Microsoft will Programmier-Tool 'XNA' entwerfen

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resonic schrieb:
Naja so wirds wohl nicht sein würde ich mal sagen. Das ist noch Utopie, dafür müsste die Hardware ja annähernd identisch sein. Ausserdem bleibt die Qualität auf der Strecke, was uns hier blüht wären dann halt lauter magerer Multiplattform Titel die nicht das aus der Hardware holen was möglich wäre.

Aber naja wenns EA so macht ist es schlecht, wenn MS diese Schiene fährst ist es hingegen revolutionär.

Du alter Pessimist ;)

Ich habe ja nur angedeutet das es eine gute Idee wäre, und da sie alle Plattformen betrifft kann sich Bill Gates von mir aus die Fingernägel lackieren wenn es ihm Spass macht :P

Der einzige der hier MS für diesen Mist lobt bist du mit deinen ironisch und sarkastisch gemeinten Kommentaren, momentan sieht es für mich so aus als würde ich in der nächsten Generation nicht zu einer X-Box greifen da alle Sachen die mir gefallen haben entfernt werden sollen. Aber es ist noch viel zu früh um solch eine Entscheidung zu treffen, und ein Bungie Spiel würde mich eh wieder umstimmen ;)
 
Ich seh das nicht pessimistisch sondern nur realistisch. Die Vergangenheit hat schon gezeigt das solche derartigen Ideen nie wirklich gut gegangen sind.
 
resonic schrieb:
@Hubaaa
Wo soll ich beleidigend geworden sein?

Wo habe ich was von Beleidigung geschrieben??? :-?

OT:
Man wird sehen, was hinten bei rauskommt. Bis jetzt weiss man doch auch überhaupt gar nicht, was da alles drinsteckt. Ist da ne Grafik-Engine inkusilve? Physik-Engine? Sound-Effekte? Bis jetzt ist's nur heisse Luft und Marketinggebrabbel, sowas hat man häufiger.
 
Für mich klingt das alles sehr danach, dass man bei MS auf der Suche nach einem Kooperationspartner (Nintendo?) ist, der sich mit der Hardware beschäftigt, währned man selbst sich wieder auf sein Kerngeschäft (Software) zurückzieht.
 
resonic schrieb:
Ich seh das nicht pessimistisch sondern nur realistisch. Die Vergangenheit hat schon gezeigt das solche derartigen Ideen nie wirklich gut gegangen sind.

Damit stehst Du wohl leider ziemlich allein da...

"Alias heartily supports XNA. XNA will pave a single path for deployment
of rich content from Maya across multiple Microsoft game platform environments
such as Windows-based PCs and the Xbox."
-- Geoff Foulds
Global Games and
Interactive Marketing
Manager
Alias Systems

"Anything that makes the game developer's job easier, and removes some of
the risk and some of the trial and error, is a good thing. We can concentrate
on what makes a game good -- gameplay, content and visuals -- and not worry
about fighting the hardware."
-- Jez San
Founder and CEO
Argonaut Games PLC

"We're excited to have been involved with XNA since its conception. We
design hardware for developers so they get the high performance they expect
under all circumstances, but it's equally important to provide software tools
that remove the barriers to creating great content. The combination of ATI's
hardware and Microsoft's XNA software will let game developers concentrate on
what's most important: making blockbuster games."
-- Andy Thompson
Director of Strategic
Marketing
ATI Technologies Inc.

"We are pleased to see that Microsoft shares our vision of helping
developers make better games, faster, through use of their favorite
middleware. We look forward to leveraging XNA in the RenderWare tool chain to
implement Windows- and Xbox-specific features."
-- David Lau-Kee
CEO
Criterion Software

"XNA is a great software solution that provides efficient tools,
middleware and production pipelines to create better games faster. We fully
approve and support this next-generation strategy, as effectiveness has been
our ultimate goal since the establishment of Crytek and the development of
CryENGINE middleware."
-- Cevat Yerli
President and CEO
Crytek GmbH

"Discreet is excited to support game developers though Microsoft's new XNA
initiative announced today. With the largest registered install base of 3-D
animation software in the world, Discreet 3ds max software has been an
integral creation tool for Microsoft Xbox game developers -- and the new XNA
middleware platform will assist them in bringing high-quality games to market
faster."
-- Marc Petit
Vice President, Product
Development
Discreet (a division of
Autodesk Inc.)

"It's the age-old problem of game development: how much time do you spend
on your tools and technology and how much time do you spend on your game
design? The better the tools and technology, the better -- and faster -- you
can make your game. The more Microsoft does to provide developers with tools,
the easier it is for game developers to develop better games."
-- Tim Sweeney
Founder and President
Epic Games

"We are extremely excited about XNA, both as a middleware provider and as
a game developer. Tools are the only chance for future success in this
industry, and never has this been more true than now. As we move into next-
generation development, the expectations of gamers and the abilities of
hardware open almost limitless possibilities for content creators. Without the
right tools, developers will not be able to keep up with the pace -- XNA is
what the industry needs right now."
-- Julian Eggebrecht
President
Factor 5 LLC

"Havok, as the leading supplier of physics middleware for the game
industry, believes that only through increasingly sophisticated software
components and tools that integrate seamlessly with each other can the power
of the next generation of entertainment platform be leveraged by game
developers. The XNA initiative is important for the industry in that it
represents a commitment to providing the software infrastructure to make this
happen. We are looking forward to leveraging XNA technology and participating
in its success."
-- Dr. Steven Collins
Chief Technical Officer
Havok

"I want more of those up-front tools and more technology that we could use
right away and learn from, because what we try to do is hire all creative
people to figure out that answer. If I have to devote a lot of resources to
technology, that's fewer resources that we can devote to creating a great
game."
-- Brett Bourbin
Director of Technology
High Voltage Software

"If the right tools are available, we can worry about building the game
and not building the software."
-- Marc Lutz
Chief Technical Officer
Ketsujin Studios

"XNA will enhance NDL in delivering Gamebryo's industry-leading cross-
platform 3-D graphics engine and tools."
-- John Austin
CEO
NDL

"Microsoft's introduction of XNA presents an exciting opportunity for game
developers to not only maintain a unified development environment while
creating stunning content for multiple platforms, but to also focus on taking
full advantage of the latest graphics technologies and shading effects to
express their creative visions to the fullest. For NVIDIA, the availability of
XNA presents a particularly exciting opportunity as our graphics technology
continues to extend into new markets, such as handheld computing, where
developers will be able to create and deliver 3-D gaming experiences like
never before seen."
-- Mark Daly
Vice President of Content
Development
NVIDIA

"The best thing a console provider can provide is a complete, robust
environment where all the redundant generic stuff is taken care of. That frees
us developers to work on the cool, specialized features that are going to make
each of our games innovative."
-- David Wu
President and Technology
Director
Pseudo Interactive Inc.

"We are extremely excited by the new XNA technology introduced by Microsoft.
XNA empowers Quazal with tools to drive innovation even further on both
Microsoft Windows and Xbox. In the end, Microsoft XNA is the starting point of
a revolution that will bring game development to the next level."
Martin Lavoie
Chief Technology Officer
Quazal Technologies Inc.

"Developers have demanded an easier way to develop games, and Microsoft has
responded. With HLSL and now with the XNA development environment, the process
of writing shaders and creating visually stunning content is more accessible
and simplified than ever before. Right Hemisphere shares Microsoft's goal to
streamline the production pipeline for artists and programmers. Our Deep
Exploration software is included in every Xbox developer kit so that assets
may be created in most any application and previewed in real time on Xbox.
What this does is allow for a smoother, less disruptive development process in
which artists, engineers and programmers can focus on their core tasks and
work more freely and independently of each other. Together, XNA and our
WYSIWYG software take away some of the constraints and disruptions burdening
the 3-D content creation process."
-- Michael Lynch
CEO
Right Hemisphere

"For tools and middleware developers like Secret Level, having our tools
work across platforms is key. Good tools and middleware solutions will be
vital on the next generation of game machines, and XNA is just what we need to
support the development of cross-platform games simultaneously."
-- Reeve S. Thompson
Director of Production
Secret Level

"Today's developers demand the most advanced and flexible tools in order
to produce out-of-this-world games. In unifying the Windows and Xbox
development tools under the XNA software system, developers can now save time
by designing multiplatform games, and focus on creating amazing content.
Combined with SOFTIMAGE|XSI, they can make better games, faster than ever
before."
-- Gareth Morgan
Senior Product Manager
Softimage Co.
(a subsidiary of Avid
Technology Inc.)

"At Touchdown, we have always been committed to providing tools that help
developers focus on game content rather than technology development. We're
looking forward to XNA, which will further expand the value of middleware to
game developers."
-- Jeffrey Hutt
Technical Director
Touchdown Entertainment
Inc.

"On the PC we have tools like HLSL. On Xbox, we have tools like PIX. These
are both really powerful, and XNA combines the power of the PC and the power
of the console into a best-of-breed platform."
-- Gabe Newell
Founder and Managing
Director
Valve

"XNA allows us to leverage some of the great tools we've come to rely on
for Xbox development for PC games as well. We are excited about this, both as
a developer whose games often bridge between the console and Windows worlds,
and as a middleware licensor supporting teams working with both platforms.
This is going to be a win-win for everyone."
-- Tobi Saulnier
Vice President, Product
Development
Vicarious Visions Inc.

"Virtools is proud to join the XNA program. We will provide even stronger
middleware for the next generation, capable of dramatically easing the
development effort and accelerating the time to market of high-quality games
on powerful future platforms."
-- Bertrand Duplat
President and CTO
Virtools Canada Inc.

"Software makes all the difference. I believe with this next generation,
hardware is not going to matter as much as it has in the past. It's about
software tools."
-- Scott Patterson
Executive Vice President
Visual Concepts



Wenn die Industrie XNA mit solch einer Begeisterung aufnimmt, dann kann das eigentlich nur ein schlechtes Zeichen sein oder? :)

Ich hoffe Deine journalistischen Ergüsse sind nicht ebenso erbärmlich subjektiv gefärbt...
 
Ich kann dir gern ebenso viele Statements von unterschiedlichen Entwicklern bezüglich der Cell CPU nenne. Deine Copy und Paste Aktion ist und war relativ sinnlos da sie im Endeffekt garnix aussagt.


>>Ich hoffe Deine journalistischen Ergüsse sind nicht ebenso
>>erbärmlich subjektiv gefärbt...
Das sagt die Hobby-Amateur Tippse.
 
resonic schrieb:
Ich kann dir gern ebenso viele Statements von unterschiedlichen Entwicklern bezüglich der Cell CPU nenne. Deine Copy und Paste Aktion ist und war relativ sinnlos da sie im Endeffekt garnix aussagt.
und du scheinst immernoch nicht begriffen zu haben was ms mit xns bezwecken will... aber du willst es ja nicht begreifen.

aber da ich sowiso noch ned viel von cell gelesen habe... los gehts, poste die cell-statements hier rein.

neue info's sind immer willkommen.
 
resonic - Cell Chip? Wo bleibt der Zusammenhang? Du scheinst immer noch nicht verstanden zu haben um was bei XNA geht. Niemand streitet ab, dass der der Prozessor der PS3 leistungsstark sein wird oder vielleicht sogar der leistungsstärkste von allen drei kommenden Konsolen.

Und Begriffe wie "Hobby-Amateur Tippse" lassen Deine Aussagen auch nicht gerade objektiver klingen...
 
@jubei
das ist einfach resonics stil :shakehead: -> da er nicht anders kann einfach ignorieren

ansonsten ist es allerdings echt hirnrissig eine software-entwicklungs-umgebung mit einem chip zu vergleichen.
da merkt man eben das resonic eine journalistische ader hat - denn die verdrehen ja auch immer alles so wie sie es brauchen
@resonic
schon mal ne bewerbung an die bild-zeitung geschickt :lol:
 
@mia.max
Es geht immer noch um XNA und nicht um XNS. Würde ja auch gerne wissen wo du den Zusammenhang zwischen "XNS" und Cell siehst du Spezialist ^^

Der Punkt ist das Microsoft mit dieser Middleware Entwickler ansprechen will die bisher die Xbox gescheut haben. Was im Endeffekt zu Folge haben wird das die Xbox 2 von mauen Multiplattform Titel überrannt wird.

ansonsten ist es allerdings echt hirnrissig eine software-entwicklungs-umgebung mit einem chip zu vergleichen.
Schön das du das auch mal merkst. Wäre erstaunlich wenn das restliche CW Xbox-Volk das auch mal erkennen würde. Aber da es von MS kommt ist es richtig und korrekt.
 
Jetzt hat Microsoft dieses XNA und paar Techdemos veröffentlicht und alle Xboxer hier meinen : XNA = besser als PS3 Cell-Chip (obwohl ja XNA kein Chip sondern wie ich verstanden hab ein tool !
Jetzt mal denken ----> für 1-2 Jahre würde XNA reichen aber was ist danach ? Die Entwickler für dan auf das Ding blähen und selber eine viel bessere Engine entwickeln.Und was hat dan Microsoft ?
Ich sage was sie haben außer eine schlächtere Hardware als Sony nähmlich nichts. Nintendo hat gezeigt das solche Strategien nicht immer aufgehen.
 
@Vampir:
Wenn Du den Thread gelesen hättest, hättest Du gesehen, dass der Cell Chip genau von vier Leuten erwähnt wurden.
Das erste mal von Resonic (der mit Sicherheit kein XBoxler ist!)
Das zweite mal von Hellfrog, der nur eine Pressemeldung von MS zitiert hat.
Dann von mia.max, der meinte, dass er nicht viel von Cell weiss und sonst kein Kommentar dazu abgab.
Das letzte mal dann von Jubei, der (zu recht) fragte, warum resonic ne Verbindung zwischen XNA und Cell-Chip zieht.

Also ich weiss ja nicht, welchen Thread Du liest und welche Xboxer zu meinst, aber zumindest hier gilt folgendes nicht: "....und alle Xboxer hier meinen : XNA = besser als PS3 Cell-Ship)".

Die Verbindung zum Cell-Chip konnte bis jetzt nur resonic sehen... keine Ahnung, welche Brille er diesmal aufhat, die ihm diese Verbindung zeigt.

Bevor Du also im XBox-Forum nochmal so pauschal gegen uns Xboxer herziehst, solltest Du etwas besser nachlesen, was geschrieben wurde :x
 
Ja. OK. Ich gebs ja zu das ich übertrieben habe. Und ja ich habe den Thread nicht ganz gelesen.Mein letzten Post nehme ich zurück.
 
Bloodflower schrieb:
Für mich klingt das alles sehr danach, dass man bei MS auf der Suche nach einem Kooperationspartner (Nintendo?) ist, der sich mit der Hardware beschäftigt, währned man selbst sich wieder auf sein Kerngeschäft (Software) zurückzieht.
Die These ist gewagt, klingt aber logisch. Wie hat der deutsche Xbox Chef doch verlauten lassen: "Die Xbox ist ein nötiges Übel um Software zu verkaufen". Ich vermute genau das denkt der ganze Konzern über die Konsole.
 
Lol, jeder Entwickler wird alles gute sagen über das tool. ^^
Ist ja von MS und die Leutz wissen wie mächtig MS ist. Mit denen verdirbt man es sich nicht.
Genauso wie die ganzen Japanischen Entwickler sagen, das der NDS supertoll ist.

Das Tool ist halt ein Versuch von MS die Softwarehersteller auf ihre Plattform zu zwängen. Ganz einfach. Das haben die beim PC Bereich auch so gemacht.
Plötzlich arbeiten sie nur noch damit, und ruchzuck gibt es viele ex pc Spiele auf der Xbox. :P
Ist ja auch einfacher zu programmieren. ^^


/ajk
 
/ajk schrieb:
Lol, jeder Entwickler wird alles gute sagen über das tool. ^^
Ist ja von MS und die Leutz wissen wie mächtig MS ist. Mit denen verdirbt man es sich nicht.
Genauso wie die ganzen Japanischen Entwickler sagen, das der NDS supertoll ist.

Das Tool ist halt ein Versuch von MS die Softwarehersteller auf ihre Plattform zu zwängen. Ganz einfach. Das haben die beim PC Bereich auch so gemacht.
Plötzlich arbeiten sie nur noch damit, und ruchzuck gibt es viele ex pc Spiele auf der Xbox. :P
Ist ja auch einfacher zu programmieren. ^^
/ajk


oh bitte verzieh dich aus dem x-box forum ajk - deine scheiss verschwörungstheorien interessieren absolut keinen hier - geh mal zum psycho-dok :shakehead:
 
resonic schrieb:
@mia.max
Es geht immer noch um XNA und nicht um XNS. Würde ja auch gerne wissen wo du den Zusammenhang zwischen "XNS" und Cell siehst du Spezialist ^^
jetzt bist aber verdammt schnell von deiner xns - cell vergleichs theorie runtergekommen und versucht mir gleich wieder mist anzuhängen.

is ja gut *täschel*... ich werd dich einfach in zukunft ignorieren, wenn du dich ned mal einwenig anständiger verhälst.

resonic schrieb:
Der Punkt ist das Microsoft mit dieser Middleware Entwickler ansprechen will die bisher die Xbox gescheut haben. Was im Endeffekt zu Folge haben wird das die Xbox 2 von mauen Multiplattform Titel überrannt wird.
blubb.. du musst es ja wissen.

resonic schrieb:
Schön das du das auch mal merkst. Wäre erstaunlich wenn das restliche CW Xbox-Volk das auch mal erkennen würde. Aber da es von MS kommt ist es richtig und korrekt.
*lol* einfach lächerlich...

mit dir lass ich mich sicher nicht mehr auf sinnlose diskussionen ein, von sachen die du anscheinend nicht verstehen willst/kannst.

und ab jetzt gilt komplett /ignore resonic
 
Xbox v. PlayStation: Microsoft Throws Down the Gauntlet

By Rob Enderle
TechNewsWorld
March 29, 2004

At the Game Developers Conference (GDC) last week, Microsoft (Nasdaq: MSFT) raised the bar on what has become one of the more interesting battles in the industry. Actually, it would be more accurate to say Microsoft has taken the gloves off and now -- really -- is going after the entertainment segment.
The Xbox and MSN groups at Microsoft have been more like independent companies loosely coupled with the parent. A few months ago, MSN was brought back into the fold and made strategic again -- so much so that there are rumors suggesting Microsoft may buy AOL from Time Warner. The GDC was the coming-out party for the Xbox group to move through the same process.

While they didn't actually announce the Xbox 2, I think I have enough to create a reasonably strong idea about what that will be. I'll end this column with my predictions on this highly anticipated new version of the product.

What is the Xbox?

The Xbox is the closest thing Microsoft makes to an Apple (Nasdaq: AAPL) PC. They fully spec it, they designed the interface from scratch to address a targeted audience, and they even defined a unique case to showcase the offering. They, like Sony (NYSE: SNE) , also subsidize the hardware, offsetting this cost with game royalties, which is why they can sell a box that costs well over US$200 for less than $200. Much like Apple uses BSD, Microsoft uses an embedded version of Windows to make the platform work.
The Xbox was brought out not to compete with Apple but to compete with Sony, which had taken out Nintendo as the undisputed king of the gaming market. To a large extent, this move was driven by a belief that Sony intended to reposition the PlayStation as a PC and use it to damage Microsoft's market position.

Microsoft, in responding to a threat that never actually materialized, created a rather good gaming platform that has been steadily bleeding market share from both Sony and Nintendo since its inception. Sony is still dominant but is slipping. Nintendo is all but gone, except on handheld games. And Xbox is a strong number two.

Back to Microsoft's Core

The industry spends a lot of time describing Microsoft; the most accurate description, in my opinion, is that Microsoft is a company that is expert at tools and platforms. In fact, you may recall that when Microsoft did Java, a platform created by Sun for the nearly sole purpose of killing Microsoft, Microsoft actually made the best tools for it. If there is one thing that few challenge as high competency, it is Microsoft's capability with regard to tools.
Now, the promise for this Xbox when it first launched was that its similarity to a PC would allow for faster time to market and lower development costs for firms that already had PC-development efforts. While this was generally true, the toolsets the two groups used -- for PC and Xbox platforms -- were different, which added unneeded cost to the process.

In addition, developers were reinventing the wheel with each game and felt forced to spend a great deal of their time on infrastructure before they could even think about the game itself. This practice resulted in an upside-down model where about 80 percent of the effort and time was spent on the plumbing for a game and just 20 percent on the game itself.
This often meant a game could be as much as 90 percent done before it became clear that it wouldn't, in fact, work. It typically costs between $5 million and $15 million to develop a game. It's an incredible risk.

If Microsoft Changed, Would Anyone Notice?
What Microsoft is doing is blending the tools it provides for both platforms into one toolset, called XNA, then bringing both platforms to parity. This means that regardless of whether you are developing for Windows or the Xbox, you will have access to Microsoft Live capability, the transaction engine (in case you want to charge for some components), voice capability and links between the two platforms. For instance, if you wanted a game that used music off the PC, that would eventually be possible.

In short, you not only have near-identical capabilities to leverage, you also have the ability to work cross-platform, something the warring Vaio and PlayStation 2 folks at Sony simply won't do.
This plumbing stuff is difficult, and game designers would rather not deal with it. The core argument for Microsoft is that this process should substantially offset the spiraling costs of creating a great game. By creating a common layer of technology to which gamer developers can write, they can shift their budgets and human resources from infrastructure to game development and, in theory, not only build a less-expensive game, but also make it better and get it to market more quickly.

Better, Faster and Less Expensive
Better, faster and less expensive is typically a very strong argument.

The Sony platform, on the other hand, is known to be a bear to develop. Tools are clearly not Sony's strength. They build great hardware, but game companies are measured on profitability, and Microsoft's approach appears to play to that need more effectively. Granted, the consumer is the final and most important voter, but if the games are there, the consumer will probably move -- or at least that is Microsoft's bet.
One other thing I haven't yet mentioned: Accessories will be brought to parity on both platforms as well. We now know why Microsoft killed its PC gaming accessory business. Xbox accessories will work on PCs, and vice versa, both using a common driver and layout specification. No more relearning your hard-earned joystick skills when moving from PC to Xbox.

Microsoft will relaunch its PC game products as cross-platform -- if you can call Xbox and Windows cross-platform. Even Logitech should like this change because it will help reduce Logitech's inventory costs as well.

The Xbox 2 Speculation

I promised to give you my call on Xbox 2. This is only a guess, but with what we know about the new converged platform, I can at least confirm that rumors of Microsoft moving to a G5 chip were just wishful thinking by a few Apple loyalists. The chip will be built by IBM, which also builds for VIA and AMD.
My best guess, given the timing of the product and the new PlayStation 3, is that it will be based on the AMD 64-bit core that IBM helped develop. It will have a hard drive because it needs the performance. And it will continue to have a DVD drive. A burner would compete with the PC and add unneeded cost; a media bay is a remote possibility.

It will run the old games. New 64-bit games -- which is where that AMD part is really supposed to shine -- will scream on this console. Therefore, it'll likely run an embedded version of Windows XP 64.
It will have an ATI graphical and sound subsystem and a case that will stack on the shelf better than the current one. The remote control IR receiver probably will be built in, but the remote itself will continue to be an upgrade, and progressive scan for DVDs will finally make it into the product. An accessory family will include 802.11g WiFi, wireless joysticks with voice capability, a video camera and HDMI outputs (along with composite, DVI and VGA).

The Xbox case color likely will remain black, but with a pronounced silver X on the front. We won't know for some time whether I'm right, and Microsoft isn't talking. But it does give us something to look forward to.
You'll need to excuse me now, however. It is time for me to go downstairs into the game room and, once again, get my butt kicked by a couple of 13-year-olds. If you are on XBox Live, my name is Spirit, my nickname is Target.

http://www.technewsworld.com/perl/story/33233.html

Scott Henson: XNA Interview

http://interviews.teamxbox.com/content.php?id=764
 
Games Interview: Microsoft's chief Xbox officer - the GDC interview (part one)
[Computer Buyer] 11:27

'It's a great time to be in gaming,' boomed a confident Robbie Bach, Microsoft senior vice president and chief Xbox officer, during his keynote speech at last week's Game Developers Conference in San Jose.
Unveiling his company's next-generation software development package, XNA, Bach, assisted by chief XNA architect J 'Mr Xbox' Allard, laid bare comprehensive plans to ensure the continued success of the Xbox brand and eventual (Bach believes) victory over Sony in the next generation.

Delusions of grandeur? Well, despite Sony's clear dominance in the market, the general consensus is that, with XNA, Microsoft has struck a significant blow in the next-gen race; it's hard to fault the company's efforts to facilitate development on its future hardware platforms, something that is certain to give Sony cause for concern.

Shortly after Bach's keynote address, we were fortunate to pin the elusive CXO down for a rare interview with the consumer press. Today we present the first part of the frank, far-reaching discussion, where Bach further explains the thinking behind XNA, the convergence of Xbox and PC online gaming, and the shock departure of ex-Microsoft Game Studios head, Ed Fries.

Isn't there an element of marketing with XNA. Part of your strategy seems to be to 'stick one on Sony' - a lot of developers are unhappy with PS2; is this part of your thinking?

Bach: If you step back a little from today's specifics, the point I want to make is, looking to the future, what's going to make the difference in the next generation? It's our claim that software will make the big difference in the next generation.

XNA is just one example of that; the ultimate outcome of XNA and what we do should be better games. If we can create an environment where people can create better games in more economic fashion, we're gonna get the better games on Xbox.

Think about Live and online - that's another software difference. For us, the strategic way to think about this is Microsoft is about software and how that can make the gaming experience better and Sony thinks it's about faster more complicated hardware.

Back to your question about there being an element of marketing - I guess there's an element of marketing in everything we do; if you're gonna do a big speech in front of 2,000 people there's going to be a little of that.

I think really what today was about was making clear our intentions to everybody - to the development community, to the publishing community and the middleware community - that we are serious about creating an architecture where software and middleware tools can flourish and where game development costs can be managed a lot better and where we can still produce amazing quality games.

Do I have a 2,000 word spec for XNA? No; and if I told you the answer was yes you should be very, very worried because that would mean I haven't talked to the middleware guys, the third-parties, the tool providers.

The secret to making XNA successful is going to be the work that they do and the feedback they give us and how it should evolve from the basic framework that we outlined today.

The basic framework we understand very well; exactly what the format and the protocol should be - go and talk to the middleware guys to get that right. We want XNA to be an industry initiative, not a Microsoft initiative.

One of the things you talked about at CES in January, which was also touched on today, was broadening the demographic. So far Xbox has been marketed in an aggressive manner to the hardcore male audience; even today's presentation was preceded by male-oriented thrash-metal.

One of the things Sony has done particularly well is, realising that PS2 effectively hit its technological ceiling a while ago, it has introduced things like EyeToy which have broadened the market massively. Then there's been the Dancing Stage phenomenon and the forthcoming Singstar which are bringing a lot of female gamers into the fold. How do you intend to tap into this audience?

Bach: Both of us have made different efforts to broaden the market: we have Music Mixer, they have EyeToy - EyeToy was certainly a good product; I'm not going to tell you it wasn't. That said, even the things we said today have a lot to do with how we figure out how to broaden the market.

It's very hard for the creative people to broaden their sites and do creative things when they spend 80 percent of their time getting plumbing done right.

And then you have publishers who are understandably nervous about taking risks on new concepts; well, in a world where there's XNA and they're working on the concept at 20 percent of the way in, and a publisher can look at it and see where it's going, see it's interesting and continue to invest, then it's our hope this will lead to more creativity.

We'll certainly try to supply that with our own first-party work that we do, and our first-party studios will be focusing more on those kind of things.

It's part of the reason why we didn't just show three crash-'em-up demos. We have one of those - you've gotta have one of those - but Film Noir was about character development.

Why isn't there more character development in games today? And what does that do to the audience when you have more character development? It's just like movies: you can have shoot'-em-up movies, or you can have movies that have characters and rich development - they attract different audiences.

Same thing with the animals: what kind of audience does that bring?

So you see character development as the way to bring female gamers to Xbox rather than something like EyeToy?

Bach: It's an aspect of what you have to do. There are things you have to do which are in the broader entertainment space; there's things you can do on Xbox Live to broaden the audience.

Turns out with Windows today, 60 percent of people playing online games are women. And the reason for this is they're playing puzzle games, strategy games, card and board games - they're playing different styles of games.

But they love the experience and they won't let you take it away from them. We need to think about that in the context of Live, and the context of what we do with Windows and see how to bond them.

Sometimes people think that broadening your audience has a silver bullet; that there's one specific thing you can do to attract all these people. I don't think that's the case at all - I think there's multiple things to do. XNA's part of that; it's going to enable people to be more creative and spend more time on the creative concept.

New things like Music Mixer, like EyeToy, are great for the industry as a whole and will start to broaden the audience.

How we think about the social environment we create in Xbox Live is part of that; how we bring some of the magic that Windows has in that space and vice versa is part of that.

Frankly, and to your point earlier, some our marketing has to reflect that; our marketing has not been broad audience marketing - it's been very gamer focused. You really have to take all the pieces of the puzzle and be persistent about it for a long time to break out of that space.

The good news is that we know we have to do that...

Can we expect an imminent change in your marketing strategy to reflect that?

Bach: That's something that's going to take a period of time. You've already seen the first of those changes, the move towards 'It's good to play together' - the idea of social gaming being at the heart of what Xbox stands for.

Now what has to happen is you start to plant that message, we have to form it, shape it, expand on it with the products themselves and bring it to life.

Things like that don't happen with one campaign; they happen over a series of campaigns. That's one of the things Peter Moore will be focusing on a lot in his role running worldwide marketing - how to broaden that brand, continue to build that brand.

This is a place where Sony has a time advantage, since it's been working on PlayStation brand for eight years - we've been working on the Xbox brand for two and a half years. It's part of the natural evolution of what we do.

It seems Sony sees PlayStation 3 as serving as a hub in the home - is that something you agree on for the next generation of hardware?

Bach: No, that's actually probably one of many areas we disagree on. It's our view that, when people say: is Xbox at the centre of Microsoft's home strategy, we say no. I think our Media Centre PC is much more likely to be the centre of the home than Xbox.

The reason for that is, the thing you want at the centre has to be a rich, multi-purpose device, a place where you can store all of your media, recorded TV shows, video, photos, music; it has to be a place where you can edit those things. It's got to manage the network, take care of all that stuff.

The PC is the only device that's designed to do that. If Sony wants to take PlayStation 3 and design it to do that, that'll be fine with me as the price point will be $600-700 and they won't get any installed base and they won't have great games for it.

You have to decide which track you're on and our view is that Xbox needs to be a great entertainment device connected to that Media Centre PC.

If you want to use Xbox to play back a TV show you recorded on Media Centre PC you should be able to do that - we've already shown that technology at CES this year, where you'll be able to use Xbox as a connector on the other end of a Media Centre network. You should be able to do that.

Does that mean we want to have all the infrastructure to be able to record those shows and do all that stuff on Xbox? Well, you can't do that at price points consumer want for a games console. Our view is that Xbox needs to continue being a great gaming console, it just happens to be a connected gaming console that lives in that broader environment.

One of the other significant things you mentioned today was bringing 'Live' to Windows, which suggests an aim of both Xbox and Windows users able to play each other online?

Bach: That's a whole different point. It's a separate point from the device as a whole so let's look at them separately. We think the logical centre of the home is a Media Centre PC and Xbox is the logical entertainment device connected to that centre.

Xbox will focus on being a great videogames console and related forms of entertainment, but it's not some big centrepiece. That's the first point.

Today we announced we were bringing the Xbox Live tools developers use from Xbox to the Windows environment. A game on Windows that wants to have friends lists can do so easily; a game on Windows that wants do billing can do easily; a game on Windows that wants to have a single log-in can do so - a company could have five games and you could have one log-in.

Will software be released under the 'Live' moniker on PC?

Bach: Because these are tools it will be under the XNA framework and I think that will be exciting. Now, you asked an additional question which is: will Windows gamers be able to play against Xbox gamers on the same game.

That's something we've had feedback from people on, and what we're going to do following on from today is we're going to talk to game developers, designers and player and ask if that's something they want or not.

It turns out I can make scenarios where it might work and create an exciting experience; I can also create scenarios where it's a crummy experience. If you're playing a game where speed matters, and someone's got a faster PC than I've got on Xbox - nobody wants to be in that experience.

On the other hand, if you're in a role-playing game, where performance matter a lot less, and it's about the social experience and the interaction, maybe that makes sense.

We've got to figure out what makes logical sense and what makes a good game, not what's technologically possible - it's always been technologically possible to connect a Windows and Xbox game. We need to think more deeply about that and decide which direction we want to take it in.

When Ed Fries he said he was looking for more freedom and had felt restricted in his role as head of Microsoft Game Studios. What did he mean by that?

Bach: That's a good question, probably a better question to ask Ed. I think part of what's challenging is that we have a very specific focus for what we want out of Microsoft Game Studios.

When we started on Xbox we needed MGS to produce a lot of games in a lot of genres because we weren't sure how much third-party support we were gonna get.

We've now come to realise that, because we're getting such big third-party support, MGS doesn't need to be producing 20-30 games a year. What it needs to be doing is producing great games that define the platform; that means pure games, a higher quality bar for the games and a focus on taking advantage of the cool things the platform enables.

I don't know whether that's related to what Ed's thinking or not, but it certainly defines a more specific purpose for what we want MGS to accomplish, and we're on track with that.

That's true on Windows by the way; we get tonnes of game support on Windows so we don't want MGS to be producing games in every category. What we need is things that show off how great a platform the Windows environment can be for gaming.

Have you spoken to Ed since he left?

Bach: I saw him about three and a half, four weeks ago; Ed and I used to work in the same office; he and I have worked together for a long time. We had a big farewell party with a bunch of guys from the office. We brought out the rip-off version of Frogger he did - I forget which platform it was for - and someone was playing that.

They had some stuff he did in Office - we had a great time. We gave him a special edition Xbox that was in a really cool white case with a note from the team on it. Then he was going on a three week vacation and I haven't seen him since then.


Whatever you do, don't miss part two, where Bach discusses the possibility of a handheld Xbox, his vision for the future of gaming, and his masterplan to beat Sony with Xbox 2.

http://www.pcpro.co.uk/?http://www.pcpro.co.uk/news/news_story.php?id=55740

The second and final part of our revealing, in-depth interview with Microsoft's senior vice president

19:07 March 2004 has been and gone, with Microsoft very much making the month its own with a stirring display of intent at last week's Game Developers Conference in San Jose.
Despite going to remarkable lengths in order to avoid the specifics of next-generation hardware, Microsoft did, to all intents and purposes, show the first Xbox 2 software demos, albeit running on a souped-up PC (see here.)

Today we have the concluding part of our interview in which Bach makes startling claims for Xbox's future success, speaks on the possibility of a handheld console and outlines his vision for the future of gaming.

The types of developers who will gain the most out of XNA are the small developers, as the big guys tend to have their own tools and engines they've invested in. Would you say that's fair?

Bach: In a way yes, in a way no, so let me qualify it. Certainly the small developers do benefit as it allows them to prototype games much faster, they can go to a publisher with a level really developed so the publisher can see what the game is really about without too much investment. That's a big win.

It also means they don't have to spend a lot of money creating their own tools so they can get their creative stuff done faster. For those developers it helps.

When you go to the larger developers, in one way it means there's going to be more competition from other guys - true. But a lot of those guys are also in the tools business - think of the guys at Epic - they're in both sides of the business, and what they do is create a lot of their own engine work.

But they don't do everything themselves, they buy stuff from other people, so they're going to benefit from XNA tools. Plus, we're creating a market for them to create their tools and broaden that market for them. So in a way they benefit as well. Is there more competition? Sure, but they will benefit from it.

Then if you talk to a big publisher, who are also the other big developers - take someone like EA; I saw a quote from them this morning and they said: if [XNA] improves the quality of development then those are games we can publish; if I have more to choose from in terms of what I have to publish - they publish a lot of independent games - then if there's more independent games for them to choose from, it's good business for them too.

Certainly it plays out differently for different people, but I think there's an opportunity if you look at it overall to help the whole ecosystem - everybody has a role to play.

Presumably you see XNA as a great way to generate more Xbox exclusive software?

Bach: Independent of XNA, we'd like more exclusives - that's a great goal! Certainly what we're trying to do is get more support behind our platform, that's absolutely true. Do we hope that more of those games will be exclusive? Sure.

It's all about great games, and if the developer can say: hey, I get the best tools there, I can do the most there, I should do the game on that platform, then great.

The other thing it does which I think is a small subtlety on what you said is, it also may influence where people do the game first. Even if someone decides to port something they do using XNA, it's going to be optimised around the work that we do. Today more of that initial work happens on PS2 than on Xbox and we'd like to change that.

What's your vision for the future of Xbox software?

Bach: One thing we didn't talk about so much this morning, which I'll come back to now, is a richer set of genres. Think about the music world: when I think about music, there's classical, jazz, r'n'b, country, rock, pop, rap - there's a huge number of things that are all 'music' targeted to different audiences and all pretty different in some ways.

If you go into the videogame space today, we have different genres, but I will tell you that the range in my view is relatively narrow - it's kind of like we have rock and pop and that's as far as we got.

One of the things we hope is that we get into a world where there's country & western, where's there's jazz, r'n'b - and back to your point on broadening the market, we need that kind of diversity to attract new customers, women, people of different ages, people of different technology capabilities and experiences. I think that's one area we did cover this morning, but it's important to highlight it.

Can you be more specific in relation to these new genres?

Bach: OK, here's my thing; I'm gonna try this one out on you! [laughs] The ultimate is when you have - don't take this in the sexual way - the equivalent of a love story. The equivalent of a story that has the depth of character involvement, the depth of communication, the depth of social experience that can bring.

You have that in various forms on TV: the goofy form which is reality shows, the serious form which would be serious drama. When you can look at a game and say, gosh, there's drama in that game, that to me is a big [thing]. Today I think there's excitement, there's fever pitch points, there's all those kinds of things; but if you were classifying videogames you wouldn't say you had things in the drama category, or things in the human emotions category - that's not where we are today.

That's the ultimate goal: there's no reason why interactive entertainment can't be in that space just like music is in that space with ballads, movies are in the space - there's no reason why we shouldn't be there. It's just time, creativity and the right tools.

You've repeatedly stressed you're not going to be beaten to the market this time and will fight toe-to-toe with Sony. Specifically in the UK, sales of PS2 versus Xbox, even though many PS2 games are looking clearly dated next to their Xbox counterparts, PS2 is still outselling your machine by roughly 2.7-1 week on week on average.

Bach: We're about 25-30 percent share, which gives you some idea.

But it's still almost three to one...

Bach: It's a big number, I'm not disputing that. It's a big number.

Given that, what are your realistic expectations for the next generation? Where do you expect to be at by the end of it?

Bach: One of things you have to keep in mind is that, in this generation as it always has been in the past, installed base drives a lot of behaviour. It's difficult within a generation to break that advantage once somebody has it. That's been true every generation: there's sort of a topspin to more installed base, breeding more games, which breeds more installed base. It's difficult to break through the cycle.

In fact I'm very happy and impressed we've been able to get to 25-30 percent share starting development probably three years after Sony did. When we think about the next generation, nobody should be confused: we're in the game to win.

I don't think it's, ooh gee, we can add another five points. We want to be there to win.

Do you seriously expect to outsell PlayStation 3 with the next iteration of Xbox?

Bach: "Expect" is an early word to use at this stage, but that's our goal. You got it.

What about the Japanese market?

Bach: I think the challenge with the Japanese market is in some ways to [pause] is to find our place in the market where we can have a successful business. Do I think we can have the same scale of success there we have the possibility of having in North America? I think it will be hard, no question.

We're at less than five percent share today, and in Europe and the US we're between 20-30 percent, depending on the market. We just have further to go. But there are intermediate points in the Japan market, and so our goal is going to be to improve the business and that starts with better content. If we can get better content in the Japanese market place, we think we can make a dent.

Do I think we have the same possibility of winning? I suppose yes, but it's certainly going to be a hell of a lot harder.

You believe you will win in Japan?

Bach: That's what I said, it's going to be a hell of a lot harder. I wouldn't be quite as bold in my predictions for there as I would be with North America, though.

Where is Microsoft at with handheld gaming?

Bach: The company is doing a fair amount with handheld, not so much in gaming, but more in music and movies - the portable media centre in the works that we're doing there, and some of the things we're doing on cellphones.

Now XNA is an architecture that we'll carry forward into the mobile environment. I think much more likely initially for Microsoft is casual games: things you do on a cellphone, things you do on a PDA.

Do we have any plans today to go compete with whatever PSP [PlayStation Portable] is going to be or whatever Nintendo DS is? No, we're focused on making sure Xbox and the next generation are successful.

Going the way of PSP and DS is another business entirely - it's not an extension. It took Sony almost ten years to do it and in effect it's the second time they've tried, so it's clearly hard.

Is a handheld hardware platform part of the '20 year plan' you have for Xbox? Does it figure at any stage?

:Bach: [long pause] I'd say it's possible, but it's not something that's on the drawing board today. We're focused on what we've got. But the mobile platform, Win CE, Pocket PC, SmartPhone - that's a big part of our road map, and that's a very committed road map. Having something that is dedicated to the [handheld] gaming space: it's certainly something that's possible, but it's not something that's part of the road map today.

With the next generation, many people were expecting something today, but you've steered very clear...

Bach: We've tried to be as clear as we can! [laughs]

And you have, absolutely! But, we were speaking to a developer in possession of an Xbox next-gen SDK [software development kit] on the showfloor and they claim that Microsoft has told them nothing concrete is going to be said on Xbox 2 before the summer.

Do you therefore feel it would be inappropriate to specifically talk about next-gen hardware at E3 in May?

Bach: We haven't finalised what we're going to say at E3. Obviously if you think about the next generation you have this double-edged sword that you have to pay attention to. On the one hand, it's really important for us to have great future business for Xbox today; the best product we can support is the one we have today and we want the installed userbase to continue to grow.

If I talk to my publishing partners they want to have a great holiday '04, a great holiday '05 with the existing platform. On the other hand you have the desire to communicate and start laying the foundations, building some of the buzz and giving people a sense of what the future's gonna bring.

We're going to have to be very careful about how we communicate that balance.

Is Xbox 1 on its own strong enough to deflect attention away from Sony's PSP this E3?

Bach: We got plenty of things to announce at E3... It's not going to be a question of having news, it's going to be a question of choosing what news. That's the interesting thing.

Johnny Minkley

http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=103028
 
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