The big Xbox interview - Project Scarlett, cross-gen Halo Infinite and the lack of Fable
Quick opening snip...
You've finally put a name on Project Scarlett and started talking about it. To me, that name sounds like Project Scorpio, a big beefy new console, singular. But last year Phil Spencer talked about new Xbox consoles, plural. What should we expect next year?
Matt Booty: Everything we're talking about - we talked about today. We're not talking about more than what we showed in the video, and what Phil talked about. Project Scarlett is our console plan headed into 2020.
You did say console not consoles plan there.
Matt Booty: Scarlett is our console plan going into 2020. What I'd like to share a little more relevant to my world on the game studios side, is what [Scarlett] will open up in terms of game design. Going all the way back to the early 2000s with streaming, what you do when things are streaming, even some ways Unreal Engine is architected to allow for certain things - going into a room through a little hallway - people have been designing games around load times for so long.
To be able to have the power, the SSD to unlock a new approach to game design... We're probably sitting on a pivot point in game design, when you add up the new console's speed and performance, what cloud streaming will offer up when all the instances of a multiplayer game are running in one location, what it means to be running a game in a data centre... all that in combination with some of the hardware stuff could be as big a transition as when we went from 2D to 3D.
Think when the first 3D console first showed up. A lot of games were 2.5D. It took a while for people to figure out, y'know, how do you make a fighting game in 3D? How do platformers work? I feel we're sitting on a pivot point equal to that because of what the hardware will unlock.