E3 2009 Q&A: Microsoft Game Studios head Phil Spencer talks about
the origins of Microsoft's motion-sensing device--and how two top
developers have been looking at its technology for "quite some time."
On Monday, Microsoft fired a massive first shot across the bow of its competitors during its E3 Press Conference .
Besides announcing several new Xbox 360 console exclusives, such as
Halo: Reach, Crackdown 2, and Left 4 Dead 2 (also on PC), the company
took the wraps off its long-rumored motion-sensing controller.
Code-named Project Natal, the device differs from the Nintendo Wii and the experimental technology
Sony unveiled at its Tuesday press event.
Instead of relying on a motion-sensing controller held by a player, it
tracks the movements of the player's body. According to film director
and Boom Blox executive codesigner Steven Spielberg, its simplicity
will remove the last barrier for mass acceptance of games.
"Since [Microsoft senior vice president, Interactive
Entertainment Business] Don [Mattrick] and I met over a decade ago, we
have asked how we could make interactive entertainment as accessible as
books or music?" the director asked, "We realized the only time we
could do that is make the technology invisible."
To learn more about Project Natal, GameSpot caught up with Phil
Spencer, head of Microsoft Games Studios, and asked him a few questions
about the device, which will be compatible with all Xbox 360s past,
present, and future.
GameSpot: How long has Microsoft been working on Project Natal?
Phil Spencer: Project Natal is the combination of a lot of
software work that's been going on within the company for quite a
while. If you think about the different technologies at play--you have
facial recognition, voice recognition, skeletal tracking--you have
things that Microsoft research has been working on for years.
Some of this stuff, like voice recognition, you've seen in the past,
and it's a continuation of that work. It's based on strengths we have.
We're a software company that's focused on research and development. As
content creators at Microsoft worldwide studios, we've been thinking
about the barriers to people playing games for a while. We've thought
about controller-less gaming and how we'd interact--Dimitri was
something we incubated at Lionhead many years ago--and what you see in
Milo today is sort of the culmination of platform innovation working in
sync with a lot of our content creators and content leaders.
GS: We've heard some CEOs from third-party publishers that the
next-generation of hardware is coming sooner than we think, but with
Project Natal, it seems like Microsoft is trying to show that the 360's
life is going to extend far beyond what everyone thinks.
PS: I just think they were talking about Natal [laughs]. We're a
software company. I think we somewhat reinvented our platform last fall
with the new Xbox experience. We rewrote the OS for our platform and
gave people completely new experiences. You didn't have to go buy a new
piece of hardware to do that.
For us, generations start when new experiences hit the market and not
when we try to sell you a new console. When we launch Natal, the
content, fun, and creative work that people will get to interact
with...I think for those people that will be the next-generation. Other
companies might define it differently, but for me, it's about people
doing things in a new way--things that they've never done before, and I
see that with Natal.
GS: Any details on a price or launch date?
PS: We're using this E3 to show the progress we've made. We have
a firm belief that we have the technology and creations that will
define the market when they come out for this space. As first party,
we've always been about tent pole games, call them showcases or hero
experiences, either for Live or for the 360, or for the original Xbox
when it came out.
The work had come along, and we felt that we had a solid plan with a
solid launch portfolio and a portfolio for the next few years, so we
thought we should start talking about this publicly. We're shipping dev
kits out, which clearly--when you start shipping dev kits out...the
chances of leaks and everything go up. But frankly, I thought we were
ready to stand on stage and show off our work, and I thought it held up
pretty well.
GS: Who do you see as the target audience for this? Are there a
wide variety of games in development or is there a push for a specific
audience?
PS: It's about everybody. I know that's kind of cliche coming
from a platform holder, but we chose to highlight three experiences
that were opposite ends of a triangle. We showed Ricochet, and that was
a very active experience--a very physical experience. Then [we showed]
Paint Party, which is much more creative and collaborative. Is that a
game or just an activity? I don't think it really matters because
people have fun playing with that.
Then, we showed Milo. Here's something completely different to throw
you a curve--something that is completely making use of the technology
but is not overt. It's not playing to the physical nature first. It's
playing the game experience. We've talked with our partners, like Epic
and Bungie, and our internal studios about the technology for quite
awhile. You're going to see a range of experiences when we finally come
to market.
GS: Are software companies confused about how to integrate Natal
into traditional games? We've seen everything driven by a controller,
but now that people are able to do things with their bodies, are
developers going to be able to take that next step into immersive
gameplay?
PS: I do think it's a challenge, but a good challenge, for
creators to remove some of the learning that you have. I spent a couple
of years in England...I came back in October, so it was around when we
were incubating Milo, working with the team at Lionhead and some of the
unveiling of thinking that needs to happen. Teams, especially third
parties as they start seeing this for the first time and start working
on it...there will be a new learning process.
But, let's face it: The games we play today do an amazing job
of taking a physical activity onscreen and mapping it through this
somewhat obscure device called the controller. I might feel like I'm
shooting a basket or kicking a soccer ball or driving a Ferrari, and to
me as a core gamer, it feels natural. If they can do that, I think they
have the skill to say, "How do you hit a ball? Well, you go like this."
I think we'll get there, but there will be some learning that they go
through."
GS: What about Final Fantasy XIV? You got Final Fantasy XIII
onto the 360 and now XIV is a PlayStation 3 and PC exclusive. Is that a
bit of a kick in the teeth for you guys?
PS: Final Fantasy XIII, seeing it running on the 360 as a
long-time gamer, was a pretty special moment. Just given that a true
Final Fantasy game working on our platform is great. Square is
obviously a great partner, and our work with them in the future...I'm
sure there will be something to talk about down the road.
GS: We're seeing all three platforms pushing nongame
entertainment services far more than was done previous generations. As
the head of Microsoft Game Studios, are you worried about focus moving
to services as opposed to just games?
PS: I'm not that worried about it. Take 1 vs. 100, something we
announced the beta for here that opened on Monday. We put a
self-imposed cap of 50,000 people and we hit that cap in the first
hour. Those were 50,000 people playing one game--not split off into
multiple games. They were playing one game instance. Is that a service
or is that a game as people log in to play? I don't know. People seem
to be having fun doing it and, lucky for us, we have something like
Live that facilitates those kinds of games. Things like people watching
movies together and listening to music--the lines are blurred between
what's a service and what's a game. And I think we're set up well to
leverage that with Xbox Live.
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