ALLARD intervieuw: xbox , halo psp en ds talk

hey69

i have a monster
Veteran
What do you think of Nintendo's new handheld?

Allard: The DS? That touch-screen thing? Awesome. Awesome.

Have you had a go on it yourself?

Allard: No I haven't touched it, but it's just genius. I think it's a great, great, great idea. I didn't understand the dual-screen thing, the Metroid map, blah blah blah, whatever. I think that touch-screen is going to revolutionise the way kids communicate. I think it's text-messaging for kids. They're gonna scribble notes in class or on the bus on wireless network and stuff. It's going to be awesome. But I think its for the same demographic that the Game Boy is.

And PSP?

Allard: I'm skeptical that people will want it. The people that buy PlayStations have cell phones. I don't know.. They may have iPods, but I'm not sure they're going to carry that thing [PSP] around in their pocket or around their neck or whatever - it's very big. [But] it is a beautiful screen, and I like the analogue stick.

Are you in any way envious that you didn't have a handheld to show off at E3?

Allard: I'm thrilled not to be in the handheld [market]. I'm absolutely positively thrilled that we don't have a handheld. I think it's a huge distraction. I think it makes perfect sense for Nintendo, I think that the most important part of their business is the handheld and I think they've done a great job with DS. But, you know, I think the challenge with a handheld with the demographic that we chase with the Xbox is the choice, right?.

Tell me the number one selling cell phone in the world - make and model?

Erm...Nokia something or other? I don't know

Allard: You don't know, you don't know. You don't. And if we all pull them out of our pockets right now we all have different ones. Size, UI, camera - those are the three things that I wanted, and I made my decision. OK, you like text-messaging, so you went and bought one that had the right kind of buttons or whatever. Or maybe because of the colour - I don't know... We all made different decisions on our cell phones.

With the plethora of digital devices, mobile devices, and turn-over of these things... We all buy them, on a high frequency as well, right? I think it's a really tough proposition to say 'Go buy a $300 thing that'll become a $200 thing that you keep for five years and that you put media in that doesn't evolve at the same rate as all those other handheld devices.'

What I want to do is I want to move towards a model where you think about... This is how Jason Jones and the team think about Halo - they about create a world, create some characters, create some conflict, put some rules around those characters and the conflict and you design some maps, you analyse the gameplay and then you build an experience.

And the experience that they build right now is a five inch disc for a high end gaming console - that's the only experience that they project. But you could think about so many different experiences. Just take the simplest cell phone in the world, you could imagine that experience being projected... Take the Halo experience and project it anywhere there's a screen and a button.

So then you take the simplest phone in the world, very simple screen and a button. There's a pattern game that lets you repair the Warthog for your team.

It's a stupid example on one level, but you're at and airport and you walk up to an airport kiosk and it's a really crappy web browser, no 3D or anything else. Go see what you're clan's up to, see where you are in the rankings, go schedule your next practice session with your clan. Maybe you do some strategy stuff and you decide how you're going to tackle a map or whatever else and you do some shouting at people.

How cool would that be on a high end PC? Maybe have an RTS view, and you zoom out of the world and you can actually think about some of the strategy stuff instead of just the tactics. And then in your living room or wherever with your surround sound, yeah you play the experience that you can see right now. But the Halo world can be so much more than the Halo world is right now.

We don't need to go build a Microsoft-branded handheld device that says 'You've got to play it on this'. What I want to do is I want to project those experiences anywhere there's a screen. And you know, the fact that we build this thing it's kind of an artefact of the business. It's not what we aspire to do. We don't want to be a hardware company, we don't want to make more of these things, we make it only because that's the way the business works.

But it's not long-term sustainable. I don't think 20 years from now you're going to go to a store and there's going to be two different game machines you can buy - because there's going to be 150 game machines you can buy, just like DVD players and televisions. Name one consumer electronic product other than a game console where there's only one of them and you can say 'The number one thing in that category is...'.

You can't do it with televisions, you can't do it with cell phones, you can't do it with PCs, you can't with DVD players, you can't do it with anything. You can't do it with CD players... I mean, name it? It's so upside down.

I think getting trapped in that and trying to apply that same mentality in the handheld space is really risky. You look at N-Gage. I think N-Gage, you can say there was a lot of execution issues around that idea. That's a tough sell, to say I want to go sell tens of millions of one model of a cell phone that doesn't evolve, that plays games too. That's tough.

But the game developers love the fact that it's a single platform, so they would love for you to go get tens of millions of those things. So our vision is, we go and we build the XNA platform, which is a software platform, that runs on top of a multitude of devices and you can go target that. The developer's not thinking about the hardware, it's thinking about the software. That's what we did with Windows.

Peter Moore told us it was your idea to do the TV-show pisstake of Sony during your conference, which came across really well. Were you worried about offending Sony too much? Was it fun to make?

Allard: Yeah I mean we were just having fun. I mean, for crying out loud, the one thing that we've learnt - we've learnt a lot of things actually in the five years that we've been doing this business - [that] this is entertainment, you've got to lighten up a little bit. Our press conferences used to be all these numbers and stuff, and it's kind of dry, and this is supposed to be a games console.

I walked out on stage to greet 5,000 people that were going to work really hard for the week and try to get their heads wrapped around the industry - what do they want to see?

They don't want to see boring, dry slides. They killed themselves to get there on Monday night from all over the world, and you should sit back and have a little bit of fun. We felt... The Apprentice is very apt.

One of reasons we chose it is not only because it's timely from a cultural point of view but it's also - and something that I favour quite a lot,= - it's the only reality show I've ever liked... It's very apt because in the program what happens is they get these assignments every week, they have these teams, and at the beginning of the show one team won five assignments in a row.

And then the sixth assignment the other team won, and they're like 'Finally we won one, what a relief. We're not complete losers'. And if you look at Xbox versus PlayStation, they've just been beating us and beating us and beating us and with online and Live we finally won one. We finally won an assignment so that's why we chose to do the online thing and we picked on ourselves, we had fun with it.


We know you're not talking about next-gen hardware, but can you at least confirm that you've made a final decision on the hardware, behind the scenes, on exactly what you're actually going to be doing?

Allard: Pretty much, yes. One thing that we think about as we move forward, one is going to be even more flexibility and more choice. I think consumers really want more choice, and there's got to be choice, and we have that flexibility in our plans. We're trying to... You know, think of it, the next generation. This is Xbox, it's the box for DirectX, we tried to take the best hardware we could find out there in the short period that we did to build the hardware manifestation of the DirectX platform.

The next generation is sort of the hardware manifestation of the XNA platform. Think of XNA as sort of the successor, if you will, to DirectX. That's how we're thinking about it, and when you think about it that way and you think about it being a software platform driving the hardware, it allows you to think about hardware a little differently. I think there'll be a couple of surprises... But, ah, we've made decisions; the team's locked.

Have you decided on the name as well?

Allard: The team is locked [laughs]! It's remarkable when you think about it. We were still signing contracts, we didn't have any publishers lined up at this point in time, you know last cycle. We're so far ahead from where we were last cycle this cycle. We really know what needs to be done and we have the lead time to do it really well; and if we do all the things and it all comes together and we're first to market, I think that will bode well for our success in the market.
 
Why oh why?

When I first read things about XNA I though that MS wanted to go towards a PC model with consoles, but I convinced myself otherwise. Now it is pretty much confirmed on what they are trying to do.

I don't think 20 years from now you're going to go to a store and there's going to be two different game machines you can buy - because there's going to be 150 game machines you can buy, just like DVD players and televisions.

I really hate this, if they wanted this model they should have start making PCs and left consoles alone. I really hope this idea doesn't take off, because it would ruin consoles. Think about it, consoles usually make money off royalties of software and sales of perpheirals, but with the model he is suggestings, hardware companies is not going to break even unless they charge more for the hardware.

This will also have a negative effect on performance since you cannot optimize for all the 150 game machines that you have now. The only good I can see coming for this is more money for MS since everyone will have to pay them for XNA. This might sound kind of fanboyish, but it seems like MS is just trying to sabatoge the console market.
 
Well they are trying to take it over from the inside. Eat its brain out with the little XNA worm. Thats their illness, they want to control everything. It won't work in the console market, but will they learn or fail? That's the question.
 
Re: Why oh why?

Tsmit42 said:
This will also have a negative effect on performance since you cannot optimize for all the 150 game machines that you have now. The only good I can see coming for this is more money for MS since everyone will have to pay them for XNA. This might sound kind of fanboyish, but it seems like MS is just trying to sabatoge the console market.

Do DVD producers have to optimize for the hundreds of different DVD players? Also, you are fanboyish, in another interview MS has stated that they want Nintendo and Sony themselves to create a development structure similar to XNA.
 
Re: Why oh why?

a688 said:
Tsmit42 said:
This will also have a negative effect on performance since you cannot optimize for all the 150 game machines that you have now. The only good I can see coming for this is more money for MS since everyone will have to pay them for XNA. This might sound kind of fanboyish, but it seems like MS is just trying to sabatoge the console market.

Do DVD producers have to optimize for the hundreds of different DVD players? Also, you are fanboyish, in another interview MS has stated that they want Nintendo and Sony themselves to create a development structure similar to XNA.

No they don't because DVDs have a standard. With 3D graphics, this can possibly happen but it's highly unlikely that it would end up being XNA. The DVD standard is formed by five companies. There's no way these companies (mostly Japanese) are going to pin their future on a royalty based proprietary middleware. The fact it's Microsoft's idea will send those key Japanese electronic goods producers hiding for cover.

If there is a future standard for games development then it'll have to be open source or along those lines. It's stupid to get rid of the hardware control from Sony only to give the software control to Microsoft. I just don't see it happening.
 
As far as as his PSP coments go, this interview is almost fair and balanced compared to another one I was listening to... where he basically trash-talked PSP saying that it's almost cerainly going to be niche, how noone will appreciate it becase it's "too big, too heavy, too expensive". He even blurted that out so fast, that it seemed like it was a pre-caned response :p Then he went on explaining how it's music and movie capabilities don't match up to what people want (completely ignoring the gaming aspect). Considering that MS is coming up wth a handheld media player quite soon, that didn't really suprised me. But then again, their player is bigger, bulkier and a lot uglier, so I wonder what he'd say about that :p

Somehow it came across that he wasn't too thrilled to see Sony enter that market, for whatever reason.
 
Part 2:

EXCLUSIVE: THE X-FACTOR, DAY FOUR

Part two: J Allard sheds light on the development of Xbox 2

17:25 All good things come to an end, as the saying goes, and so it is that today we bring you the final part of our "The X-Factor" feature, which over the few days has seen us grill the movers and shakers in the upper echelons of Microsoft's world of Xbox videogaming.
Sniffles have already set in, but we'll refrain from breaking into full, heart-broken sobs and just long enough to bring you part two of our exclusive interview with corporate vice president, chief XNA architect and Mr Xbox, J Allard, as he lifts the lid on the thinking behind Microsoft's next-generation system...

You can check out part one of our interview in full here.

Interview by Johnny Minkley

You're still not talking about Xbox 2 specifics: when are you going to start?

Allard: There's lots we could talk about. I could talk till next week about our next-generation plans if I wanted to. The reason we chose not to is because it's really important for retail and for the business to have a successful 2004.

And this Holiday season, talking about the next-generation Xbox, there's nothing actionable for people. All it can do is encourage consumers to wait and say 'Well I'll wait for the thing that comes out next year, I'm not really sure that I want to do something this year'. We didn't want to slow down the market momentum that we have right now, or the industry, by promising something too early.

I think that we'll be talking about it next year for sure, but I think it's going to be a very quiet 2004 in terms of next-generation plans for us. Sony, I would say, would probably have the same argument.

There's a feeling that PS3 seems to be slipping off the radar, from developers we've been talking to. People are expressing concerns over when it's going to arrive...

Allard:It's strange that they [Sony] talked about development kits at the press conference.

What they're saying about Cell is not palpable at this stage, though.

Allard:It's a very strange message. The irony is, since we went to GDC last March and I did the keynote there and announced this XNA thing... It's a developer message, and the fact that any of you guys know what XNA is or write down what XNA is and give it to gamers, it's kind of weird because it's not really a gamer message, it's not really a consumer message.

I talked about XNA for what, two minutes in the press conference? And this press conference was fun and talked about all aspects of the business area.

Sony did a business and fun presentation at GDC. They had people out on the stage doing YMCA in front of the EyeToy. It was wildly entertaining. Everybody loved it. They walked out of my presentation and they were like 'Great developer message, believe in it' blah blah, and then they walked out of the Sony one and were like, 'Boy that was fun!' [laughs].

Then they talked about development stuff at E3 with no developers in the audience and they didn't do the YMCA thing. It's very strange. I think they just got their concepts a little mixed up.

When you do think Xbox's cycle will end and how long do you foresee supporting the first one for?

Allard: I think people are going to be playing Halo 2 on Live for ten years.

How does it fit in with your next-gen planning?

Allard: The one thing that happens is the hardware will dry out. Selling new hardware at retail will dry up, then trailing that will be new games coming on the platform. I think you'll see a trail off of the best game developers; I don't think you'll see a lot of BioWare games [on Xbox 1] once the next generation of Xbox comes out, a lot of BioWare stuff or a lot of id stuff coming out on the old system. The world-class developers will obviously want to hop on board really soon. There'll be a landing path like that.

But one thing that we want to do is we want to make sure that the Live universe allows you to bridge those worlds. There may be game developers that choose to have those experiences between the two generation systems to keep community intact and so on.

I think we might have a longer life cycle... I guess what I'm trying to say is, the last day we sell a new piece of hardware to the last day a new game comes out, that window might open. Sony talks about this ten years of selling hardware - we're not going to sell Xbox 1 for ten years, no way..

There's a suggestion Sony may be saying that as it is uncertain bout when PS3 is coming out.

Allard:Well, yeah. And strategically from their point of view, if they can cement peoples' minds the next generation doesn't start until they say so, that will put enormous pressure on us to say the next generation has started. That's the game that they're playing.

But I do think what really will happen in the industry, specifically because of online, specifically because of some of the things that we'll do between the platforms and the fact that XNA allows you to bridge those two platforms more effectively, that from the last day a piece of hardware's sold at retail to the last day a new game comes out,

As I was describing with the Halo universe, if you were to design Halo 3 that way and say I want to project it on every screen it would make good sense to go and project it on Xbox one. And if you can do that for low development costs and you can have a great experience, why wouldn't you?

And what a lot of games companies are forced to do... Take Tony Hawk's 2, that came out after PS2 came out but came out on PSone. And Activision said, the way to get onto both platforms is to use the backward compatibility thing and I don't want to screw around with the franchise.

We need the franchise now, I want to make a bunch of money off of the thing, but I can't afford to let the developer go learn the new hardware to achieve it so I'm going to do that.

We're going to have a very different opportunity so I think a lot of new games will come out. I think the engagement of gamers on Xbox 1 will be much longer...

Are you looking at backwards compatibility for Xbox 2?

Allard: Of course we look at it. What most gamers tell you though that what they want is new experience. Sony will trump that up as a huge feature. That's not why Sony won this generation at all. Let's be clear, the reason that they got off to such a good start was they played DVD movies and it was cheaper than any DVD player in Japan.

That's how they sold the first million units. It wasn't even the games, and the fact that they weren't contested - there was no competition for 18 months. It gave them a great headstart.

It wasn't backwards compatibility. The one thing that it gave Sony in the early stages was that it gave them a library. They had had really crappy games for the first six months, or twelve months, as people were trying to grapple with the hardware. There was really nothing worth playing.

So, like we did with Xbox one, we're going to focus on a killer launch line-up, and I think we'll have an ever better line-up for the next-gen than we did this time. If you have that, then what do you want to play?

Would backwards-compatibility add a lot of expense to the unit cost?

Allard: Well, if nothing else, it incurs complexity, complexity and focus. And do I want to make a huge compromise there? Not if I don't have to. You've got to do what gamers want, and if they say that that's really important, we'll do it. Like DVD movie playback; that's important, we've got to do it. I don't like the fact that I've got to spend money to do it and I have to devote resources to do it, but gamers have said that's an expectation for the console - do it.

They say it, we'll do it, but we're really going to make sure we ask the questions the right way, because it is a distraction for us and our early research suggests that it's not that important, but we'll see how it goes.

Obviously you're privy to a lot of what everyone is already developing for your next-gen system; you're also building the next-generation with a certain idea of what it will be capable of. But is what you're seeing from second- and third-party developers amazing you at this stage?

Allard: There's some stuff that's just knocked my socks off. The thing that we were looking at in the next generation is just an unbelievable amount of raw computing power. And the architecture that will go down will be much less specialised. Right now hardware's very specialised, you've got your audio chip and your graphics chip and your CPU - you're constantly trying to figure out the balances.

Next generation we're going to have so much silicon, so much raw computing horsepower, that developers are going to be able to use that computing horsepower in interesting and exciting ways. I've seen demos of terrain and worlds that have no textures in them whatsoever and no geometry - it's just a program. It's just a program that's creating a scene for you.

And I think the notion of what I call procedural synthesis, where art is the highest cost component of game development, and so much of the art is really repetitive and really intensive, and then doesn't come out to be very realistic.

You know, bricks in a wall - very repeated textures. Let's go write the brick program and run the brick program to make a room full of bricks, lose the art expense and gain a more realistic looking room, because now we can focus on having the bricks there in a really realistic way. I get really excited about that kind of stuff.

There's a lot of new techniques, like what shaders have done for 3D, there are a lot of new next-generation techniques for procedural synthesis that's really going to change how game construction is done, but also what the environment looks like so it feels a lot less 'cookie cutter' [i.e. repetitive].

High definition too. Next year's show, 16:9 high definition everywhere. I promise you. It's going to be cool. From the consumers point of view high definition gaming I think is the next quantum.

Stuart Bishop
 
Thak god that he makes a big point about Hi Def. I hope it will be at least 1080i as this is becoming an available standard.
 
marconelly! said:
Considering that MS is coming up wth a handheld media player quite soon, that didn't really suprised me. But then again, their player is bigger, bulkier and a lot uglier, so I wonder what he'd say about that

First off, it's not MS's player, unless you know something I don't. They have their portable media center operating system, but the players themselves are being produced by 3rd parties such as creative and iriver. And from what I can tell, at least some of them are a hell of a lot smaller than PSP.

samsung_yepp_yh_999.jpg

iriver_pmp_100.jpg


Even the creative player isn't really any bigger than the PSP. But frankly, I don't really think their markets overlap all that much.
 
Allard is coming straightforward with the prospects for the PSP. When it was first announced, it was thought that the platform could bring the rest of the third-party development community to the portable sector with its low production-risk optical media and attractive publishing model. But then Sony showed that they didn't understand its target market by designing the device with deal-breaking prohibitive cost/pricing and battery power inefficiencies. This lack of market is being echoed by those awkward branding ads they distributed with the PSP unveiling, showing Sony simply isn't tuned to a substantial audience that'll buy it.

Set-up to another PSX scenario becomes increasingly obvious. The system will hang around as long as Sony is there to dangle it in front of the industry alluringly, but it won't have legs to stand on beyond the early enthusiast and brand adopters when Sony's arm gets tired of having to hold it up.

There is a reason for all this skepticism towards the PSP - uncharacteristic of a product manufactured by Sony - within the industry.
 
Lazy8s said:
This lack of market is being echoed by those awkward branding ads they distributed with the PSP unveiling, showing Sony simply isn't tuned to a substantial audience that'll buy it.

Can't argue if the audience is substantial or not but I will say that you're completely missing the whole target of the PSP if you think the marketing is NOT aimed at the sector Sony is trying to hit. It's patently obvious that the PSP is aimed at the young 20's "hip" crowd and not the 12yr old GBA crowd. Those ADs are squarely on the mark. Whether or not that sector buys into the PSP is another question though.
 
With well over a hundred million in unit sales, the Game Boy line targets the mass market for portable game players convincingly. While there's nothing wrong with trying to expand the demographics, it's not going to happen with a platform which fails to get some of the market fundamentals (price, battery life) right in the first place.
 
First off, it's not MS's player, unless you know something I don't. They have their portable media center operating system, but the players themselves are being produced by 3rd parties such as creative and iriver. And from what I can tell, at least some of them are a hell of a lot smaller than PSP.
OK, I was honestly not aware of that. All I saw was some flash advertisemement on Microsoft's site which displayed some thick, ugly duckling of a device. I have also noticed that they all seem to have 4:3 screen which I think is odd for a machine that is built exclusively for the media playback. Samsung's models is definitely much nicer looking than what I saw. I absolutely agree, however, that those devices don't quite overlap with PSP, but Allard seemed to aim in that exact direction when he was talking about movie and music abilities.

*edit* Now I've learned that the device I've seen, was Creative's device. I must say that it still looks just as ugly, bulky and too thick, as the first time I saw it :\

There is a reason for all this skepticism towards the PSP - uncharacteristic of a product manufactured by Sony - within the industry.
I can tell you right now, that people who are being optimistic about it are in vast majority, and they happen to be the ones that are important for it's success. Developers are almost uniformly thrilled about it, and so are people who work in the gaming media, and also those who will be buying it, at least if reactions from E3 are any indication.

Who's not optimistic about it? Well, competition, of course, and also some of the analysts (who I really find impossible to take seriously anymore, given their past predictions).
 
Microsoft talking about XNA reminds me of Sony talking about distributed processing ...

BTW I keep finding it a humongous waste of potential for microsoft to set a standard for HD based AV players and not including games capabilities .... the added component costs are not significant compared to a decent display plus HD (and they could have made it optional). This way they could have truly jumpstarted their competetive market for mobile gaming, wasted oppurtunity.
 
Lazy8s said:
With well over a hundred million in unit sales, the Game Boy line targets the mass market for portable game players convincingly. While there's nothing wrong with trying to expand the demographics, it's not going to happen with a platform which fails to get some of the market fundamentals (price, battery life) right in the first place.

Let me try again. Nintendo's handhelds are extremely focused at the gaming sector. Sony's PSP isn't aimed solely at it - it's a bridging device. It seems that your preconceived notions of what the PSP is supposed to be prevents you from seeing what Sony's true intentions are. In other words, think of it as a "hip/cool" device that happens to play great games.

Again, whether or not they're successful is another discussion but the their ADs are spot on for the demographic they are trying to reach.
 
Not to mention the "fundamentals" have been getting less and less fundamental every year. Price goes up, battery life gets less and less of a concern... I figure cell phones contribute mightily to that, as they're now intrinsic devices in modern life, and anyone who's used to frequent use has adaptors they drag along, connect in their car, extra batteries... Rechargable batteries make people far more accepting of lower life (so long as said rechargable batteries have a lifespan measured in years, not months and with a huge replacement price).

Remains to be seen how mainstream it can get. It's about as a cool and techy as things get, and seems likes it's promising to offer some stand-up gaming. So it'll mainly depend on price and how much/how well they deliver the non-gaming features.
 
cthellis42 said:
Not to mention the "fundamentals" have been getting less and less fundamental every year. Price goes up, battery life gets less and less of a concern... I figure cell phones contribute mightily to that, as they're now intrinsic devices in modern life, and anyone who's used to frequent use has adaptors they drag along, connect in their car, extra batteries... Rechargable batteries make people far more accepting of lower life (so long as said rechargable batteries have a lifespan measured in years, not months and with a huge replacement price).

Remains to be seen how mainstream it can get. It's about as a cool and techy as things get, and seems likes it's promising to offer some stand-up gaming. So it'll mainly depend on price and how much/how well they deliver the non-gaming features.

My camera phone's battery lasts about 2 times longer than my non color phone did a year and a half ago. This is talk time btw not stand by. Stand by is the same. So battery life is going up . Same thing with my fathers laptop. His laptops last longer and longer on one charge
 
Also, you are fanboyish, in another interview MS has stated that they want Nintendo and Sony themselves to create a development structure similar to XNA
Erhm... When you can't beat them on their rules, ask them to join your playground.

Mfa said:
Microsoft talking about XNA reminds me of Sony talking about distributed processing ...
Except that MS has already demonstrated their capacity for making a monopoly out of a proprietary software platform, while Sony has only talked so far.
Not to mention MS has IBM on their side... :p
 
Back
Top