1 00:00:07,280 --> 00:00:11,400 Speaker 1: Welcome the Strictly Business Variety's weekly podcast featuring conversations about 2 00:00:11,400 --> 00:00:14,520 Speaker 1: the business of media and entertainment. I'm senior business writer, 3 00:00:14,680 --> 00:00:18,600 Speaker 1: TV and Video games Jennifer Moss. Microsoft's Xbox is taking 4 00:00:18,600 --> 00:00:22,160 Speaker 1: a victory lap after an impressive Game Showcase presentation at 5 00:00:22,200 --> 00:00:25,200 Speaker 1: the David Geffren Theater in Los Angeles on June tenth. 6 00:00:25,440 --> 00:00:27,680 Speaker 1: The show was anchored by the reveal of Call of 7 00:00:27,720 --> 00:00:31,120 Speaker 1: Duty Black Ops six, followed by major announcements from titles 8 00:00:31,240 --> 00:00:35,919 Speaker 1: across Xbox Game Studios, eluding the DEZDA, Activision, and Blizzard, 9 00:00:36,200 --> 00:00:38,760 Speaker 1: as well as third party titles. Here to talk about 10 00:00:38,760 --> 00:00:41,080 Speaker 1: the highlights from the show and the inner workings at 11 00:00:41,280 --> 00:00:45,479 Speaker 1: Xbox post Activision acquisition is Matt Booty, head of Xbox 12 00:00:45,520 --> 00:00:56,720 Speaker 1: Games Studios. 13 00:00:58,360 --> 00:01:02,200 Speaker 2: Thank you, Matt for joining us today. I so appreciate 14 00:01:02,280 --> 00:01:06,399 Speaker 2: your time after the long weekend we had at showcase. 15 00:01:06,760 --> 00:01:08,720 Speaker 3: Yeah, well, thank you very much for the opportunity to 16 00:01:08,720 --> 00:01:10,760 Speaker 3: be here. It's great to talk with you, and thank 17 00:01:10,800 --> 00:01:13,520 Speaker 3: you for making time this past weekend to come to 18 00:01:13,520 --> 00:01:17,000 Speaker 3: the showcase. What did What were your impressions after actually 19 00:01:17,000 --> 00:01:17,680 Speaker 3: seeing the show. 20 00:01:17,959 --> 00:01:19,920 Speaker 2: I was actually going to start off by asking you 21 00:01:19,959 --> 00:01:22,880 Speaker 2: to give yourself a grade, and then I will give you. 22 00:01:22,800 --> 00:01:26,399 Speaker 3: Mark, Okay, we can what. 23 00:01:26,440 --> 00:01:30,200 Speaker 2: The internal judgment has been on how well how you 24 00:01:30,280 --> 00:01:31,240 Speaker 2: all did well. 25 00:01:31,959 --> 00:01:34,319 Speaker 3: First and foremost, I'm just very proud of our teams. 26 00:01:34,800 --> 00:01:38,399 Speaker 3: You know, these trailers and these demos take quite a 27 00:01:38,400 --> 00:01:40,679 Speaker 3: while to put together. I think, as you and I discussed, 28 00:01:41,120 --> 00:01:44,760 Speaker 3: we actually start the process in December, you know, getting 29 00:01:44,800 --> 00:01:47,320 Speaker 3: ready for the show here in June, so there's an 30 00:01:47,319 --> 00:01:49,920 Speaker 3: awful lot of work. Very proud of our teams and 31 00:01:49,960 --> 00:01:53,280 Speaker 3: the quality that they delivered. The breadth of content that 32 00:01:53,440 --> 00:01:57,000 Speaker 3: was on display there was just fantastic. If I go 33 00:01:57,800 --> 00:02:01,360 Speaker 3: on based on fans reactions and some of the press 34 00:02:01,360 --> 00:02:03,840 Speaker 3: reactions that I've seen out there, I would say that we, 35 00:02:04,120 --> 00:02:07,120 Speaker 3: you know, deserve a pretty positive grade. It's always a 36 00:02:07,160 --> 00:02:11,720 Speaker 3: big source of that's energizing, it's inspiring. It's just so 37 00:02:11,840 --> 00:02:15,120 Speaker 3: great for our teams to see the reactions. This morning, 38 00:02:15,160 --> 00:02:17,720 Speaker 3: I was watching a compilation of some of the reactions 39 00:02:17,760 --> 00:02:20,680 Speaker 3: to the Gears of War trailer and was so great 40 00:02:20,680 --> 00:02:23,040 Speaker 3: to see the fans really resonating with the approach that 41 00:02:23,080 --> 00:02:26,639 Speaker 3: we've taken there. So I think internally we feel positive 42 00:02:26,639 --> 00:02:29,040 Speaker 3: about it. Of course, you know, now it is so 43 00:02:29,080 --> 00:02:32,240 Speaker 3: important that we execute. Well, we've got twelve months an 44 00:02:32,240 --> 00:02:34,640 Speaker 3: amazing lineup of games, but you know, at the end 45 00:02:34,639 --> 00:02:36,919 Speaker 3: of the day, it's about shipping those games and making 46 00:02:36,960 --> 00:02:38,799 Speaker 3: sure they're great, making sure that we live up to 47 00:02:38,840 --> 00:02:41,640 Speaker 3: the expectations of the fans and that we deliver them 48 00:02:41,680 --> 00:02:44,959 Speaker 3: on time. So a little bit of a break to 49 00:02:45,000 --> 00:02:46,959 Speaker 3: be proud, and then I think it's back to work 50 00:02:46,960 --> 00:02:47,520 Speaker 3: for all of us. 51 00:02:48,080 --> 00:02:51,720 Speaker 2: All right. I agree with your assessment. I will say 52 00:02:52,639 --> 00:02:55,240 Speaker 2: going in, I did not expect as much as I saw, 53 00:02:55,280 --> 00:02:57,880 Speaker 2: and that's a positive thing. I really thought, you know, 54 00:02:57,960 --> 00:03:00,760 Speaker 2: this is going to be mainly call of duty, and 55 00:03:01,080 --> 00:03:02,239 Speaker 2: we're going to get a lot, and we're going to 56 00:03:02,280 --> 00:03:03,800 Speaker 2: see a lot of good stuff, and that's the revealed 57 00:03:03,840 --> 00:03:06,640 Speaker 2: call of duty. But the sheer number of other things 58 00:03:06,680 --> 00:03:10,160 Speaker 2: that came out of it high level and it was 59 00:03:10,240 --> 00:03:11,760 Speaker 2: just a lot. I'll say that it was a lot, 60 00:03:11,800 --> 00:03:13,600 Speaker 2: and it was a lot of good stuff too, not 61 00:03:13,760 --> 00:03:16,799 Speaker 2: just dumping a bunch of stuff on. And I am 62 00:03:16,840 --> 00:03:19,160 Speaker 2: not the only one. I mean, obviously you've seen there's 63 00:03:19,200 --> 00:03:23,519 Speaker 2: headlines that this is Microsoft's best showcase ever, this is 64 00:03:23,600 --> 00:03:26,960 Speaker 2: microsoft best showcase in years, and so I wanted to 65 00:03:27,000 --> 00:03:29,720 Speaker 2: know just coming up, like you had said, we talked 66 00:03:29,720 --> 00:03:32,080 Speaker 2: about in December is really when you start this. But 67 00:03:32,200 --> 00:03:34,960 Speaker 2: what kind of led to this convergence of having this 68 00:03:35,120 --> 00:03:39,320 Speaker 2: number of high level announcements, first looks, gameplay footages to 69 00:03:39,440 --> 00:03:42,040 Speaker 2: show at this time because some years are drier than others, 70 00:03:42,360 --> 00:03:44,400 Speaker 2: and this was just so much at once. And I 71 00:03:44,440 --> 00:03:47,000 Speaker 2: want to know if you were pushing to get things 72 00:03:47,040 --> 00:03:49,160 Speaker 2: ready in time, if there's things that you maybe would 73 00:03:49,200 --> 00:03:51,560 Speaker 2: have held but chose to announce just to give it 74 00:03:51,600 --> 00:03:55,080 Speaker 2: an extra push. What made this showcase so impressive because 75 00:03:55,120 --> 00:03:57,839 Speaker 2: it wasn't just Black Offs, which was the big star 76 00:03:57,960 --> 00:03:58,400 Speaker 2: going in. 77 00:03:58,720 --> 00:04:01,320 Speaker 3: Now, that's so hepeful question, and I have a few 78 00:04:01,360 --> 00:04:03,800 Speaker 3: good things in there to talk about. I think, first 79 00:04:03,840 --> 00:04:07,960 Speaker 3: and foremost, this was our first opportunity for all of 80 00:04:07,960 --> 00:04:14,440 Speaker 3: our studios across Xbox Game studios, across the studios inside Zenomax, Bethesda, 81 00:04:14,560 --> 00:04:17,080 Speaker 3: and then of course Activision and Blizzard to really come 82 00:04:17,120 --> 00:04:20,560 Speaker 3: together in one moment. And so I think the some 83 00:04:20,760 --> 00:04:23,039 Speaker 3: of the critical mass that we had, some of the 84 00:04:23,080 --> 00:04:26,400 Speaker 3: excitement about the number of games that we're able to 85 00:04:26,440 --> 00:04:29,039 Speaker 3: show and the quality really is a reflection that this 86 00:04:29,160 --> 00:04:31,400 Speaker 3: is the first time that our teams have been able 87 00:04:31,480 --> 00:04:34,920 Speaker 3: to come together. We also and you hinted at this 88 00:04:35,560 --> 00:04:39,680 Speaker 3: are beginning to hit the rhythm that we've always aspired for, 89 00:04:39,800 --> 00:04:42,360 Speaker 3: and that really is our commitment to our players of 90 00:04:42,440 --> 00:04:45,520 Speaker 3: being able to deliver a much more steady cadence of 91 00:04:45,560 --> 00:04:50,120 Speaker 3: games on a more predictable rhythm. And we started really 92 00:04:50,240 --> 00:04:54,400 Speaker 3: in earnest with acquiring and building out our studios portfolio 93 00:04:54,440 --> 00:04:57,120 Speaker 3: in twenty eighteen, and then we had the wonderful Zenmax 94 00:04:57,160 --> 00:05:01,680 Speaker 3: Bethesda acquisition in twenty twenty one, TI twenty two, and 95 00:05:01,720 --> 00:05:05,120 Speaker 3: then you know, last fall bringing on board Activision, Blizzard 96 00:05:05,200 --> 00:05:07,600 Speaker 3: and King. But it has taken a while to sort 97 00:05:07,640 --> 00:05:10,320 Speaker 3: of get all of that up to speed. And in 98 00:05:10,360 --> 00:05:13,040 Speaker 3: the midst of that, of course, we, you know, all 99 00:05:13,040 --> 00:05:15,520 Speaker 3: of us went through COVID, which certainly had some ups 100 00:05:15,560 --> 00:05:18,599 Speaker 3: and downs in the industry, you know, across not just games, 101 00:05:18,640 --> 00:05:21,760 Speaker 3: but all of entertainment. So I feel like this is 102 00:05:21,880 --> 00:05:25,080 Speaker 3: us beginning to hit our stride. And one of the 103 00:05:25,120 --> 00:05:29,000 Speaker 3: things that I am encouraged by is that I look 104 00:05:29,080 --> 00:05:32,040 Speaker 3: forward to the future of next year that we are 105 00:05:32,040 --> 00:05:35,440 Speaker 3: in position to hopefully deliver also a great lineup and 106 00:05:35,480 --> 00:05:38,520 Speaker 3: a great showcase next June. And one of the things 107 00:05:38,920 --> 00:05:41,320 Speaker 3: that I read an article that someone pointed out is 108 00:05:41,360 --> 00:05:44,560 Speaker 3: that it's interesting that this was a year that we 109 00:05:44,640 --> 00:05:48,400 Speaker 3: didn't have some of the traditional heavy hitters from Xbox, 110 00:05:48,440 --> 00:05:52,080 Speaker 3: like Halo, like Fortsa, And of course we've got teams 111 00:05:52,120 --> 00:05:55,159 Speaker 3: working on those projects and we've got a lot of 112 00:05:55,160 --> 00:05:57,520 Speaker 3: cool stuff to share when the time is right. But 113 00:05:57,800 --> 00:06:02,360 Speaker 3: the fact that we deliver heard hopefully a critical, massive 114 00:06:02,400 --> 00:06:05,919 Speaker 3: excitement and it didn't depend on those things that we 115 00:06:06,000 --> 00:06:09,080 Speaker 3: historically go to. I think it's just a good indicator 116 00:06:09,120 --> 00:06:11,640 Speaker 3: and a good sign that we're going to be able 117 00:06:11,680 --> 00:06:13,640 Speaker 3: to can you know we've hit that stride and then 118 00:06:13,680 --> 00:06:15,400 Speaker 3: we're going to be able to continue deliver it that 119 00:06:15,440 --> 00:06:18,000 Speaker 3: cadence going forward, doing. 120 00:06:18,000 --> 00:06:21,039 Speaker 2: In the Dark Ages, Gears of Work, et Ay, Fable, 121 00:06:21,920 --> 00:06:25,520 Speaker 2: a lot of big IP, a lot of very beloved 122 00:06:25,560 --> 00:06:29,960 Speaker 2: fan ip. Some were given release dates, some weren't, and 123 00:06:30,200 --> 00:06:32,560 Speaker 2: some we just have a target of, like twenty twenty five, 124 00:06:33,520 --> 00:06:36,160 Speaker 2: And I wanted to know, you know the release date 125 00:06:36,279 --> 00:06:39,400 Speaker 2: Jenga that goes on here and what you're holding back 126 00:06:39,480 --> 00:06:42,640 Speaker 2: either because you don't know yet or because you are 127 00:06:42,680 --> 00:06:47,040 Speaker 2: specifically waiting for other people to make choices like exactly 128 00:06:47,080 --> 00:06:49,520 Speaker 2: when GTA six will be released next fall. 129 00:06:50,000 --> 00:06:53,280 Speaker 3: Well, I think many across the industry. Of course you're 130 00:06:53,279 --> 00:06:56,480 Speaker 3: going to plan around GTA six and we're all looking 131 00:06:56,520 --> 00:06:59,240 Speaker 3: forward to that game, which you know should be amazing 132 00:07:00,320 --> 00:07:03,839 Speaker 3: for us, excuse me, for us. I think the issue 133 00:07:04,600 --> 00:07:09,240 Speaker 3: is as much making sure that we don't step on ourselves, right. 134 00:07:09,279 --> 00:07:12,160 Speaker 3: We have a pretty big portfolio, We have a pretty 135 00:07:12,200 --> 00:07:15,760 Speaker 3: big lineup through the fall and through the spring, and 136 00:07:16,000 --> 00:07:19,280 Speaker 3: we certainly want to make sure that every game is 137 00:07:19,440 --> 00:07:23,080 Speaker 3: given space and has got an opportunity to shine, and 138 00:07:23,120 --> 00:07:26,440 Speaker 3: we don't end up overshadowing one game by launching it 139 00:07:26,480 --> 00:07:31,679 Speaker 3: too close to another. So when we leave actual months 140 00:07:31,680 --> 00:07:34,720 Speaker 3: and days of the month sort of open ended, that 141 00:07:34,800 --> 00:07:36,400 Speaker 3: has as much to do with the fact that we 142 00:07:36,440 --> 00:07:38,640 Speaker 3: are looking ahead and making sure that we do the 143 00:07:38,680 --> 00:07:40,840 Speaker 3: right planning so that we're not getting in our own 144 00:07:40,880 --> 00:07:44,000 Speaker 3: way right. Certainly, everybody in the industry wants to make 145 00:07:44,040 --> 00:07:47,520 Speaker 3: sure that we don't land in the shadow of someone 146 00:07:47,520 --> 00:07:50,920 Speaker 3: else's big release, But we just need to keep options 147 00:07:50,960 --> 00:07:53,440 Speaker 3: open as we sort of look to optimize. How do 148 00:07:53,480 --> 00:07:55,960 Speaker 3: we make sure that every game gets its appropriate day 149 00:07:55,960 --> 00:07:58,120 Speaker 3: in the sun, And that's pretty important to us. The 150 00:07:58,160 --> 00:08:00,520 Speaker 3: other thing is that we really want to make sure 151 00:08:00,560 --> 00:08:03,920 Speaker 3: that when we declare a date that we're committed to that, 152 00:08:04,440 --> 00:08:08,160 Speaker 3: and certainly within a year, within six months when we 153 00:08:08,200 --> 00:08:10,320 Speaker 3: declare a date, you know, we want to get much 154 00:08:10,360 --> 00:08:12,360 Speaker 3: better that we're really living up to that and we're 155 00:08:12,360 --> 00:08:15,920 Speaker 3: accountable to that. You know, games, like a lot of entertainment, 156 00:08:15,960 --> 00:08:17,760 Speaker 3: the further out you get, the harder it is to 157 00:08:17,800 --> 00:08:20,400 Speaker 3: predict and you know, predict an actual date. So we 158 00:08:20,480 --> 00:08:23,040 Speaker 3: just want to be in integrity that if something is 159 00:08:23,400 --> 00:08:25,960 Speaker 3: further out than a year, that we're not trying to 160 00:08:26,000 --> 00:08:28,920 Speaker 3: create sort of a false precision about when we can 161 00:08:28,960 --> 00:08:32,400 Speaker 3: deliver that game. But conversely, the closer we get, we 162 00:08:32,440 --> 00:08:34,000 Speaker 3: actually want to you know, we really want to be 163 00:08:34,000 --> 00:08:37,600 Speaker 3: accountable to our fans and be accountable to the industry 164 00:08:37,640 --> 00:08:38,880 Speaker 3: on when we're going to be able to ship. 165 00:08:39,960 --> 00:08:42,640 Speaker 2: Going back to Black Op six, it was great to 166 00:08:42,800 --> 00:08:44,960 Speaker 2: get to sit down with those guys here everything that 167 00:08:45,000 --> 00:08:48,000 Speaker 2: they haven't been able to say before, and know what's 168 00:08:48,040 --> 00:08:50,440 Speaker 2: been going on behind the scenes. One of the things 169 00:08:50,440 --> 00:08:53,640 Speaker 2: that I discussed uh with them a little more was 170 00:08:53,760 --> 00:08:57,120 Speaker 2: about intelligent play and about making it a little bit 171 00:08:57,160 --> 00:09:00,840 Speaker 2: easier for people who are not used to call Black Ops, 172 00:09:01,040 --> 00:09:03,439 Speaker 2: used to this kind of game in general, to play 173 00:09:03,480 --> 00:09:06,000 Speaker 2: the game and to enter the game, and you and 174 00:09:06,000 --> 00:09:09,440 Speaker 2: I talked a little bit about this already, but going 175 00:09:09,480 --> 00:09:13,160 Speaker 2: into the idea of accessibility for new gamers and bringing 176 00:09:13,160 --> 00:09:16,679 Speaker 2: in people while at the same time not making something 177 00:09:16,880 --> 00:09:20,160 Speaker 2: too easy for people who are well versed in this game, 178 00:09:20,280 --> 00:09:23,080 Speaker 2: for players who do not need that going in. I 179 00:09:23,120 --> 00:09:26,400 Speaker 2: want to ask about that for Black Ops specifically, but 180 00:09:26,720 --> 00:09:30,120 Speaker 2: also just how Microsoft is looking at that across its 181 00:09:30,160 --> 00:09:31,000 Speaker 2: studios right now. 182 00:09:31,320 --> 00:09:33,480 Speaker 3: Yeah, well, certainly I would start high level. I mean, 183 00:09:33,760 --> 00:09:37,560 Speaker 3: gaming is in such a different place in pop culture 184 00:09:37,960 --> 00:09:40,360 Speaker 3: and entertainment and in the world than it was say 185 00:09:40,400 --> 00:09:42,920 Speaker 3: five or ten years ago. You know, it's bigger, it's 186 00:09:42,960 --> 00:09:46,840 Speaker 3: become more popular, it's certainly more accessible, more diverse than ever, 187 00:09:47,960 --> 00:09:50,840 Speaker 3: and in many ways we compete directly with more what 188 00:09:50,840 --> 00:09:53,679 Speaker 3: I would call traditional entertainment. I think the thing that 189 00:09:53,720 --> 00:09:56,840 Speaker 3: we're all working on is how do we grow those 190 00:09:56,880 --> 00:10:02,400 Speaker 3: audiences and how do we bring more people into existing franchises, 191 00:10:02,679 --> 00:10:05,040 Speaker 3: And you know, you mentioned how are we doing that, 192 00:10:05,240 --> 00:10:07,120 Speaker 3: you know, on a Call of Duty and on Black 193 00:10:07,120 --> 00:10:10,439 Speaker 3: Ops six. It is a topic that also plays out 194 00:10:10,440 --> 00:10:13,520 Speaker 3: with something like Minecraft and something we just celebrated the 195 00:10:13,559 --> 00:10:18,040 Speaker 3: fifteen year anniversary this summer. And while Minecraft can be 196 00:10:18,080 --> 00:10:21,000 Speaker 3: seen as visually simple and is very appealing. There are 197 00:10:21,040 --> 00:10:23,600 Speaker 3: parts of it where there is still a fair barrier 198 00:10:23,640 --> 00:10:26,000 Speaker 3: to entry if you've never played the game before. So 199 00:10:26,000 --> 00:10:28,559 Speaker 3: I think all of our teams, including the Call of 200 00:10:28,679 --> 00:10:32,640 Speaker 3: Duty team, are looking at how can we provide what 201 00:10:32,679 --> 00:10:38,760 Speaker 3: I would call user adjustable, user customized on ramps that 202 00:10:38,840 --> 00:10:42,520 Speaker 3: provide a way to get into the franchise. You know, 203 00:10:42,559 --> 00:10:46,280 Speaker 3: franchises have been around for ten or twenty years. They 204 00:10:46,360 --> 00:10:51,000 Speaker 3: sort of collect a lot of institutional sort of lore 205 00:10:51,280 --> 00:10:54,120 Speaker 3: and a lot of institutional understanding about how to play 206 00:10:54,160 --> 00:10:56,840 Speaker 3: the game, and at times it can be intimidating coming 207 00:10:56,880 --> 00:10:59,280 Speaker 3: into a game, and that can be everything from game 208 00:10:59,360 --> 00:11:03,440 Speaker 3: mechanics to making sure even that we do a very 209 00:11:03,440 --> 00:11:06,520 Speaker 3: smart job of how we put together our multiplayer matches. 210 00:11:06,760 --> 00:11:08,640 Speaker 3: You know, one of the things that we use AI 211 00:11:08,840 --> 00:11:11,320 Speaker 3: for is to make sure in a game like Years 212 00:11:11,320 --> 00:11:13,520 Speaker 3: of War that if you're in a multiplayer game, you 213 00:11:13,559 --> 00:11:16,319 Speaker 3: are matched up with someone who is an equal skill level. 214 00:11:16,480 --> 00:11:18,480 Speaker 3: You know, there's nothing more frustrating to be new to 215 00:11:18,520 --> 00:11:21,120 Speaker 3: a game. You get dumped into a multiplayer match with 216 00:11:21,200 --> 00:11:23,600 Speaker 3: somebody and you just you know, you survived for a 217 00:11:23,600 --> 00:11:25,840 Speaker 3: few seconds. That's not a person who is going to 218 00:11:25,840 --> 00:11:28,640 Speaker 3: become a new fan of a franchise. So I think 219 00:11:28,640 --> 00:11:32,000 Speaker 3: it's important for us, as you point out, to not 220 00:11:33,120 --> 00:11:35,960 Speaker 3: compromise the existing game. We don't want to water it down. 221 00:11:36,000 --> 00:11:38,000 Speaker 3: We want to make sure that we provide a game 222 00:11:38,040 --> 00:11:41,080 Speaker 3: that existing fans love. But all of our teams are 223 00:11:41,120 --> 00:11:44,040 Speaker 3: focused on providing these more broad on ramps to how 224 00:11:44,080 --> 00:11:45,160 Speaker 3: we can grow audiences. 225 00:11:47,120 --> 00:11:50,239 Speaker 2: I was very excited to see this Skyline Valley expansion 226 00:11:50,280 --> 00:11:53,439 Speaker 2: coming for follow Out seventy six, but with the immense 227 00:11:53,480 --> 00:11:57,480 Speaker 2: popularity of Amazon's Followed TV series, I had suspected there 228 00:11:57,520 --> 00:11:59,240 Speaker 2: might be a new game in the works that you 229 00:11:59,240 --> 00:12:01,760 Speaker 2: would announced. So I'd like to know the thought process 230 00:12:01,760 --> 00:12:05,680 Speaker 2: and decision making that goes into deciding to build on 231 00:12:05,760 --> 00:12:09,640 Speaker 2: an existing game versus put a new game in the works. 232 00:12:09,920 --> 00:12:12,439 Speaker 2: Not that I don't think you don't have something going on, 233 00:12:12,720 --> 00:12:16,120 Speaker 2: or at least announce what the what the life cycle 234 00:12:16,200 --> 00:12:17,800 Speaker 2: is of a game essentially. 235 00:12:17,640 --> 00:12:21,280 Speaker 3: Well, that is such an insightful question and is just 236 00:12:21,400 --> 00:12:24,400 Speaker 3: I would say, one of the core pieces of art 237 00:12:24,480 --> 00:12:27,200 Speaker 3: that we wrestle with in the game industry and in 238 00:12:27,240 --> 00:12:31,160 Speaker 3: game design, which is, for example, you've got a game 239 00:12:31,240 --> 00:12:35,160 Speaker 3: like Minecraft, at some point, do you continue to evolve 240 00:12:35,200 --> 00:12:38,600 Speaker 3: Minecraft and build on it and expand it, or do 241 00:12:38,679 --> 00:12:41,480 Speaker 3: you at some point say we're going to pause, stop 242 00:12:41,760 --> 00:12:45,080 Speaker 3: and we're going to make Minecraft two point zero, for example. Now, clearly, 243 00:12:45,080 --> 00:12:47,360 Speaker 3: in the case of Minecraft, we have continued to build 244 00:12:47,760 --> 00:12:52,240 Speaker 3: and grow on it. A game like forts a Horizon five, 245 00:12:52,720 --> 00:12:55,280 Speaker 3: you know, it is the fifth iteration of the series, 246 00:12:55,320 --> 00:12:59,760 Speaker 3: So clearly we're committed to ongoing discrete iterations of that 247 00:12:59,800 --> 00:13:03,840 Speaker 3: game and that franchise. But even within that franchise, we 248 00:13:03,920 --> 00:13:07,480 Speaker 3: have ongoing updates with DLC new content, and at some 249 00:13:07,559 --> 00:13:10,000 Speaker 3: point you make a decision that we've sort of built 250 00:13:10,040 --> 00:13:13,160 Speaker 3: all the content for that iteration and we're now going 251 00:13:13,240 --> 00:13:15,240 Speaker 3: to move on to sort of the next discrete turn 252 00:13:15,280 --> 00:13:17,640 Speaker 3: of the crank. In the case of Fallout, one of 253 00:13:17,640 --> 00:13:21,960 Speaker 3: the great things that happened to coincide with the show 254 00:13:22,000 --> 00:13:25,120 Speaker 3: on Amazon, which is fantastic and they've been great partners, 255 00:13:25,640 --> 00:13:28,320 Speaker 3: is that there are just a number of ways that 256 00:13:28,360 --> 00:13:31,480 Speaker 3: you can engage with the Fallout franchise. Right there's not 257 00:13:31,679 --> 00:13:34,360 Speaker 3: just one game. There's Fallout four, there's Fallout seventy six, 258 00:13:34,400 --> 00:13:36,880 Speaker 3: there's ongoing content for all of those. You can even 259 00:13:36,960 --> 00:13:40,160 Speaker 3: go all the way back to og Fallout one. There's 260 00:13:40,200 --> 00:13:43,520 Speaker 3: Fallout in New Vegas, so much like a franchise like 261 00:13:43,559 --> 00:13:46,559 Speaker 3: say Star Trek or a Mission Impossible or a Star Wars, 262 00:13:46,720 --> 00:13:49,080 Speaker 3: just a lot of ways that you can engage. To 263 00:13:49,120 --> 00:13:52,520 Speaker 3: your question about how do we line up a game 264 00:13:52,600 --> 00:13:56,120 Speaker 3: with a movie, that is one thing that has gotten 265 00:13:56,240 --> 00:13:59,720 Speaker 3: very different in the last five to ten years, given 266 00:13:59,800 --> 00:14:03,480 Speaker 3: that both games and movies have such long production cycles. 267 00:14:03,720 --> 00:14:06,760 Speaker 3: You know, a major triple A video game can take three, 268 00:14:06,840 --> 00:14:09,600 Speaker 3: four or five years to put together. You know, movies 269 00:14:09,640 --> 00:14:11,720 Speaker 3: are in development for a long time before they actually 270 00:14:11,760 --> 00:14:14,600 Speaker 3: start shooting, and then they've got their own schedules. So 271 00:14:14,960 --> 00:14:18,600 Speaker 3: I think that when we can get linear media that 272 00:14:18,720 --> 00:14:21,920 Speaker 3: lines up with an existing franchise that provides a lot 273 00:14:21,960 --> 00:14:24,640 Speaker 3: of ways for a new audience to engage, that's the 274 00:14:24,680 --> 00:14:27,640 Speaker 3: big win. I think it's much harder and probably more 275 00:14:27,720 --> 00:14:31,280 Speaker 3: risky to try to think five years into the future 276 00:14:31,360 --> 00:14:33,200 Speaker 3: how you might sync up a new game with a 277 00:14:33,240 --> 00:14:35,360 Speaker 3: new new movie or a new TV show. 278 00:14:36,480 --> 00:14:40,080 Speaker 2: Talking about among the announcements made one that I found 279 00:14:40,160 --> 00:14:42,520 Speaker 2: that kept coming and coming coming as the titles were 280 00:14:42,560 --> 00:14:46,200 Speaker 2: announced was we'll be available day and date Game Pass. 281 00:14:46,480 --> 00:14:48,800 Speaker 2: And that's a really big deal to have a new 282 00:14:48,840 --> 00:14:53,440 Speaker 2: title available immediately to those subscribe to game Pass plans, 283 00:14:53,520 --> 00:14:56,800 Speaker 2: So asking about that choice and what that means, and 284 00:14:57,120 --> 00:15:00,000 Speaker 2: what that means for Xbox and Microsoft's overall strategy push 285 00:15:00,120 --> 00:15:02,120 Speaker 2: in game Pass and pushing the subscription model. 286 00:15:02,560 --> 00:15:06,680 Speaker 3: You know, it really is a core part of what 287 00:15:06,720 --> 00:15:09,440 Speaker 3: I would just call our Xbox promise. Right in the 288 00:15:09,600 --> 00:15:13,720 Speaker 3: Xbox promises to the players are that our first party games, 289 00:15:13,760 --> 00:15:16,200 Speaker 3: the games that our internal studios make, that those are 290 00:15:16,200 --> 00:15:19,040 Speaker 3: going to be available on day one in game Pass. 291 00:15:19,120 --> 00:15:23,400 Speaker 3: Right that you're going to have the availability of what 292 00:15:23,400 --> 00:15:27,160 Speaker 3: we call Xbox Play anywhere where those entitlements are, both 293 00:15:27,200 --> 00:15:30,640 Speaker 3: on console and on PC. That we've got a commitment 294 00:15:30,760 --> 00:15:33,120 Speaker 3: to letting you play where you want, on the devices 295 00:15:33,120 --> 00:15:35,760 Speaker 3: you want, which is why we support cloud streaming in 296 00:15:35,800 --> 00:15:38,040 Speaker 3: a number of ways. You know, why we're looking at 297 00:15:38,040 --> 00:15:41,160 Speaker 3: games that expand to mobile, and that really is part 298 00:15:41,200 --> 00:15:44,120 Speaker 3: of that core promise. So when we get all of 299 00:15:44,160 --> 00:15:49,000 Speaker 3: our internal studios committed to launching day one into game Pass, 300 00:15:49,320 --> 00:15:52,600 Speaker 3: it's really kind of part of that overall tapestry of 301 00:15:52,680 --> 00:15:55,520 Speaker 3: what we see as our ongoing promise going forward is 302 00:15:55,760 --> 00:15:57,160 Speaker 3: you know, what is what does it mean to be 303 00:15:57,160 --> 00:15:59,960 Speaker 3: an Xbox player and what is the Xbox promise? 304 00:16:01,120 --> 00:16:03,760 Speaker 2: Talking a little more about game Pass. I'd love to 305 00:16:03,760 --> 00:16:06,800 Speaker 2: know our results you've been seeing there since adding Diablo 306 00:16:07,040 --> 00:16:11,360 Speaker 2: for and how you maybe have seen those results inform 307 00:16:11,480 --> 00:16:14,240 Speaker 2: what you're moving forward doing with the day and date results, 308 00:16:14,280 --> 00:16:16,720 Speaker 2: what you're really looking for end quote. What is a 309 00:16:16,760 --> 00:16:18,600 Speaker 2: success on game Pass for you all? 310 00:16:18,880 --> 00:16:22,200 Speaker 3: Yeah, Well, Diablo is an interesting one that we were 311 00:16:22,200 --> 00:16:24,320 Speaker 3: watching because, of course it was a game that had 312 00:16:24,360 --> 00:16:28,440 Speaker 3: previously launched right it had launched prior to the acquisition closing. 313 00:16:28,840 --> 00:16:32,120 Speaker 3: But when we put the game into game Pass this 314 00:16:32,240 --> 00:16:35,960 Speaker 3: past March, in terms of the number of hours and 315 00:16:36,000 --> 00:16:39,200 Speaker 3: the number of players engaged, it was our biggest first 316 00:16:39,240 --> 00:16:42,640 Speaker 3: party launch into game Pass ever. So what we saw 317 00:16:43,280 --> 00:16:48,320 Speaker 3: was new players coming in, and we saw people coming 318 00:16:48,360 --> 00:16:50,920 Speaker 3: in that had not played Diablo for So this was 319 00:16:50,960 --> 00:16:53,960 Speaker 3: great for the franchise in terms of new players expanding 320 00:16:54,000 --> 00:16:57,160 Speaker 3: that audience. And then we also saw, because of that 321 00:16:57,240 --> 00:16:59,800 Speaker 3: new cohort of people coming in, overall engagement in the 322 00:16:59,800 --> 00:17:02,080 Speaker 3: game going up. So that's sort of the best of 323 00:17:02,480 --> 00:17:04,640 Speaker 3: both worlds for us, that we not only bring in 324 00:17:05,119 --> 00:17:09,640 Speaker 3: new players, but that that influx of new players actually 325 00:17:09,680 --> 00:17:13,159 Speaker 3: caused more excitement in the game and engagement across the 326 00:17:13,160 --> 00:17:16,800 Speaker 3: board to go up. I think the number was roughly 327 00:17:16,880 --> 00:17:20,800 Speaker 3: that we saw people playing over ten million hours in 328 00:17:20,840 --> 00:17:23,560 Speaker 3: the game in the first ten days. So that is 329 00:17:23,920 --> 00:17:27,879 Speaker 3: certainly something that we see as a success, But most importantly, 330 00:17:28,880 --> 00:17:31,040 Speaker 3: I look at it as success for the game team. 331 00:17:31,400 --> 00:17:33,840 Speaker 3: In other words, do they see it as being additive 332 00:17:33,880 --> 00:17:36,679 Speaker 3: to what they're doing, do they see new players coming in, 333 00:17:36,720 --> 00:17:39,399 Speaker 3: and do they see it generating growth and excitement in 334 00:17:39,480 --> 00:17:42,080 Speaker 3: the franchise? And we certainly saw those things. 335 00:17:43,000 --> 00:17:44,520 Speaker 2: Kind of opening it up to a little bit of 336 00:17:44,520 --> 00:17:48,159 Speaker 2: a broader question about what marks a successful game for 337 00:17:48,200 --> 00:17:50,520 Speaker 2: you all in general? What you see and you have 338 00:17:50,600 --> 00:17:54,359 Speaker 2: games in different buckets, different areas, what is the measure 339 00:17:54,400 --> 00:17:56,600 Speaker 2: of success or are there different measures based on the 340 00:17:56,640 --> 00:17:57,200 Speaker 2: kind of game? 341 00:17:57,520 --> 00:18:01,159 Speaker 3: Well, it really is unique to each game, and the 342 00:18:01,240 --> 00:18:05,640 Speaker 3: underlying reason for that is that our portfolio covers such 343 00:18:05,680 --> 00:18:09,080 Speaker 3: a diversity of game types and content. If you think 344 00:18:09,080 --> 00:18:13,280 Speaker 3: about it, roughly, we have got three broad categories of content. 345 00:18:13,359 --> 00:18:15,800 Speaker 3: I would say there are the sort of big pillars 346 00:18:15,840 --> 00:18:19,280 Speaker 3: of games, the you know, the Call of Duty, There's Minecraft, 347 00:18:19,720 --> 00:18:23,800 Speaker 3: you know, the Warcraft. Right then we've got games that 348 00:18:23,840 --> 00:18:27,879 Speaker 3: I would say are our Triple A and sustained games, 349 00:18:27,880 --> 00:18:30,320 Speaker 3: things like Sea of Thieves, things like forts a horizon 350 00:18:30,680 --> 00:18:34,359 Speaker 3: that are predictable hits, are very ongoing games that have 351 00:18:34,359 --> 00:18:38,200 Speaker 3: been successful like Elder Scrolls Online. Then there's a third category, 352 00:18:38,600 --> 00:18:41,840 Speaker 3: which are games that are meant to push the art 353 00:18:41,920 --> 00:18:44,280 Speaker 3: form forward, that are meant to show what our teams 354 00:18:44,320 --> 00:18:48,600 Speaker 3: are capable of, right that bring brand Prestige two Xbox 355 00:18:48,640 --> 00:18:51,080 Speaker 3: into game Pass, And I would put in that category 356 00:18:51,160 --> 00:18:54,359 Speaker 3: smaller games like Pentiment and even hell Blade two that 357 00:18:54,400 --> 00:18:56,760 Speaker 3: we just launched to you know, a lot of critical 358 00:18:56,800 --> 00:18:59,720 Speaker 3: acclaim a number I think almost you know, a well 359 00:18:59,760 --> 00:19:02,680 Speaker 3: over a dozen perfect scores for that game and really 360 00:19:02,720 --> 00:19:05,280 Speaker 3: being called out as such a technical achievement. So within 361 00:19:05,359 --> 00:19:10,159 Speaker 3: those categories of sort of the blockbuster pillars, the predictable hits, 362 00:19:10,280 --> 00:19:14,080 Speaker 3: the frank, the ongoing franchises, and then the new ip 363 00:19:14,359 --> 00:19:16,640 Speaker 3: and things that are meant to push forward the art form, 364 00:19:16,920 --> 00:19:20,040 Speaker 3: each of those really have unique metrics in terms of 365 00:19:20,040 --> 00:19:22,520 Speaker 3: how we measure success. You know, for a game like 366 00:19:22,600 --> 00:19:24,760 Speaker 3: Call of Duty that is one of the biggest games 367 00:19:24,800 --> 00:19:27,919 Speaker 3: on the planet where we make a significant investment in 368 00:19:27,960 --> 00:19:31,160 Speaker 3: the development, they're going to have certain targets and certain 369 00:19:31,200 --> 00:19:33,399 Speaker 3: goals of what we need, you know, to see for 370 00:19:33,440 --> 00:19:36,800 Speaker 3: them to be successful. That's going to be different than 371 00:19:37,000 --> 00:19:40,080 Speaker 3: a team like Ninja Theory that made a game like 372 00:19:40,160 --> 00:19:43,960 Speaker 3: Helblad two with about one hundred people. Right, so every 373 00:19:44,440 --> 00:19:47,760 Speaker 3: you know, every game is really looked at differently. But 374 00:19:48,000 --> 00:19:51,440 Speaker 3: you know, we're committed to the teams and supporting them 375 00:19:51,440 --> 00:19:53,040 Speaker 3: to make the best game they can. That's one of 376 00:19:53,040 --> 00:19:55,480 Speaker 3: the first questions we ask is, you know, did they 377 00:19:55,560 --> 00:19:58,199 Speaker 3: do the best that they're capable of doing? And I 378 00:19:58,240 --> 00:19:59,679 Speaker 3: think in a lot of cases we can say that 379 00:19:59,720 --> 00:20:02,520 Speaker 3: they did. And then are they supporting our devices? Are 380 00:20:02,560 --> 00:20:06,200 Speaker 3: they supporting our services? And then are we again delivering 381 00:20:06,240 --> 00:20:08,680 Speaker 3: back on what I would call that Xbox player promise? 382 00:20:08,960 --> 00:20:12,359 Speaker 3: But there it's not a sort of fixed set of 383 00:20:12,400 --> 00:20:15,320 Speaker 3: metrics that I could apply across such a broad portfolio. 384 00:20:15,960 --> 00:20:18,240 Speaker 2: I'll be back with more from that after this break. 385 00:20:23,640 --> 00:20:27,320 Speaker 2: Now that we've nerded out extensively about showcase, I would 386 00:20:27,400 --> 00:20:31,040 Speaker 2: like to go back and just have you start a 387 00:20:31,080 --> 00:20:33,280 Speaker 2: little bit by just breaking down what your day to 388 00:20:33,359 --> 00:20:36,080 Speaker 2: day role is, how you got to this position. 389 00:20:36,680 --> 00:20:39,639 Speaker 3: Yeah, well, I it's really a privilege. You know. I 390 00:20:39,680 --> 00:20:44,840 Speaker 3: get to support the leaders who lead our studios and 391 00:20:44,920 --> 00:20:48,159 Speaker 3: business units, which are you know, roughly broken down as 392 00:20:48,320 --> 00:20:51,880 Speaker 3: Xbox Game studios, which are mostly based that leadership here 393 00:20:51,880 --> 00:20:55,399 Speaker 3: in Redmond, and that includes things like Halo and Forts 394 00:20:55,480 --> 00:20:59,119 Speaker 3: and Sea of Thieves and our smaller studios like Double 395 00:20:59,160 --> 00:21:02,360 Speaker 3: Fine and come Pulsion Games. So there's Xbox Game Studios, 396 00:21:02,400 --> 00:21:06,399 Speaker 3: then Zenemax Bethesda, another grouping of course, which includes you know, 397 00:21:06,480 --> 00:21:09,440 Speaker 3: Todd Howard and his team who delivered Starfield and Elder 398 00:21:09,480 --> 00:21:13,240 Speaker 3: Scrolls Online, the team making Indiana Jones the Great Circle. 399 00:21:14,000 --> 00:21:19,639 Speaker 3: And then we've got uh, you know, Activision, which is 400 00:21:19,720 --> 00:21:23,040 Speaker 3: really the sort of overall arching group for Call of Duty. 401 00:21:23,240 --> 00:21:25,840 Speaker 3: Then we've got Blizzard, and then we've got King. So 402 00:21:26,640 --> 00:21:29,359 Speaker 3: then in addition to that, really sort of standing on 403 00:21:29,400 --> 00:21:31,240 Speaker 3: its own is one of those sort of studio groups 404 00:21:31,359 --> 00:21:34,360 Speaker 3: also as a Minecraft. So those six groupings of our 405 00:21:34,400 --> 00:21:39,040 Speaker 3: content team each have leaders over them, and our leadership 406 00:21:39,080 --> 00:21:43,640 Speaker 3: approach and our leadership structure is to put very empowered, 407 00:21:44,200 --> 00:21:47,600 Speaker 3: creative oriented leaders in charge of each of those six 408 00:21:47,680 --> 00:21:51,320 Speaker 3: business units as we call them. And within those business units, 409 00:21:51,480 --> 00:21:54,800 Speaker 3: particularly around Xbox Game Studios and Zenemax Bethesda, they're really 410 00:21:54,880 --> 00:21:58,359 Speaker 3: oriented around a studio system where each of those studios 411 00:21:58,440 --> 00:22:02,199 Speaker 3: has a very empowered creative and business leads. So my 412 00:22:02,440 --> 00:22:06,800 Speaker 3: day to day is really making sure that they're supported, 413 00:22:07,600 --> 00:22:09,480 Speaker 3: that they feel that they've got what they need to 414 00:22:09,480 --> 00:22:13,600 Speaker 3: be successful. To provide a little bit of an interface 415 00:22:14,040 --> 00:22:16,720 Speaker 3: between their world, which is about making games back to 416 00:22:16,760 --> 00:22:20,240 Speaker 3: the broader Microsoft and Xbox world, and to make sure 417 00:22:20,240 --> 00:22:23,919 Speaker 3: that the things that we're doing as a first party 418 00:22:23,920 --> 00:22:27,880 Speaker 3: content group are aligned with Sarah Bond's team. Sarah runs 419 00:22:27,880 --> 00:22:30,800 Speaker 3: our platform and game pass teams and making sure that 420 00:22:30,840 --> 00:22:33,720 Speaker 3: we're in sync and in harmony in terms of how 421 00:22:33,800 --> 00:22:37,600 Speaker 3: we help support the platform and vice versa. It really 422 00:22:37,640 --> 00:22:41,879 Speaker 3: is a privilege. We are just blessed with great leaders 423 00:22:41,920 --> 00:22:46,440 Speaker 3: there who have got, you know, decades of combined experience 424 00:22:47,000 --> 00:22:50,520 Speaker 3: across all of their leadership teams, and it really is, 425 00:22:50,920 --> 00:22:54,639 Speaker 3: you know, what makes things go. I joined Xbox in 426 00:22:54,640 --> 00:22:58,479 Speaker 3: twenty ten and started out by working on bringing some 427 00:22:58,520 --> 00:23:03,360 Speaker 3: of the Xbox and content over to mobile and particularly 428 00:23:03,400 --> 00:23:05,840 Speaker 3: over to Windows. So when we were first working with 429 00:23:06,119 --> 00:23:08,439 Speaker 3: Windows and having a game store within there, and then 430 00:23:08,480 --> 00:23:12,840 Speaker 3: in twenty fourteen for four years got to lead Minecraft directly, 431 00:23:13,000 --> 00:23:16,399 Speaker 3: which is really just an amazing experience. I learned so much, 432 00:23:16,520 --> 00:23:20,320 Speaker 3: just amazing folks with the studio in Stockholm and another 433 00:23:20,320 --> 00:23:23,520 Speaker 3: group here in Redmond, and then in twenty eighteen started 434 00:23:23,560 --> 00:23:25,560 Speaker 3: taking on more and more of a role of leading 435 00:23:25,560 --> 00:23:29,359 Speaker 3: our first party games, and before that quite a long stint. 436 00:23:29,600 --> 00:23:31,760 Speaker 3: This is actually only the second job I've ever had. 437 00:23:31,920 --> 00:23:33,920 Speaker 3: The first job that I ever had was coming right 438 00:23:33,960 --> 00:23:36,959 Speaker 3: out of university and starting in a place in Chicago 439 00:23:37,080 --> 00:23:39,600 Speaker 3: called Midway Games, where I had the great fortune to 440 00:23:39,640 --> 00:23:43,840 Speaker 3: work with the teams that made games like Mortal Kombat 441 00:23:43,960 --> 00:23:48,320 Speaker 3: and Nbajam and NFL Blitz, And consider myself very lucky 442 00:23:48,440 --> 00:23:51,119 Speaker 3: to still be friends with many of those folks and 443 00:23:51,240 --> 00:23:54,159 Speaker 3: always take great pride that under Warner Brothers, you know, 444 00:23:54,200 --> 00:23:56,600 Speaker 3: a game like Mortal Kombat here thirty years later is 445 00:23:56,800 --> 00:23:58,520 Speaker 3: still going strong as a franchise. 446 00:23:59,640 --> 00:24:02,840 Speaker 2: You know, obviously you are a huge part of the 447 00:24:02,880 --> 00:24:08,120 Speaker 2: oversight in the post acquisition of Activision Lizard. I want 448 00:24:08,160 --> 00:24:10,280 Speaker 2: you to know, you know, kind of what things look 449 00:24:10,320 --> 00:24:13,280 Speaker 2: like at the moment if the dust has settled. Microsoft 450 00:24:13,400 --> 00:24:15,920 Speaker 2: have not been immune to the same situation that's happened 451 00:24:15,960 --> 00:24:18,399 Speaker 2: across the gaming industry where there have been layoffs. But 452 00:24:18,760 --> 00:24:21,639 Speaker 2: Microsoft was the one at the time who was in 453 00:24:21,680 --> 00:24:26,280 Speaker 2: the middle of a giant merger, so it was in 454 00:24:26,280 --> 00:24:29,000 Speaker 2: a different position at the same time as that was happening. 455 00:24:29,080 --> 00:24:31,800 Speaker 2: So I don't know what internally things look like right now, 456 00:24:31,840 --> 00:24:34,720 Speaker 2: But based on the showcase, it seems like things are 457 00:24:35,280 --> 00:24:38,119 Speaker 2: are calmer, It seems like things are organized, But I 458 00:24:38,160 --> 00:24:40,320 Speaker 2: don't know if we can expect any more changes there 459 00:24:40,400 --> 00:24:41,679 Speaker 2: what it looks like right now for you. 460 00:24:42,000 --> 00:24:47,320 Speaker 3: Yeah, it's really a bit of two stories. First and foremost, 461 00:24:48,160 --> 00:24:50,920 Speaker 3: our main focus is to make sure that the game 462 00:24:51,040 --> 00:24:54,600 Speaker 3: teams have what they need, that they feel supported, that 463 00:24:54,640 --> 00:24:58,840 Speaker 3: we as Xbox and we and as Microsoft are being additive, 464 00:24:59,160 --> 00:25:01,080 Speaker 3: and that they feel like they're being set up to 465 00:25:01,119 --> 00:25:03,840 Speaker 3: do their best work with the minimal amount of distractions. 466 00:25:04,040 --> 00:25:06,680 Speaker 3: And that is a big part of my focus, which 467 00:25:06,720 --> 00:25:09,840 Speaker 3: is providing again a bit of that interface to make 468 00:25:09,840 --> 00:25:14,000 Speaker 3: sure that we are doing a proper business integration, that 469 00:25:14,040 --> 00:25:19,400 Speaker 3: we're integrating on the topics like security and making sure 470 00:25:19,400 --> 00:25:21,680 Speaker 3: that we can all share files back and forth, okay, 471 00:25:21,720 --> 00:25:24,280 Speaker 3: you know, and making sure that all the financial systems 472 00:25:24,280 --> 00:25:26,320 Speaker 3: get integrated. You know, I work with a lot of 473 00:25:26,320 --> 00:25:29,000 Speaker 3: great teams that are focused on that, and that work 474 00:25:29,040 --> 00:25:30,880 Speaker 3: needs to go on. And you know, as you would 475 00:25:30,920 --> 00:25:35,600 Speaker 3: expect for two very large organizations coming together, there's just 476 00:25:35,680 --> 00:25:37,960 Speaker 3: a lot of activity there that we're still in the 477 00:25:38,000 --> 00:25:41,400 Speaker 3: middle of. But I would hope that the studios report 478 00:25:41,760 --> 00:25:44,040 Speaker 3: that the very first thing that we focused on, and 479 00:25:44,080 --> 00:25:46,720 Speaker 3: the thing that is the most important, is making sure 480 00:25:46,760 --> 00:25:49,400 Speaker 3: that those studios feel stable, that they've got what they 481 00:25:49,480 --> 00:25:52,280 Speaker 3: need to ship games, and that we're trying to minimize 482 00:25:52,320 --> 00:25:54,800 Speaker 3: any distractions for them, you know. And one of the 483 00:25:54,840 --> 00:25:57,240 Speaker 3: things that we're focused on, there's a lot of interest 484 00:25:57,280 --> 00:26:00,159 Speaker 3: between the studios and getting connected, right how can they 485 00:26:00,200 --> 00:26:02,880 Speaker 3: talk to each other, how can we start to possibly 486 00:26:02,920 --> 00:26:06,320 Speaker 3: share technology we're appropriate across our teams, And you know, 487 00:26:06,359 --> 00:26:10,120 Speaker 3: we're an organization of close to seventeen thousand people now, 488 00:26:10,400 --> 00:26:13,199 Speaker 3: one of the biggest content organizations on the planet, and 489 00:26:13,240 --> 00:26:14,840 Speaker 3: it's just going to take some time to get that 490 00:26:14,880 --> 00:26:18,800 Speaker 3: infrastructure in place. And I appreciate your good words on 491 00:26:18,840 --> 00:26:21,760 Speaker 3: the showcase, and it's good to see that that's how 492 00:26:21,800 --> 00:26:24,919 Speaker 3: it's perceived externally. I think for us, we're very focused 493 00:26:25,000 --> 00:26:27,840 Speaker 3: on making sure that now we can turn around and 494 00:26:27,880 --> 00:26:30,359 Speaker 3: deliver on the promise that we made this weekend on 495 00:26:30,400 --> 00:26:32,639 Speaker 3: what we showed, and certainly I've got a lot of 496 00:26:32,680 --> 00:26:34,640 Speaker 3: work to do to make sure we ship great games 497 00:26:34,680 --> 00:26:35,960 Speaker 3: in the next twelve months. 498 00:26:36,440 --> 00:26:40,000 Speaker 2: One aspect that I know was hard was the closure. 499 00:26:40,200 --> 00:26:43,000 Speaker 2: I mean, any closures are upsetting, but fans took the 500 00:26:43,000 --> 00:26:45,800 Speaker 2: closure of Tango pretty hard, and I want to know 501 00:26:46,040 --> 00:26:48,320 Speaker 2: in that case, in particular, what the reasoning was and 502 00:26:48,359 --> 00:26:50,560 Speaker 2: if there was any talks of shopping and around to 503 00:26:50,640 --> 00:26:52,720 Speaker 2: other potential buyers. Yeah. 504 00:26:52,800 --> 00:26:57,040 Speaker 3: Well, you know, obviously, any time that we've got to 505 00:26:57,160 --> 00:27:00,200 Speaker 3: do something like that, it's difficult, right. It is first 506 00:27:00,240 --> 00:27:04,399 Speaker 3: and foremost difficult on the people who are affected. We 507 00:27:04,600 --> 00:27:07,679 Speaker 3: put a lot of energy into making sure that we 508 00:27:07,720 --> 00:27:10,520 Speaker 3: give full support to everybody who is impacted by something 509 00:27:10,600 --> 00:27:14,120 Speaker 3: like that through severance and other things. You know, those 510 00:27:14,160 --> 00:27:17,800 Speaker 3: decisions are never made lightly, they're not made quickly, and 511 00:27:17,880 --> 00:27:21,720 Speaker 3: there are a lot of people and processes and oversight 512 00:27:21,800 --> 00:27:23,920 Speaker 3: to make sure that we're making you know, a good 513 00:27:23,920 --> 00:27:27,560 Speaker 3: decision there, and they're just they're always difficult, and the 514 00:27:27,680 --> 00:27:32,080 Speaker 3: energy goes into making sure that we are supporting the 515 00:27:32,080 --> 00:27:34,520 Speaker 3: people that are impacted and you know, really making sure 516 00:27:34,560 --> 00:27:39,639 Speaker 3: that they're taken care of. I won't get into the 517 00:27:39,840 --> 00:27:43,240 Speaker 3: real sort of nitty gritty details on you know, what 518 00:27:43,680 --> 00:27:46,080 Speaker 3: went into the decision, mostly out of respect for the 519 00:27:46,119 --> 00:27:49,359 Speaker 3: people there, just because you know, they There was a 520 00:27:49,359 --> 00:27:51,920 Speaker 3: lot of work that went into delivering Hi Fi Rush, 521 00:27:51,960 --> 00:27:55,000 Speaker 3: which was a great game and you know did well 522 00:27:55,040 --> 00:27:58,840 Speaker 3: for us. I think the thing to be considered is 523 00:27:58,920 --> 00:28:01,479 Speaker 3: that for us, it's as much such a forward looking 524 00:28:01,600 --> 00:28:04,600 Speaker 3: situation as much as it is looking back at one 525 00:28:04,680 --> 00:28:06,680 Speaker 3: certain game. You know, there are a lot of things 526 00:28:06,680 --> 00:28:09,560 Speaker 3: that go into success for a game. You know, what 527 00:28:09,680 --> 00:28:12,920 Speaker 3: leadership do you have, what creative leadership do you have? 528 00:28:13,480 --> 00:28:18,040 Speaker 3: Is the team the same team that shipped something successful previously? 529 00:28:18,359 --> 00:28:20,680 Speaker 3: And we have to look at all of those things 530 00:28:20,680 --> 00:28:22,800 Speaker 3: together and then ask ourselves are we set up for 531 00:28:22,840 --> 00:28:26,800 Speaker 3: success going forward? And while there may have been factors 532 00:28:26,800 --> 00:28:31,240 Speaker 3: and situations that previously led to success, they may not 533 00:28:31,400 --> 00:28:33,760 Speaker 3: all still be in place as you look at what 534 00:28:33,800 --> 00:28:37,960 Speaker 3: you're doing going forward. And you know, with many of 535 00:28:37,960 --> 00:28:40,840 Speaker 3: our studios, we try to look at options. I think, 536 00:28:41,040 --> 00:28:45,480 Speaker 3: you know an example, we recently had Toys for Bob 537 00:28:45,640 --> 00:28:48,600 Speaker 3: Studio that was previously working on Call of Duty titles 538 00:28:48,960 --> 00:28:52,200 Speaker 3: go back out and become a new independent studio. And 539 00:28:52,440 --> 00:28:54,200 Speaker 3: you know, I think we've announced that we've got a 540 00:28:54,240 --> 00:28:56,560 Speaker 3: publishing deal with them, and we'll share more about that 541 00:28:56,600 --> 00:28:59,640 Speaker 3: when it's important. I think back to a studio called 542 00:28:59,640 --> 00:29:04,120 Speaker 3: Twisted Pixel in Texas that we acquired and then for 543 00:29:04,240 --> 00:29:06,480 Speaker 3: a sort of change in goals, it wasn't a perfect 544 00:29:06,520 --> 00:29:09,720 Speaker 3: match anymore, but that studio today is still thriving. We 545 00:29:09,760 --> 00:29:12,920 Speaker 3: wanted to set them up for success. So we absolutely 546 00:29:12,960 --> 00:29:16,120 Speaker 3: look at what the possible business options are to keep 547 00:29:16,120 --> 00:29:19,520 Speaker 3: a studio open or to keep you know, perhaps have 548 00:29:19,640 --> 00:29:21,760 Speaker 3: it change hands. And it's just one of the things, 549 00:29:21,760 --> 00:29:23,960 Speaker 3: of course, that we look at across the board. Sometimes 550 00:29:24,040 --> 00:29:25,960 Speaker 3: those things come together, sometimes they don't. 551 00:29:26,400 --> 00:29:29,840 Speaker 2: With one of the new acquisitions with Blizzard, you have 552 00:29:29,920 --> 00:29:32,560 Speaker 2: a very big opportunity this year to be part of 553 00:29:32,600 --> 00:29:36,360 Speaker 2: the twentieth anniversary of something with World of Warcraft, so 554 00:29:36,920 --> 00:29:39,160 Speaker 2: that you all did not build, but you own it 555 00:29:39,160 --> 00:29:40,680 Speaker 2: now and you're part of it. And so I want 556 00:29:40,720 --> 00:29:44,360 Speaker 2: to know how something like that works. If you tell 557 00:29:44,480 --> 00:29:46,640 Speaker 2: Jon and the team at Blizzard, like Gopher, whatever you 558 00:29:46,640 --> 00:29:49,160 Speaker 2: guys want to do, this is your twentieth birthday, We're 559 00:29:49,200 --> 00:29:51,840 Speaker 2: just here to help. Or if you have thoughts and 560 00:29:51,880 --> 00:29:54,240 Speaker 2: you have ideas and you want to push that as 561 00:29:54,320 --> 00:29:54,760 Speaker 2: much as. 562 00:29:54,600 --> 00:29:57,560 Speaker 3: Possible, well, first I just say, how lucky are we 563 00:29:58,200 --> 00:30:00,360 Speaker 3: that we have so many of these g as that 564 00:30:00,360 --> 00:30:03,880 Speaker 3: we get to celebrate these you know, anniversaries, and really 565 00:30:04,160 --> 00:30:07,120 Speaker 3: they are celebrations for the fans, right, I was lucky 566 00:30:07,200 --> 00:30:09,960 Speaker 3: enough to be part of the five year, ten year, 567 00:30:10,000 --> 00:30:14,080 Speaker 3: and now fifteen year anniversary for something like Minecraft firsthand. 568 00:30:14,480 --> 00:30:16,400 Speaker 3: And you know how lucky are we now that we 569 00:30:16,480 --> 00:30:19,280 Speaker 3: get to sort of help celebrate with the fans the 570 00:30:19,400 --> 00:30:24,000 Speaker 3: twentieth anniversary of something at Blizzard. So first and foremost, 571 00:30:24,120 --> 00:30:25,920 Speaker 3: I think Blizzard is going to tell us what they 572 00:30:25,960 --> 00:30:27,920 Speaker 3: want to do, you know, and it's going to be 573 00:30:27,920 --> 00:30:29,680 Speaker 3: my job to go figure out how we can pay 574 00:30:29,720 --> 00:30:32,320 Speaker 3: for it, just paint blunt. But you know, nobody knows 575 00:30:32,360 --> 00:30:36,040 Speaker 3: those fans better, nobody knows that community better than Blizzard, 576 00:30:36,400 --> 00:30:38,320 Speaker 3: and I think that they're going to be the ones 577 00:30:38,400 --> 00:30:41,440 Speaker 3: that will, you know, really guide us on what's appropriate 578 00:30:41,520 --> 00:30:44,160 Speaker 3: and what will build the excitement and first, you know, 579 00:30:45,080 --> 00:30:47,840 Speaker 3: mostly be a celebration for the fans. You know, that's 580 00:30:48,200 --> 00:30:51,000 Speaker 3: how we come at these things, whether we're talking about 581 00:30:51,040 --> 00:30:54,240 Speaker 3: just the longevity of something like Elder Scrolls Online or 582 00:30:54,280 --> 00:30:57,560 Speaker 3: whether it's Minecraft or even you know, how we look 583 00:30:57,600 --> 00:30:59,640 Speaker 3: at how we celebrate something of course that is now 584 00:31:00,200 --> 00:31:03,920 Speaker 3: multi decades in existence, like a World of Warcraft. 585 00:31:04,200 --> 00:31:05,920 Speaker 2: I'd love to know if you can speak a little 586 00:31:05,960 --> 00:31:08,560 Speaker 2: bit about what you've seen so far the results of 587 00:31:08,600 --> 00:31:12,760 Speaker 2: bringing the first four games to Nintendo Switch and PlayStation 588 00:31:13,320 --> 00:31:15,280 Speaker 2: and what titles you might be thinking of doing that 589 00:31:15,360 --> 00:31:15,840 Speaker 2: with next. 590 00:31:16,440 --> 00:31:19,880 Speaker 3: Yeah, we you know, we really set up those four games, 591 00:31:19,920 --> 00:31:21,680 Speaker 3: and if you look at the games that we picked, 592 00:31:21,680 --> 00:31:24,520 Speaker 3: it might seem as maybe a bit of a you know, 593 00:31:24,560 --> 00:31:27,440 Speaker 3: a grab bag of an odd assortment, but it really 594 00:31:27,680 --> 00:31:31,120 Speaker 3: was set up and designed so that we could test 595 00:31:31,120 --> 00:31:35,040 Speaker 3: a variety of content and see specifically, you know, what 596 00:31:35,080 --> 00:31:37,840 Speaker 3: the reception would be for that content. And you know, 597 00:31:38,040 --> 00:31:40,760 Speaker 3: also in some cases we have got teams like the 598 00:31:40,800 --> 00:31:43,960 Speaker 3: Minecraft team or like the Call of Duty team that 599 00:31:44,000 --> 00:31:47,760 Speaker 3: have been shipping multi platform for literally decades, and then 600 00:31:47,800 --> 00:31:50,000 Speaker 3: we've got other teams or that's a new muscle to build. 601 00:31:50,280 --> 00:31:54,000 Speaker 3: So we had some sort of business experiments that we 602 00:31:54,040 --> 00:31:57,120 Speaker 3: wanted to run, and we also just mechanically wanted to 603 00:31:57,160 --> 00:31:59,800 Speaker 3: start to build that muscle and see what was involved. 604 00:32:00,120 --> 00:32:03,920 Speaker 3: So some of the smaller games like Grounded, like Pentiment, 605 00:32:04,000 --> 00:32:06,600 Speaker 3: like High Fi Rush. I would say that it was 606 00:32:06,640 --> 00:32:09,479 Speaker 3: great to see some of the positive review scores and 607 00:32:09,520 --> 00:32:12,720 Speaker 3: great to see some of the positive fan reception, but 608 00:32:12,880 --> 00:32:16,320 Speaker 3: the one where we really focused with support and we 609 00:32:16,360 --> 00:32:18,920 Speaker 3: went out and promoted with Sea of Thieves and we 610 00:32:19,480 --> 00:32:22,400 Speaker 3: have been really pleased with what we've seen on Sea 611 00:32:22,440 --> 00:32:24,880 Speaker 3: of Thieves. You know, just in terms of some things 612 00:32:24,920 --> 00:32:28,920 Speaker 3: that I can share that we're encouraging to us is 613 00:32:28,960 --> 00:32:32,520 Speaker 3: that when we launched Sea of Thieves on PlayStation five, 614 00:32:32,880 --> 00:32:38,080 Speaker 3: we saw an uptick in engagement on Xbox and on PC. 615 00:32:38,480 --> 00:32:41,600 Speaker 3: So again there's this thing where you've got more people 616 00:32:41,640 --> 00:32:44,760 Speaker 3: coming into the franchise, which causes more excitement, which actually 617 00:32:44,920 --> 00:32:47,920 Speaker 3: grows the franchise overall, which, if you just really want 618 00:32:47,920 --> 00:32:49,880 Speaker 3: to be sort of direct about it from a business 619 00:32:49,960 --> 00:32:53,120 Speaker 3: point of view, allows us to continue to reinvest in 620 00:32:53,120 --> 00:32:55,600 Speaker 3: that franchise and continue to grow it. So that was 621 00:32:55,640 --> 00:32:57,120 Speaker 3: sort of one of the first things that we wanted 622 00:32:57,120 --> 00:33:01,560 Speaker 3: to see. Another really interesting encouraging stat is that about 623 00:33:01,640 --> 00:33:05,400 Speaker 3: half the people that we saw playing on PlayStation we're 624 00:33:05,520 --> 00:33:09,360 Speaker 3: playing with people on other platforms. So this is about 625 00:33:09,680 --> 00:33:12,920 Speaker 3: expanding that community. It's one of the things it's core 626 00:33:13,000 --> 00:33:16,080 Speaker 3: to our Xbox promise about letting people play where they 627 00:33:16,080 --> 00:33:17,920 Speaker 3: want to play, with the people they want to play 628 00:33:17,960 --> 00:33:21,320 Speaker 3: with on the devices they play with, and it's encouraging 629 00:33:21,360 --> 00:33:25,120 Speaker 3: that we didn't see sort of a vertically insulated community there. 630 00:33:25,560 --> 00:33:27,600 Speaker 3: That the work that the team had put into being 631 00:33:27,720 --> 00:33:31,360 Speaker 3: best in class in terms of cross platform play really 632 00:33:31,360 --> 00:33:34,880 Speaker 3: paid off because we saw people engaging kind of outside 633 00:33:34,960 --> 00:33:38,000 Speaker 3: their own device ecosystem, which was great. The other thing 634 00:33:38,080 --> 00:33:41,520 Speaker 3: is it just it brought new players into Sea Off Thieves, right. 635 00:33:41,520 --> 00:33:43,800 Speaker 3: I mean, one of the real goals that all of 636 00:33:43,840 --> 00:33:46,160 Speaker 3: our franchises have, and I think we all have across 637 00:33:46,160 --> 00:33:49,120 Speaker 3: the industry right now, is how do we grow? And 638 00:33:49,320 --> 00:33:52,520 Speaker 3: you know, that was really great to see that it 639 00:33:52,560 --> 00:33:56,200 Speaker 3: was bringing in new players that had never played CfDS before. 640 00:33:56,280 --> 00:33:59,440 Speaker 3: So I think we consider that a success. You know, 641 00:33:59,480 --> 00:34:04,600 Speaker 3: we all continue to make those decisions individually on a 642 00:34:04,640 --> 00:34:08,800 Speaker 3: case by case basis. We are absolutely committed to having 643 00:34:08,920 --> 00:34:12,120 Speaker 3: launch exclusives on Xbox. You know, it's part of our 644 00:34:12,320 --> 00:34:15,920 Speaker 3: core promise, and we want to continue to bring our 645 00:34:15,960 --> 00:34:19,040 Speaker 3: games to more players on more devices going forward, and 646 00:34:19,080 --> 00:34:21,239 Speaker 3: we certainly have got a lot of experience with that 647 00:34:21,640 --> 00:34:25,080 Speaker 3: with things that have just historically been on multiplatforms for 648 00:34:25,120 --> 00:34:25,560 Speaker 3: so long. 649 00:34:26,440 --> 00:34:28,399 Speaker 2: I have just one more for you and closing, which 650 00:34:28,440 --> 00:34:30,600 Speaker 2: kind of goes off that you know. You know that 651 00:34:30,680 --> 00:34:33,719 Speaker 2: I straddled the TV and video game world, and one 652 00:34:33,760 --> 00:34:37,680 Speaker 2: thing we've been seeing a lot of recently is bundling 653 00:34:37,880 --> 00:34:41,640 Speaker 2: and bundling and streaming in a way that looks a 654 00:34:41,680 --> 00:34:44,880 Speaker 2: lot like cable. It looks a lot like cable always 655 00:34:44,920 --> 00:34:47,440 Speaker 2: BLUs so on. You know, from your side on the 656 00:34:47,440 --> 00:34:49,480 Speaker 2: gaming side, when you look at what gaming can do, 657 00:34:49,520 --> 00:34:52,279 Speaker 2: and you look at how you are looking to work 658 00:34:52,320 --> 00:34:55,239 Speaker 2: with Nintendo and with PlayStation in these new ways, and 659 00:34:55,560 --> 00:34:58,600 Speaker 2: what that means for platforms, if you see something similar 660 00:34:58,640 --> 00:35:01,279 Speaker 2: happening on the gaming side, with like walls breaking down 661 00:35:01,280 --> 00:35:03,560 Speaker 2: a little bit, and what that could mean, what you 662 00:35:03,600 --> 00:35:05,239 Speaker 2: think you would do and what you might never do. 663 00:35:05,360 --> 00:35:09,400 Speaker 3: Still, yeah, well, obviously I can't speak on behalf of 664 00:35:09,760 --> 00:35:13,759 Speaker 3: Sony or Nintendo, but I'll say in each case, we 665 00:35:13,920 --> 00:35:18,000 Speaker 3: just have great working relationships with the teams at Sony 666 00:35:18,080 --> 00:35:21,600 Speaker 3: and Nintendo, right. I mean again, our portfolio consists of 667 00:35:21,640 --> 00:35:24,719 Speaker 3: games that have shipped on those platforms you know, for 668 00:35:24,920 --> 00:35:28,200 Speaker 3: ten fifteen years, right, And that doesn't happen without a 669 00:35:28,239 --> 00:35:31,240 Speaker 3: great partnership with them, and so we've got a great 670 00:35:31,280 --> 00:35:35,160 Speaker 3: working relationship. I think that as you point out that 671 00:35:35,600 --> 00:35:39,040 Speaker 3: as gaming becomes a bigger part of pop culture, as 672 00:35:39,080 --> 00:35:41,440 Speaker 3: the number of gamers on the planet you know, hits 673 00:35:41,680 --> 00:35:44,719 Speaker 3: two billion, three billion and continues to grow, that it's 674 00:35:44,760 --> 00:35:48,279 Speaker 3: inevitable that we're going to see that content sort of 675 00:35:48,360 --> 00:35:51,960 Speaker 3: seeks to be everywhere right, and that we're going to 676 00:35:52,040 --> 00:35:56,759 Speaker 3: probably see some some blending across the sort of boundaries 677 00:35:56,800 --> 00:36:00,920 Speaker 3: and across the sort of differences that maybe have existed historically. 678 00:36:01,239 --> 00:36:04,840 Speaker 3: For us, it really comes down to maintaining that player 679 00:36:04,880 --> 00:36:07,279 Speaker 3: first focus, right. We want to be where the players are. 680 00:36:08,200 --> 00:36:11,680 Speaker 3: You know, a device the Xbox will always be core 681 00:36:11,719 --> 00:36:14,120 Speaker 3: to what we do. The console's foundational to what we do. 682 00:36:14,480 --> 00:36:16,640 Speaker 3: But you know, going all the way back to twenty sixteen, 683 00:36:16,680 --> 00:36:19,880 Speaker 3: twenty seventeen, when we started supporting shipping all of our 684 00:36:19,920 --> 00:36:22,800 Speaker 3: games day and date on PC, when we started branching 685 00:36:22,840 --> 00:36:24,960 Speaker 3: out into things like cloud streaming, which allows you to 686 00:36:25,000 --> 00:36:27,759 Speaker 3: really take your game anywhere, focusing on making sure we 687 00:36:27,800 --> 00:36:30,719 Speaker 3: get things right like cloud saves. You know, one of 688 00:36:30,760 --> 00:36:34,080 Speaker 3: the biggest sort of like just pieces of friction right 689 00:36:34,080 --> 00:36:37,440 Speaker 3: now is it's really possible to get yourself kind of 690 00:36:37,640 --> 00:36:40,080 Speaker 3: caught in a corner where you start a game on 691 00:36:40,080 --> 00:36:41,919 Speaker 3: one service and then you want to play the same game, 692 00:36:41,920 --> 00:36:44,239 Speaker 3: but you're on a different service and your save data 693 00:36:44,280 --> 00:36:46,440 Speaker 3: doesn't come over, and you're product It's just we want 694 00:36:46,480 --> 00:36:48,840 Speaker 3: to we're very committed to getting that all squared away. 695 00:36:49,080 --> 00:36:51,240 Speaker 3: Some of our games do it really well. In other places, 696 00:36:51,280 --> 00:36:53,200 Speaker 3: We've got some work to do, so I think what 697 00:36:53,400 --> 00:36:56,480 Speaker 3: we will, you know, see more of that going forward. 698 00:36:57,200 --> 00:36:59,440 Speaker 3: You know what the future holds for those trends, you know. 699 00:36:59,600 --> 00:37:02,359 Speaker 3: I don't I have that crystal ball. I do know 700 00:37:02,400 --> 00:37:05,280 Speaker 3: that we're going to continue to follow our fans, follow 701 00:37:05,320 --> 00:37:08,920 Speaker 3: our players where they want to be, and as gaming 702 00:37:09,120 --> 00:37:12,759 Speaker 3: grows to be something that is right there side by 703 00:37:12,840 --> 00:37:15,759 Speaker 3: side with more traditional entertainment like music and movies and TV, 704 00:37:16,160 --> 00:37:18,480 Speaker 3: we'll probably see some of the same things start to 705 00:37:18,480 --> 00:37:21,440 Speaker 3: happen in gaming that you've seen the last ten years 706 00:37:21,719 --> 00:37:22,600 Speaker 3: in linear media. 707 00:37:23,239 --> 00:37:26,160 Speaker 2: Matt, it was a pleasure having you today. I so 708 00:37:26,280 --> 00:37:29,320 Speaker 2: appreciate it. It was a great way to wrap up showcase. 709 00:37:29,480 --> 00:37:30,920 Speaker 2: So thank you for taking the time. 710 00:37:31,200 --> 00:37:34,080 Speaker 3: Yeah, thanks for the opportunity to talk and it's been great. 711 00:37:34,080 --> 00:37:35,200 Speaker 2: Thank you, Thank you. 712 00:37:39,239 --> 00:37:40,160 Speaker 3: Thanks for listening. 713 00:37:40,640 --> 00:37:43,239 Speaker 2: Be sure to leave us a review at Apple Podcasts 714 00:37:43,280 --> 00:37:47,160 Speaker 2: and Amazon Music. We love to hear from listeners. Please 715 00:37:47,200 --> 00:37:49,560 Speaker 2: go to Variety dot com and sign up for the 716 00:37:49,560 --> 00:37:53,800 Speaker 2: free weekly Strictly Business newsletter, and don't forget to tune 717 00:37:53,800 --> 00:38:00,880 Speaker 2: in next week for another episode of Strictly Business.