on Forza.
> Actually, the engineering side on this was the team I started when I first
> came to MS, so I was working on Forza for about a year and a half before I
> became director of engineering-I keep really close contacts with teams or
> old friends. So I thought, "What would be more exciting, how could we do
> it?" You know how you go to a baseball game and you see the plane races on
> the jumbotron screen, and I thought that would be cool, but we could do it
> with Forza.
>
> [ "Absolutely you can create next-generation games using DVD9... what
> we're doing on our next-generation console are compression techniques that
> are even better." ]
>
>
> BIZ: Looking at the Xbox lineup in 2005, Dale Strang formerly of Ziff Davis
> told me that one of the reasons the magazine Xbox Nation was shut down was
> that Ziff Davis felt it would be a fairly light year for Xbox releases as
> Microsoft prepares to launch its next-generation console. How do you view
> the Xbox release schedule this year?
>
> CS: I'm actually really excited about our lineup this year. Even just
> looking at the first-party-we've got Jade Empire coming out, and that's got
> such a huge buzz around it (awesome game from BioWare); we've got Forza
> Motorsport, which is obviously a game that I'm really vested in, and I think
> it's an amazing racing game. It's got so many new features and actually sort
> of portends to the next-generation because you can completely customize and
> trick out your car and share them online. So we've got some really big
> titles, and we've got Conker coming out from Rare, with the whole
> multiplayer side of it-I'm a Conker fan back from the N64 days. From
> first-party we've actually got three of our biggest games ever coming out in
> '05 and then we've got amazing third-party support as well, so I feel really
> good about what's going to happen with Xbox in '05-our sales continue to be
> strong and we've got amazing momentum off Christmas. It's still a really
> great business for us and for our partners.
>
> BIZ: In his keynote, Nintendo President Satoru Iwata just confirmed
> backwards compatibility for their next console, the Revolution, and Sony in
> past comments has made it seem like PS3 will likely be backwards compatible
> also. Does this put pressure on MS to also feature backwards compatibility
> in Xbox 2?
>
> CS: I think we have our plan that we're going to execute and to be honest,
> the other two manufacturers, we don't react to them. They've got their
> plans, we've got our plans. The worst thing we could do is sort of get
> unfocused from what we're doing. I mean what we've done is looked at: what
> consumers are going to be in the HD Era and what will they want? We've
> designed a platform, the entire platform, to be targeted at what they want
> and allowing publishers and developers to get the content through. If we
> started thinking about other people's plans and started second-guessing or
> reacting to them, we wouldn't be able to execute our own plan. As far as
> actual features, we're going to roll that up and talk about it more at E3.
>
> BIZ: With next-gen games being even more massive in size, a larger storage
> medium for game content would seem necessary. Sony has already confirmed
> Blu-ray for its next-gen PlayStation. What are your thoughts on this, or is
> it possible to do next-gen games on the current DVD standard?
>
> CS: As you know I can't get into the specifics about hardware, but
> absolutely you can create next-generation games using the DVD (DVD9). We
> haven't gone for any particular HD standard because Hollywood doesn't know
> which HD standard they're going with; that's still up in the air. And what
> we've decided is we're not going to wait for them to work out what it is.
> We're just going to start leading with the HD Era of gaming right now, with
> our next-gen console.
>
> Some of things we've worked on [at MS R&D] are more advanced compression
> techniques, so we already have excellent compression with Xbox... what we're
> doing on our next-generation console are compression techniques that are
> even better. And that's great because you can have a lot of storage and if
> you look at the specs for some of those storage solutions, the problem is
> the storage is great but the bandwidth might not be there. And if you've got
> tons and tons of data and you put it through a little pipe, well you've got
> an issue there because it takes forever to get that data. If you use
> compressed solutions, you're actually making more effective use of that
> pipe, that bandwidth. So what we did is we did a lot of work on advanced
> compression techniques. However, there's another side. We looked very
> carefully at how much data current gen games use... when we mapped it out,
> we realized that we do actually have enough room to do these real next-gen
> experiences... and even better you've got great bandwidth and can load your
> games faster.
>
> But there's another reality that comes into this. Some companies talk about
> huge storage solutions, but the thing that they need to ask their developers
> and publishers is, "Can you afford to make this much?" What's the point of
> having all this storage if you can't afford to build it? Next-gen content is
> really expensive. What's better is focusing on giving people tools to be
> really creative and then giving them good software solutions so they can
> make more effective use of hardware like our compression techniques we're
> using.
>
> BIZ: If you examine the approaches taken by your competitors in the current
> generation and how they plan to move forward in the next-gen, how do you
> feel it compares to Microsoft?
>
> CS: Best way to look at it is to think about what we're doing first, and
> then what our competitors are doing. Our approach is really simple: If
> you're going to provide a real platform for people to deliver on, you have
> to provide three elements. You have to have absolute killer hardware, and
> you heard in the keynote about the teraflop processor, so we've got the
> hardware. But you have to have the software and there are several parts to
> that. You have to make sure your systems are familiar. As our developers are
> ramping up over from Xbox through to our next generation of Windows, what
> they spend their time on is delivering great content and building their
> game, not wrestling with new libraries, new codes, new tools... or anything
> else. So that's why you also have to have new solutions to solve the
> problems developers are having as they grow their teams, as things get more
> complex. That's where XNA Studio comes in. Also, you saw the guide; when
> you've got these services you have to give consistent user interfaces to
> them and you want to make these new consumer experiences, so you have to
> make sure the OS does that, otherwise you're putting more and more
> requirements on the developers. So you have to wrap up that software part.
>
> The next part is you have to have services-it's not enough to have just
> hardware and software. You have to have services like the marketplace or
> microtransactions, like the music playing, because that's what the
> next-generation of consumers is looking for. The key for us is you have to
> design all of that together... if you don't do it together you're not
> delivering the whole platform. So our goal is simple: deliver a whole well
> balanced platform that's easy for developers to exploit.
>
> Now, I used to develop for PS2, before I got to MS... and I really don't
> believe our competitors are as focused on that whole platform as we are. So
> they deliver parts of it, and what they are going to find in the HD Era is
> if you don't deliver the whole package, you're not doing a great service to
> developers and publishers, because that's what matters. A cool box of
> silicon is just a cool box. I'll still buy it because I'm a geek [laughs],
> but the reality is that if they can't deliver their vision then it was
> pointless. So I think that we've got the right plan and we're going to
> execute and giving the whole platform so they can really realize their
> visions. From talking to developers and being around the show, I don't know
> if our competitors are as focused on actually enabling developers as we are.
>
> BIZ: It's clear from Nintendo's keynote that they are trying to broaden the
> market by creating non-traditional games that may attract non-gamers as well
> as appeal to core gamers. What, if anything, is MS doing to appeal to gamers
> outside the core group?
>
> CS: One thing I will say is that I didn't get to go the keynote
> unfortunately, but did you ever used to play Dogs & Cats on Windows like six
> years ago?
>
> BIZ: No, I never did.
>
> CS: In our office we used to play Dogs & Cats on Windows and I find it funny
> that it's being purported as a new concept because we used to play basically
> the same thing six years ago on Windows. It was like a little virtual dog
> and you could play with it and it would learn and grow up and the key in the
> office was never ever leave your dog unattended and leave the room, because
> we would like run over and spray it with water and abuse it while people
> were gone [laughs]. But you've got a really good point, which is growing the
> market. And how do we focus on that? Because if you just focus on the
> technology you're not going to grow the market.
>
> I think Nintendo has a really interesting approach. They do some really
> innovative games. What we do is we look at the HD Era consumer, let's look
> at what's important to them. What's come from them really loud and clear,
> study after study, they want the hig-def visual and audio-that's a given,
> they expect that-but what they want is to be always connected to that
> community no matter what digital entertainment they do, whether it's games,
> whether it's films or music, they want to have a digital connection to their
> friends, the groups they're with. They want to be able to reach out with
> just a couple button presses and go and be in video chat/voice chat/IM,
> whatever it is, and also they want to personalize everything. Everything's
> got to be on their terms; everything's got to be customized; it's got to be
> remixed.
>
> So, we're hearing that all forms of consumers are really getting into this,
> one way or another. This is all a huge trend. So what we did is we said,
> "How do we enable that trend?" And I think that's where our service part
> like marketplace and microtransactions (where you can buy small pieces of
> content and customize your characters)... and a user interface that's
> standard, so that they can easily get to these things, comes in. We think
> that to broaden the market what we need to do is enable the services that
> our consumers are telling us that they absolutely have to have... and do it
> in an easy, consistent way through the guide, through that user interface...
> and if we do that, we're going to broaden the market because people want to
> be connected and they want to personalize. So, we're going at it a different
> way [than Nintendo], but I think we're heading toward a broader market on
> our next-generation console as well.
>
> BIZ: Obviously XNA is a huge part of next-gen for MS. Do you think XNA will
> help improve developer quality of life by making the game creation process a
> bit easier?
>
> CS: I think XNA will definitely make teams much more efficient... and I
> think that by enabling them and having all their tools from the middleware
> community plug in and having all that collaboration done digitally and be
> integrated so you don't waste time... so you can just do your creative work,
> I think that's got to make things more efficient; they can create better
> content using less time. But we can't control how publishers, and we
> shouldn't control how publishers, spend that time. So we're going to make
> them more efficient. You can take it a number of ways. Some people might put
> more features in or more content in; other people might ship earlier; others
> might use less people or just have a more balanced life... if you can take
> that inefficiency away and really enable their creativity, it's got to be
> good for how much they produce in a given time. It's just going to help with
> that lifestyle.
>
> BIZ: Microsoft has done a great job with its first console, but what lessons
> have you learned since the start of Xbox production up until now as you head
> towards next-gen that will aid you going forward in this industry?
>
> CS: Well, there are some big lessons that we learned, like you have to
> listen to developers and publishers and give them what they need. That's why
> we do a monthly update of all our development software that developers use,
> because we constantly want to expand the service, fix any problems, make it
> more productive, optimize it; and we do it every month so we can keep
> listening to feedback. The biggest thing we learned was to make sure to get
> feedback often and early... make sure you integrate that feedback... think
> about the software the developers are going to run, think about the games
> they are going to build, listen to them about what they need and then make
> that your design point.
>
> We also learned some smaller things like if you're going to give a service
> like with music that everybody's going to use, everybody wants, it's not
> enough just to listen to consumers. You actually need to kind of build it
> yourself because you're putting extra requirements on the developers... so
> if you're going to provide a whole row of new services you need to do the
> work yourself and push it into the operating system and have it consistent
> across every game... The reality is developers hate [TCRs] even though they
> know they're useful; we don't like them because we have to test them all, so
> one thing we learned is you have to take that pain off developers and again,
> by providing a consistent user interface that we build and that we run in
> the OS you can take that burden off.
>
> I would say another lesson is keep things familiar. We really need to keep a
> development environment that works. Last time it worked well because it went
> from Windows to Xbox and a lot of people had good skills that applied. When
> we did this we had to work really hard, though. Even though we changed all
> the hardware out, we had to keep the software consistent so developers could
> just reuse it.
>
> And I guess our last lesson is make sure you have the right tailored content
> to different regions. So you've seen the great press articles from MGS
> recently... Sakaguchi-san, Okamoto-san, Mizuguchi-san... that's part of our
> learning process, as we've expanded through different parts of the world we
> realized we needed content that's targeted completely at that market, that
> really resonates with them. And you can see we're leading the charge there
> with first-party.
>
> BIZ: Chris, it's been a pleasure.
>
> CS: Cool, thanks for taking the time to talk with me today.
>
>


Thanks for the post it was a great read.Your posts clearly add value to
these usenet groups.

Keep up the great work.
Zomoniac

2005-03-16, 7:33 am

On 16/3/05 2:24 am, in article o5qdnUZkF6d7BarfRVn-sA@comcast.com, "MS Will
Destroy Sony Computer Entertainment" <msdestroysony@sonysucks.com> wrote:
quote:

> http://biz.gamedaily.com/features.asp?article_id=9165


It was confirmed last week that this would be the case, if you're going to
clog up the groups at least give us news we haven't already been discussing
for ages.

Zo

Thoth

2005-03-16, 6:59 pm


"Zomoniac" <the_proper_one@hotmail.com> wrote in message
news:BE5DAD05.1B7A1%the_proper_one@hotmail.com...
quote:

> On 16/3/05 2:24 am, in article o5qdnUZkF6d7BarfRVn-sA@comcast.com, "MS
> Will
> Destroy Sony Computer Entertainment" <msdestroysony@sonysucks.com> wrote:
>
>
> It was confirmed last week that this would be the case, if you're going to
> clog up the groups at least give us news we haven't already been
> discussing
> for ages.


If he cared what people thought of his posts he'd kill himself.


Zackman

2005-03-16, 6:59 pm

Thoth wrote:

<unused groups alt.video.games.xbox and alt.xbox.discussion trimmed>
quote:

> If he cared what people thought of his posts he'd kill himself.


Mmmm, that thought makes me go to my happy place.

-Z-


Zackman

2005-03-16, 6:59 pm

ScoopeX" <"ScoopeX[REMOVE] wrote:
quote:

> Thanks for the post it was a great read.Your posts clearly add value
> to these usenet groups.
>
> Keep up the great work.


I used to think you were serious, until you started adding "I like Steam" to
your posts.

-Z-


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