Young noted that high quality execution on its own, with great AI, control, physics and so on, gives you a baseline average score, on a GameRankings-style site, of an 80% rating. It's vital - of the top 60 games of the past 3 years in North America, just 11 products had average ratings under 80% - but that's not necessarily enough. He then pointed out important game design differentiators - from the 'mod' for Doom to the gravity gun in Half-Life 2 and dual-wielding weapons for Halo 2, arguing that these kind of innovations have to be carefully designed into the game's schedule, to be mapped out during a pre-production process.
Some of the most interesting footage and information came at the end of the piece, when Young talked about the latest iteration of the Medal Of Honor series for PlayStation 3, currently in development at EA Los Angeles. He revealed that, while still early in development, the PS3 version of the game was already fill-rate bound, leaving 4 SPUs of the PlayStation 3 ready to be used for code-powered effects such as physics, particles, AI, and so on.
He also advanced his theory that, while only 20% of the processing power would be used for processes other than rendering in the current generation, as much as 50% would be available for AI, physics, and other such tasks in the next generation. This would hopefully lead to a much more sophisticated experience that isn't just better graphics running on a similar codebase, and while doing this, Electronic Arts is "trying to hold to a [budget] increase of 50% over the current generation" for next generation console titles.