WEBVTT - Xbox Game Studios Chief Matt Booty on Showcase Success, Game Pass Strategy, More ‘Fallout’ and Studio Closures

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<v Speaker 1>Welcome the Strictly Business Variety's weekly podcast featuring conversations about

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<v Speaker 1>the business of media and entertainment. I'm senior business writer,

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<v Speaker 1>TV and Video games Jennifer Moss. Microsoft's Xbox is taking

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<v Speaker 1>a victory lap after an impressive Game Showcase presentation at

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<v Speaker 1>the David Geffren Theater in Los Angeles on June tenth.

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<v Speaker 1>The show was anchored by the reveal of Call of

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<v Speaker 1>Duty Black Ops six, followed by major announcements from titles

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<v Speaker 1>across Xbox Game Studios, eluding the DEZDA, Activision, and Blizzard,

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<v Speaker 1>as well as third party titles. Here to talk about

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<v Speaker 1>the highlights from the show and the inner workings at

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<v Speaker 1>Xbox post Activision acquisition is Matt Booty, head of Xbox

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<v Speaker 1>Games Studios.

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<v Speaker 2>Thank you, Matt for joining us today. I so appreciate

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<v Speaker 2>your time after the long weekend we had at showcase.

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<v Speaker 3>Yeah, well, thank you very much for the opportunity to

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<v Speaker 3>be here. It's great to talk with you, and thank

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<v Speaker 3>you for making time this past weekend to come to

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<v Speaker 3>the showcase. What did What were your impressions after actually

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<v Speaker 3>seeing the show.

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<v Speaker 2>I was actually going to start off by asking you

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<v Speaker 2>to give yourself a grade, and then I will give you.

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<v Speaker 3>Mark, Okay, we can what.

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<v Speaker 2>The internal judgment has been on how well how you

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<v Speaker 2>all did well.

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<v Speaker 3>First and foremost, I'm just very proud of our teams.

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<v Speaker 3>You know, these trailers and these demos take quite a

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<v Speaker 3>while to put together. I think, as you and I discussed,

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<v Speaker 3>we actually start the process in December, you know, getting

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<v Speaker 3>ready for the show here in June, so there's an

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<v Speaker 3>awful lot of work. Very proud of our teams and

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<v Speaker 3>the quality that they delivered. The breadth of content that

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<v Speaker 3>was on display there was just fantastic. If I go

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<v Speaker 3>on based on fans reactions and some of the press

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<v Speaker 3>reactions that I've seen out there, I would say that we,

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<v Speaker 3>you know, deserve a pretty positive grade. It's always a

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<v Speaker 3>big source of that's energizing, it's inspiring. It's just so

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<v Speaker 3>great for our teams to see the reactions. This morning,

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<v Speaker 3>I was watching a compilation of some of the reactions

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<v Speaker 3>to the Gears of War trailer and was so great

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<v Speaker 3>to see the fans really resonating with the approach that

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<v Speaker 3>we've taken there. So I think internally we feel positive

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<v Speaker 3>about it. Of course, you know, now it is so

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<v Speaker 3>important that we execute. Well, we've got twelve months an

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<v Speaker 3>amazing lineup of games, but you know, at the end

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<v Speaker 3>of the day, it's about shipping those games and making

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<v Speaker 3>sure they're great, making sure that we live up to

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<v Speaker 3>the expectations of the fans and that we deliver them

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<v Speaker 3>on time. So a little bit of a break to

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<v Speaker 3>be proud, and then I think it's back to work

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<v Speaker 3>for all of us.

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<v Speaker 2>All right. I agree with your assessment. I will say

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<v Speaker 2>going in, I did not expect as much as I saw,

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<v Speaker 2>and that's a positive thing. I really thought, you know,

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<v Speaker 2>this is going to be mainly call of duty, and

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<v Speaker 2>we're going to get a lot, and we're going to

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<v Speaker 2>see a lot of good stuff, and that's the revealed

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<v Speaker 2>call of duty. But the sheer number of other things

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<v Speaker 2>that came out of it high level and it was

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<v Speaker 2>just a lot. I'll say that it was a lot,

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<v Speaker 2>and it was a lot of good stuff too, not

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<v Speaker 2>just dumping a bunch of stuff on. And I am

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<v Speaker 2>not the only one. I mean, obviously you've seen there's

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<v Speaker 2>headlines that this is Microsoft's best showcase ever, this is

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<v Speaker 2>microsoft best showcase in years, and so I wanted to

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<v Speaker 2>know just coming up, like you had said, we talked

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<v Speaker 2>about in December is really when you start this. But

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<v Speaker 2>what kind of led to this convergence of having this

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<v Speaker 2>number of high level announcements, first looks, gameplay footages to

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<v Speaker 2>show at this time because some years are drier than others,

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<v Speaker 2>and this was just so much at once. And I

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<v Speaker 2>want to know if you were pushing to get things

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<v Speaker 2>ready in time, if there's things that you maybe would

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<v Speaker 2>have held but chose to announce just to give it

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<v Speaker 2>an extra push. What made this showcase so impressive because

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<v Speaker 2>it wasn't just Black Offs, which was the big star

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<v Speaker 2>going in.

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<v Speaker 3>Now, that's so hepeful question, and I have a few

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<v Speaker 3>good things in there to talk about. I think, first

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<v Speaker 3>and foremost, this was our first opportunity for all of

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<v Speaker 3>our studios across Xbox Game studios, across the studios inside Zenomax, Bethesda,

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<v Speaker 3>and then of course Activision and Blizzard to really come

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<v Speaker 3>together in one moment. And so I think the some

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<v Speaker 3>of the critical mass that we had, some of the

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<v Speaker 3>excitement about the number of games that we're able to

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<v Speaker 3>show and the quality really is a reflection that this

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<v Speaker 3>is the first time that our teams have been able

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<v Speaker 3>to come together. We also and you hinted at this

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<v Speaker 3>are beginning to hit the rhythm that we've always aspired for,

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<v Speaker 3>and that really is our commitment to our players of

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<v Speaker 3>being able to deliver a much more steady cadence of

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<v Speaker 3>games on a more predictable rhythm. And we started really

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<v Speaker 3>in earnest with acquiring and building out our studios portfolio

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<v Speaker 3>in twenty eighteen, and then we had the wonderful Zenmax

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<v Speaker 3>Bethesda acquisition in twenty twenty one, TI twenty two, and

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<v Speaker 3>then you know, last fall bringing on board Activision, Blizzard

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<v Speaker 3>and King. But it has taken a while to sort

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<v Speaker 3>of get all of that up to speed. And in

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<v Speaker 3>the midst of that, of course, we, you know, all

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<v Speaker 3>of us went through COVID, which certainly had some ups

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<v Speaker 3>and downs in the industry, you know, across not just games,

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<v Speaker 3>but all of entertainment. So I feel like this is

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<v Speaker 3>us beginning to hit our stride. And one of the

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<v Speaker 3>things that I am encouraged by is that I look

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<v Speaker 3>forward to the future of next year that we are

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<v Speaker 3>in position to hopefully deliver also a great lineup and

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<v Speaker 3>a great showcase next June. And one of the things

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<v Speaker 3>that I read an article that someone pointed out is

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<v Speaker 3>that it's interesting that this was a year that we

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<v Speaker 3>didn't have some of the traditional heavy hitters from Xbox,

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<v Speaker 3>like Halo, like Fortsa, And of course we've got teams

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<v Speaker 3>working on those projects and we've got a lot of

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<v Speaker 3>cool stuff to share when the time is right. But

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<v Speaker 3>the fact that we deliver heard hopefully a critical, massive

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<v Speaker 3>excitement and it didn't depend on those things that we

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<v Speaker 3>historically go to. I think it's just a good indicator

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<v Speaker 3>and a good sign that we're going to be able

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<v Speaker 3>to can you know we've hit that stride and then

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<v Speaker 3>we're going to be able to continue deliver it that

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<v Speaker 3>cadence going forward, doing.

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<v Speaker 2>In the Dark Ages, Gears of Work, et Ay, Fable,

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<v Speaker 2>a lot of big IP, a lot of very beloved

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<v Speaker 2>fan ip. Some were given release dates, some weren't, and

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<v Speaker 2>some we just have a target of, like twenty twenty five,

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<v Speaker 2>And I wanted to know, you know the release date

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<v Speaker 2>Jenga that goes on here and what you're holding back

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<v Speaker 2>either because you don't know yet or because you are

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<v Speaker 2>specifically waiting for other people to make choices like exactly

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<v Speaker 2>when GTA six will be released next fall.

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<v Speaker 3>Well, I think many across the industry. Of course you're

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<v Speaker 3>going to plan around GTA six and we're all looking

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<v Speaker 3>forward to that game, which you know should be amazing

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<v Speaker 3>for us, excuse me, for us. I think the issue

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<v Speaker 3>is as much making sure that we don't step on ourselves, right.

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<v Speaker 3>We have a pretty big portfolio, We have a pretty

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<v Speaker 3>big lineup through the fall and through the spring, and

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<v Speaker 3>we certainly want to make sure that every game is

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<v Speaker 3>given space and has got an opportunity to shine, and

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<v Speaker 3>we don't end up overshadowing one game by launching it

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<v Speaker 3>too close to another. So when we leave actual months

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<v Speaker 3>and days of the month sort of open ended, that

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<v Speaker 3>has as much to do with the fact that we

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<v Speaker 3>are looking ahead and making sure that we do the

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<v Speaker 3>right planning so that we're not getting in our own

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<v Speaker 3>way right. Certainly, everybody in the industry wants to make

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<v Speaker 3>sure that we don't land in the shadow of someone

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<v Speaker 3>else's big release, But we just need to keep options

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<v Speaker 3>open as we sort of look to optimize. How do

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<v Speaker 3>we make sure that every game gets its appropriate day

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<v Speaker 3>in the sun, And that's pretty important to us. The

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<v Speaker 3>other thing is that we really want to make sure

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<v Speaker 3>that when we declare a date that we're committed to that,

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<v Speaker 3>and certainly within a year, within six months when we

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<v Speaker 3>declare a date, you know, we want to get much

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<v Speaker 3>better that we're really living up to that and we're

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<v Speaker 3>accountable to that. You know, games, like a lot of entertainment,

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<v Speaker 3>the further out you get, the harder it is to

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<v Speaker 3>predict and you know, predict an actual date. So we

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<v Speaker 3>just want to be in integrity that if something is

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<v Speaker 3>further out than a year, that we're not trying to

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<v Speaker 3>create sort of a false precision about when we can

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<v Speaker 3>deliver that game. But conversely, the closer we get, we

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<v Speaker 3>actually want to you know, we really want to be

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<v Speaker 3>accountable to our fans and be accountable to the industry

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<v Speaker 3>on when we're going to be able to ship.

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<v Speaker 2>Going back to Black Op six, it was great to

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<v Speaker 2>get to sit down with those guys here everything that

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<v Speaker 2>they haven't been able to say before, and know what's

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<v Speaker 2>been going on behind the scenes. One of the things

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<v Speaker 2>that I discussed uh with them a little more was

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<v Speaker 2>about intelligent play and about making it a little bit

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<v Speaker 2>easier for people who are not used to call Black Ops,

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<v Speaker 2>used to this kind of game in general, to play

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<v Speaker 2>the game and to enter the game, and you and

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<v Speaker 2>I talked a little bit about this already, but going

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<v Speaker 2>into the idea of accessibility for new gamers and bringing

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<v Speaker 2>in people while at the same time not making something

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<v Speaker 2>too easy for people who are well versed in this game,

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<v Speaker 2>for players who do not need that going in. I

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<v Speaker 2>want to ask about that for Black Ops specifically, but

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<v Speaker 2>also just how Microsoft is looking at that across its

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<v Speaker 2>studios right now.

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<v Speaker 3>Yeah, well, certainly I would start high level. I mean,

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<v Speaker 3>gaming is in such a different place in pop culture

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<v Speaker 3>and entertainment and in the world than it was say

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<v Speaker 3>five or ten years ago. You know, it's bigger, it's

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<v Speaker 3>become more popular, it's certainly more accessible, more diverse than ever,

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<v Speaker 3>and in many ways we compete directly with more what

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<v Speaker 3>I would call traditional entertainment. I think the thing that

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<v Speaker 3>we're all working on is how do we grow those

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<v Speaker 3>audiences and how do we bring more people into existing franchises,

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<v Speaker 3>And you know, you mentioned how are we doing that,

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<v Speaker 3>you know, on a Call of Duty and on Black

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<v Speaker 3>Ops six. It is a topic that also plays out

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<v Speaker 3>with something like Minecraft and something we just celebrated the

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<v Speaker 3>fifteen year anniversary this summer. And while Minecraft can be

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<v Speaker 3>seen as visually simple and is very appealing. There are

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<v Speaker 3>parts of it where there is still a fair barrier

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<v Speaker 3>to entry if you've never played the game before. So

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<v Speaker 3>I think all of our teams, including the Call of

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<v Speaker 3>Duty team, are looking at how can we provide what

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<v Speaker 3>I would call user adjustable, user customized on ramps that

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<v Speaker 3>provide a way to get into the franchise. You know,

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<v Speaker 3>franchises have been around for ten or twenty years. They

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<v Speaker 3>sort of collect a lot of institutional sort of lore

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<v Speaker 3>and a lot of institutional understanding about how to play

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<v Speaker 3>the game, and at times it can be intimidating coming

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<v Speaker 3>into a game, and that can be everything from game

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<v Speaker 3>mechanics to making sure even that we do a very

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<v Speaker 3>smart job of how we put together our multiplayer matches.

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<v Speaker 3>You know, one of the things that we use AI

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<v Speaker 3>for is to make sure in a game like Years

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<v Speaker 3>of War that if you're in a multiplayer game, you

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<v Speaker 3>are matched up with someone who is an equal skill level.

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<v Speaker 3>You know, there's nothing more frustrating to be new to

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<v Speaker 3>a game. You get dumped into a multiplayer match with

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<v Speaker 3>somebody and you just you know, you survived for a

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<v Speaker 3>few seconds. That's not a person who is going to

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<v Speaker 3>become a new fan of a franchise. So I think

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<v Speaker 3>it's important for us, as you point out, to not

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<v Speaker 3>compromise the existing game. We don't want to water it down.

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<v Speaker 3>We want to make sure that we provide a game

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<v Speaker 3>that existing fans love. But all of our teams are

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<v Speaker 3>focused on providing these more broad on ramps to how

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<v Speaker 3>we can grow audiences.

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<v Speaker 2>I was very excited to see this Skyline Valley expansion

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<v Speaker 2>coming for follow Out seventy six, but with the immense

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<v Speaker 2>popularity of Amazon's Followed TV series, I had suspected there

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<v Speaker 2>might be a new game in the works that you

0:11:59.240 --> 0:12:01.760
<v Speaker 2>would announced. So I'd like to know the thought process

0:12:01.760 --> 0:12:05.680
<v Speaker 2>and decision making that goes into deciding to build on

0:12:05.760 --> 0:12:09.640
<v Speaker 2>an existing game versus put a new game in the works.

0:12:09.920 --> 0:12:12.439
<v Speaker 2>Not that I don't think you don't have something going on,

0:12:12.720 --> 0:12:16.120
<v Speaker 2>or at least announce what the what the life cycle

0:12:16.200 --> 0:12:17.800
<v Speaker 2>is of a game essentially.

0:12:17.640 --> 0:12:21.280
<v Speaker 3>Well, that is such an insightful question and is just

0:12:21.400 --> 0:12:24.400
<v Speaker 3>I would say, one of the core pieces of art

0:12:24.480 --> 0:12:27.200
<v Speaker 3>that we wrestle with in the game industry and in

0:12:27.240 --> 0:12:31.160
<v Speaker 3>game design, which is, for example, you've got a game

0:12:31.240 --> 0:12:35.160
<v Speaker 3>like Minecraft, at some point, do you continue to evolve

0:12:35.200 --> 0:12:38.600
<v Speaker 3>Minecraft and build on it and expand it, or do

0:12:38.679 --> 0:12:41.480
<v Speaker 3>you at some point say we're going to pause, stop

0:12:41.760 --> 0:12:45.080
<v Speaker 3>and we're going to make Minecraft two point zero, for example. Now, clearly,

0:12:45.080 --> 0:12:47.360
<v Speaker 3>in the case of Minecraft, we have continued to build

0:12:47.760 --> 0:12:52.240
<v Speaker 3>and grow on it. A game like forts a Horizon five,

0:12:52.720 --> 0:12:55.280
<v Speaker 3>you know, it is the fifth iteration of the series,

0:12:55.320 --> 0:12:59.760
<v Speaker 3>So clearly we're committed to ongoing discrete iterations of that

0:12:59.800 --> 0:13:03.840
<v Speaker 3>game and that franchise. But even within that franchise, we

0:13:03.920 --> 0:13:07.480
<v Speaker 3>have ongoing updates with DLC new content, and at some

0:13:07.559 --> 0:13:10.000
<v Speaker 3>point you make a decision that we've sort of built

0:13:10.040 --> 0:13:13.160
<v Speaker 3>all the content for that iteration and we're now going

0:13:13.240 --> 0:13:15.240
<v Speaker 3>to move on to sort of the next discrete turn

0:13:15.280 --> 0:13:17.640
<v Speaker 3>of the crank. In the case of Fallout, one of

0:13:17.640 --> 0:13:21.960
<v Speaker 3>the great things that happened to coincide with the show

0:13:22.000 --> 0:13:25.120
<v Speaker 3>on Amazon, which is fantastic and they've been great partners,

0:13:25.640 --> 0:13:28.320
<v Speaker 3>is that there are just a number of ways that

0:13:28.360 --> 0:13:31.480
<v Speaker 3>you can engage with the Fallout franchise. Right there's not

0:13:31.679 --> 0:13:34.360
<v Speaker 3>just one game. There's Fallout four, there's Fallout seventy six,

0:13:34.400 --> 0:13:36.880
<v Speaker 3>there's ongoing content for all of those. You can even

0:13:36.960 --> 0:13:40.160
<v Speaker 3>go all the way back to og Fallout one. There's

0:13:40.200 --> 0:13:43.520
<v Speaker 3>Fallout in New Vegas, so much like a franchise like

0:13:43.559 --> 0:13:46.559
<v Speaker 3>say Star Trek or a Mission Impossible or a Star Wars,

0:13:46.720 --> 0:13:49.080
<v Speaker 3>just a lot of ways that you can engage. To

0:13:49.120 --> 0:13:52.520
<v Speaker 3>your question about how do we line up a game

0:13:52.600 --> 0:13:56.120
<v Speaker 3>with a movie, that is one thing that has gotten

0:13:56.240 --> 0:13:59.720
<v Speaker 3>very different in the last five to ten years, given

0:13:59.800 --> 0:14:03.480
<v Speaker 3>that both games and movies have such long production cycles.

0:14:03.720 --> 0:14:06.760
<v Speaker 3>You know, a major triple A video game can take three,

0:14:06.840 --> 0:14:09.600
<v Speaker 3>four or five years to put together. You know, movies

0:14:09.640 --> 0:14:11.720
<v Speaker 3>are in development for a long time before they actually

0:14:11.760 --> 0:14:14.600
<v Speaker 3>start shooting, and then they've got their own schedules. So

0:14:14.960 --> 0:14:18.600
<v Speaker 3>I think that when we can get linear media that

0:14:18.720 --> 0:14:21.920
<v Speaker 3>lines up with an existing franchise that provides a lot

0:14:21.960 --> 0:14:24.640
<v Speaker 3>of ways for a new audience to engage, that's the

0:14:24.680 --> 0:14:27.640
<v Speaker 3>big win. I think it's much harder and probably more

0:14:27.720 --> 0:14:31.280
<v Speaker 3>risky to try to think five years into the future

0:14:31.360 --> 0:14:33.200
<v Speaker 3>how you might sync up a new game with a

0:14:33.240 --> 0:14:35.360
<v Speaker 3>new new movie or a new TV show.

0:14:36.480 --> 0:14:40.080
<v Speaker 2>Talking about among the announcements made one that I found

0:14:40.160 --> 0:14:42.520
<v Speaker 2>that kept coming and coming coming as the titles were

0:14:42.560 --> 0:14:46.200
<v Speaker 2>announced was we'll be available day and date Game Pass.

0:14:46.480 --> 0:14:48.800
<v Speaker 2>And that's a really big deal to have a new

0:14:48.840 --> 0:14:53.440
<v Speaker 2>title available immediately to those subscribe to game Pass plans,

0:14:53.520 --> 0:14:56.800
<v Speaker 2>So asking about that choice and what that means, and

0:14:57.120 --> 0:15:00.000
<v Speaker 2>what that means for Xbox and Microsoft's overall strategy push

0:15:00.120 --> 0:15:02.120
<v Speaker 2>in game Pass and pushing the subscription model.

0:15:02.560 --> 0:15:06.680
<v Speaker 3>You know, it really is a core part of what

0:15:06.720 --> 0:15:09.440
<v Speaker 3>I would just call our Xbox promise. Right in the

0:15:09.600 --> 0:15:13.720
<v Speaker 3>Xbox promises to the players are that our first party games,

0:15:13.760 --> 0:15:16.200
<v Speaker 3>the games that our internal studios make, that those are

0:15:16.200 --> 0:15:19.040
<v Speaker 3>going to be available on day one in game Pass.

0:15:19.120 --> 0:15:23.400
<v Speaker 3>Right that you're going to have the availability of what

0:15:23.400 --> 0:15:27.160
<v Speaker 3>we call Xbox Play anywhere where those entitlements are, both

0:15:27.200 --> 0:15:30.640
<v Speaker 3>on console and on PC. That we've got a commitment

0:15:30.760 --> 0:15:33.120
<v Speaker 3>to letting you play where you want, on the devices

0:15:33.120 --> 0:15:35.760
<v Speaker 3>you want, which is why we support cloud streaming in

0:15:35.800 --> 0:15:38.040
<v Speaker 3>a number of ways. You know, why we're looking at

0:15:38.040 --> 0:15:41.160
<v Speaker 3>games that expand to mobile, and that really is part

0:15:41.200 --> 0:15:44.120
<v Speaker 3>of that core promise. So when we get all of

0:15:44.160 --> 0:15:49.000
<v Speaker 3>our internal studios committed to launching day one into game Pass,

0:15:49.320 --> 0:15:52.600
<v Speaker 3>it's really kind of part of that overall tapestry of

0:15:52.680 --> 0:15:55.520
<v Speaker 3>what we see as our ongoing promise going forward is

0:15:55.760 --> 0:15:57.160
<v Speaker 3>you know, what is what does it mean to be

0:15:57.160 --> 0:15:59.960
<v Speaker 3>an Xbox player and what is the Xbox promise?

0:16:01.120 --> 0:16:03.760
<v Speaker 2>Talking a little more about game Pass. I'd love to

0:16:03.760 --> 0:16:06.800
<v Speaker 2>know our results you've been seeing there since adding Diablo

0:16:07.040 --> 0:16:11.360
<v Speaker 2>for and how you maybe have seen those results inform

0:16:11.480 --> 0:16:14.240
<v Speaker 2>what you're moving forward doing with the day and date results,

0:16:14.280 --> 0:16:16.720
<v Speaker 2>what you're really looking for end quote. What is a

0:16:16.760 --> 0:16:18.600
<v Speaker 2>success on game Pass for you all?

0:16:18.880 --> 0:16:22.200
<v Speaker 3>Yeah, Well, Diablo is an interesting one that we were

0:16:22.200 --> 0:16:24.320
<v Speaker 3>watching because, of course it was a game that had

0:16:24.360 --> 0:16:28.440
<v Speaker 3>previously launched right it had launched prior to the acquisition closing.

0:16:28.840 --> 0:16:32.120
<v Speaker 3>But when we put the game into game Pass this

0:16:32.240 --> 0:16:35.960
<v Speaker 3>past March, in terms of the number of hours and

0:16:36.000 --> 0:16:39.200
<v Speaker 3>the number of players engaged, it was our biggest first

0:16:39.240 --> 0:16:42.640
<v Speaker 3>party launch into game Pass ever. So what we saw

0:16:43.280 --> 0:16:48.320
<v Speaker 3>was new players coming in, and we saw people coming

0:16:48.360 --> 0:16:50.920
<v Speaker 3>in that had not played Diablo for So this was

0:16:50.960 --> 0:16:53.960
<v Speaker 3>great for the franchise in terms of new players expanding

0:16:54.000 --> 0:16:57.160
<v Speaker 3>that audience. And then we also saw, because of that

0:16:57.240 --> 0:16:59.800
<v Speaker 3>new cohort of people coming in, overall engagement in the

0:16:59.800 --> 0:17:02.080
<v Speaker 3>game going up. So that's sort of the best of

0:17:02.480 --> 0:17:04.640
<v Speaker 3>both worlds for us, that we not only bring in

0:17:05.119 --> 0:17:09.640
<v Speaker 3>new players, but that that influx of new players actually

0:17:09.680 --> 0:17:13.159
<v Speaker 3>caused more excitement in the game and engagement across the

0:17:13.160 --> 0:17:16.800
<v Speaker 3>board to go up. I think the number was roughly

0:17:16.880 --> 0:17:20.800
<v Speaker 3>that we saw people playing over ten million hours in

0:17:20.840 --> 0:17:23.560
<v Speaker 3>the game in the first ten days. So that is

0:17:23.920 --> 0:17:27.879
<v Speaker 3>certainly something that we see as a success, But most importantly,

0:17:28.880 --> 0:17:31.040
<v Speaker 3>I look at it as success for the game team.

0:17:31.400 --> 0:17:33.840
<v Speaker 3>In other words, do they see it as being additive

0:17:33.880 --> 0:17:36.679
<v Speaker 3>to what they're doing, do they see new players coming in,

0:17:36.720 --> 0:17:39.399
<v Speaker 3>and do they see it generating growth and excitement in

0:17:39.480 --> 0:17:42.080
<v Speaker 3>the franchise? And we certainly saw those things.

0:17:43.000 --> 0:17:44.520
<v Speaker 2>Kind of opening it up to a little bit of

0:17:44.520 --> 0:17:48.159
<v Speaker 2>a broader question about what marks a successful game for

0:17:48.200 --> 0:17:50.520
<v Speaker 2>you all in general? What you see and you have

0:17:50.600 --> 0:17:54.359
<v Speaker 2>games in different buckets, different areas, what is the measure

0:17:54.400 --> 0:17:56.600
<v Speaker 2>of success or are there different measures based on the

0:17:56.640 --> 0:17:57.200
<v Speaker 2>kind of game?

0:17:57.520 --> 0:18:01.159
<v Speaker 3>Well, it really is unique to each game, and the

0:18:01.240 --> 0:18:05.640
<v Speaker 3>underlying reason for that is that our portfolio covers such

0:18:05.680 --> 0:18:09.080
<v Speaker 3>a diversity of game types and content. If you think

0:18:09.080 --> 0:18:13.280
<v Speaker 3>about it, roughly, we have got three broad categories of content.

0:18:13.359 --> 0:18:15.800
<v Speaker 3>I would say there are the sort of big pillars

0:18:15.840 --> 0:18:19.280
<v Speaker 3>of games, the you know, the Call of Duty, There's Minecraft,

0:18:19.720 --> 0:18:23.800
<v Speaker 3>you know, the Warcraft. Right then we've got games that

0:18:23.840 --> 0:18:27.879
<v Speaker 3>I would say are our Triple A and sustained games,

0:18:27.880 --> 0:18:30.320
<v Speaker 3>things like Sea of Thieves, things like forts a horizon

0:18:30.680 --> 0:18:34.359
<v Speaker 3>that are predictable hits, are very ongoing games that have

0:18:34.359 --> 0:18:38.200
<v Speaker 3>been successful like Elder Scrolls Online. Then there's a third category,

0:18:38.600 --> 0:18:41.840
<v Speaker 3>which are games that are meant to push the art

0:18:41.920 --> 0:18:44.280
<v Speaker 3>form forward, that are meant to show what our teams

0:18:44.320 --> 0:18:48.600
<v Speaker 3>are capable of, right that bring brand Prestige two Xbox

0:18:48.640 --> 0:18:51.080
<v Speaker 3>into game Pass, And I would put in that category

0:18:51.160 --> 0:18:54.359
<v Speaker 3>smaller games like Pentiment and even hell Blade two that

0:18:54.400 --> 0:18:56.760
<v Speaker 3>we just launched to you know, a lot of critical

0:18:56.800 --> 0:18:59.720
<v Speaker 3>acclaim a number I think almost you know, a well

0:18:59.760 --> 0:19:02.680
<v Speaker 3>over a dozen perfect scores for that game and really

0:19:02.720 --> 0:19:05.280
<v Speaker 3>being called out as such a technical achievement. So within

0:19:05.359 --> 0:19:10.159
<v Speaker 3>those categories of sort of the blockbuster pillars, the predictable hits,

0:19:10.280 --> 0:19:14.080
<v Speaker 3>the frank, the ongoing franchises, and then the new ip

0:19:14.359 --> 0:19:16.640
<v Speaker 3>and things that are meant to push forward the art form,

0:19:16.920 --> 0:19:20.040
<v Speaker 3>each of those really have unique metrics in terms of

0:19:20.040 --> 0:19:22.520
<v Speaker 3>how we measure success. You know, for a game like

0:19:22.600 --> 0:19:24.760
<v Speaker 3>Call of Duty that is one of the biggest games

0:19:24.800 --> 0:19:27.919
<v Speaker 3>on the planet where we make a significant investment in

0:19:27.960 --> 0:19:31.160
<v Speaker 3>the development, they're going to have certain targets and certain

0:19:31.200 --> 0:19:33.399
<v Speaker 3>goals of what we need, you know, to see for

0:19:33.440 --> 0:19:36.800
<v Speaker 3>them to be successful. That's going to be different than

0:19:37.000 --> 0:19:40.080
<v Speaker 3>a team like Ninja Theory that made a game like

0:19:40.160 --> 0:19:43.960
<v Speaker 3>Helblad two with about one hundred people. Right, so every

0:19:44.440 --> 0:19:47.760
<v Speaker 3>you know, every game is really looked at differently. But

0:19:48.000 --> 0:19:51.440
<v Speaker 3>you know, we're committed to the teams and supporting them

0:19:51.440 --> 0:19:53.040
<v Speaker 3>to make the best game they can. That's one of

0:19:53.040 --> 0:19:55.480
<v Speaker 3>the first questions we ask is, you know, did they

0:19:55.560 --> 0:19:58.199
<v Speaker 3>do the best that they're capable of doing? And I

0:19:58.240 --> 0:19:59.679
<v Speaker 3>think in a lot of cases we can say that

0:19:59.720 --> 0:20:02.520
<v Speaker 3>they did. And then are they supporting our devices? Are

0:20:02.560 --> 0:20:06.200
<v Speaker 3>they supporting our services? And then are we again delivering

0:20:06.240 --> 0:20:08.680
<v Speaker 3>back on what I would call that Xbox player promise?

0:20:08.960 --> 0:20:12.359
<v Speaker 3>But there it's not a sort of fixed set of

0:20:12.400 --> 0:20:15.320
<v Speaker 3>metrics that I could apply across such a broad portfolio.

0:20:15.960 --> 0:20:18.240
<v Speaker 2>I'll be back with more from that after this break.

0:20:23.640 --> 0:20:27.320
<v Speaker 2>Now that we've nerded out extensively about showcase, I would

0:20:27.400 --> 0:20:31.040
<v Speaker 2>like to go back and just have you start a

0:20:31.080 --> 0:20:33.280
<v Speaker 2>little bit by just breaking down what your day to

0:20:33.359 --> 0:20:36.080
<v Speaker 2>day role is, how you got to this position.

0:20:36.680 --> 0:20:39.639
<v Speaker 3>Yeah, well, I it's really a privilege. You know. I

0:20:39.680 --> 0:20:44.840
<v Speaker 3>get to support the leaders who lead our studios and

0:20:44.920 --> 0:20:48.159
<v Speaker 3>business units, which are you know, roughly broken down as

0:20:48.320 --> 0:20:51.880
<v Speaker 3>Xbox Game studios, which are mostly based that leadership here

0:20:51.880 --> 0:20:55.399
<v Speaker 3>in Redmond, and that includes things like Halo and Forts

0:20:55.480 --> 0:20:59.119
<v Speaker 3>and Sea of Thieves and our smaller studios like Double

0:20:59.160 --> 0:21:02.360
<v Speaker 3>Fine and come Pulsion Games. So there's Xbox Game Studios,

0:21:02.400 --> 0:21:06.399
<v Speaker 3>then Zenemax Bethesda, another grouping of course, which includes you know,

0:21:06.480 --> 0:21:09.440
<v Speaker 3>Todd Howard and his team who delivered Starfield and Elder

0:21:09.480 --> 0:21:13.240
<v Speaker 3>Scrolls Online, the team making Indiana Jones the Great Circle.

0:21:14.000 --> 0:21:19.639
<v Speaker 3>And then we've got uh, you know, Activision, which is

0:21:19.720 --> 0:21:23.040
<v Speaker 3>really the sort of overall arching group for Call of Duty.

0:21:23.240 --> 0:21:25.840
<v Speaker 3>Then we've got Blizzard, and then we've got King. So

0:21:26.640 --> 0:21:29.359
<v Speaker 3>then in addition to that, really sort of standing on

0:21:29.400 --> 0:21:31.240
<v Speaker 3>its own is one of those sort of studio groups

0:21:31.359 --> 0:21:34.360
<v Speaker 3>also as a Minecraft. So those six groupings of our

0:21:34.400 --> 0:21:39.040
<v Speaker 3>content team each have leaders over them, and our leadership

0:21:39.080 --> 0:21:43.640
<v Speaker 3>approach and our leadership structure is to put very empowered,

0:21:44.200 --> 0:21:47.600
<v Speaker 3>creative oriented leaders in charge of each of those six

0:21:47.680 --> 0:21:51.320
<v Speaker 3>business units as we call them. And within those business units,

0:21:51.480 --> 0:21:54.800
<v Speaker 3>particularly around Xbox Game Studios and Zenemax Bethesda, they're really

0:21:54.880 --> 0:21:58.359
<v Speaker 3>oriented around a studio system where each of those studios

0:21:58.440 --> 0:22:02.199
<v Speaker 3>has a very empowered creative and business leads. So my

0:22:02.440 --> 0:22:06.800
<v Speaker 3>day to day is really making sure that they're supported,

0:22:07.600 --> 0:22:09.480
<v Speaker 3>that they feel that they've got what they need to

0:22:09.480 --> 0:22:13.600
<v Speaker 3>be successful. To provide a little bit of an interface

0:22:14.040 --> 0:22:16.720
<v Speaker 3>between their world, which is about making games back to

0:22:16.760 --> 0:22:20.240
<v Speaker 3>the broader Microsoft and Xbox world, and to make sure

0:22:20.240 --> 0:22:23.919
<v Speaker 3>that the things that we're doing as a first party

0:22:23.920 --> 0:22:27.880
<v Speaker 3>content group are aligned with Sarah Bond's team. Sarah runs

0:22:27.880 --> 0:22:30.800
<v Speaker 3>our platform and game pass teams and making sure that

0:22:30.840 --> 0:22:33.720
<v Speaker 3>we're in sync and in harmony in terms of how

0:22:33.800 --> 0:22:37.600
<v Speaker 3>we help support the platform and vice versa. It really

0:22:37.640 --> 0:22:41.879
<v Speaker 3>is a privilege. We are just blessed with great leaders

0:22:41.920 --> 0:22:46.440
<v Speaker 3>there who have got, you know, decades of combined experience

0:22:47.000 --> 0:22:50.520
<v Speaker 3>across all of their leadership teams, and it really is,

0:22:50.920 --> 0:22:54.639
<v Speaker 3>you know, what makes things go. I joined Xbox in

0:22:54.640 --> 0:22:58.479
<v Speaker 3>twenty ten and started out by working on bringing some

0:22:58.520 --> 0:23:03.360
<v Speaker 3>of the Xbox and content over to mobile and particularly

0:23:03.400 --> 0:23:05.840
<v Speaker 3>over to Windows. So when we were first working with

0:23:06.119 --> 0:23:08.439
<v Speaker 3>Windows and having a game store within there, and then

0:23:08.480 --> 0:23:12.840
<v Speaker 3>in twenty fourteen for four years got to lead Minecraft directly,

0:23:13.000 --> 0:23:16.399
<v Speaker 3>which is really just an amazing experience. I learned so much,

0:23:16.520 --> 0:23:20.320
<v Speaker 3>just amazing folks with the studio in Stockholm and another

0:23:20.320 --> 0:23:23.520
<v Speaker 3>group here in Redmond, and then in twenty eighteen started

0:23:23.560 --> 0:23:25.560
<v Speaker 3>taking on more and more of a role of leading

0:23:25.560 --> 0:23:29.359
<v Speaker 3>our first party games, and before that quite a long stint.

0:23:29.600 --> 0:23:31.760
<v Speaker 3>This is actually only the second job I've ever had.

0:23:31.920 --> 0:23:33.920
<v Speaker 3>The first job that I ever had was coming right

0:23:33.960 --> 0:23:36.959
<v Speaker 3>out of university and starting in a place in Chicago

0:23:37.080 --> 0:23:39.600
<v Speaker 3>called Midway Games, where I had the great fortune to

0:23:39.640 --> 0:23:43.840
<v Speaker 3>work with the teams that made games like Mortal Kombat

0:23:43.960 --> 0:23:48.320
<v Speaker 3>and Nbajam and NFL Blitz, And consider myself very lucky

0:23:48.440 --> 0:23:51.119
<v Speaker 3>to still be friends with many of those folks and

0:23:51.240 --> 0:23:54.159
<v Speaker 3>always take great pride that under Warner Brothers, you know,

0:23:54.200 --> 0:23:56.600
<v Speaker 3>a game like Mortal Kombat here thirty years later is

0:23:56.800 --> 0:23:58.520
<v Speaker 3>still going strong as a franchise.

0:23:59.640 --> 0:24:02.840
<v Speaker 2>You know, obviously you are a huge part of the

0:24:02.880 --> 0:24:08.120
<v Speaker 2>oversight in the post acquisition of Activision Lizard. I want

0:24:08.160 --> 0:24:10.280
<v Speaker 2>you to know, you know, kind of what things look

0:24:10.320 --> 0:24:13.280
<v Speaker 2>like at the moment if the dust has settled. Microsoft

0:24:13.400 --> 0:24:15.920
<v Speaker 2>have not been immune to the same situation that's happened

0:24:15.960 --> 0:24:18.399
<v Speaker 2>across the gaming industry where there have been layoffs. But

0:24:18.760 --> 0:24:21.639
<v Speaker 2>Microsoft was the one at the time who was in

0:24:21.680 --> 0:24:26.280
<v Speaker 2>the middle of a giant merger, so it was in

0:24:26.280 --> 0:24:29.000
<v Speaker 2>a different position at the same time as that was happening.

0:24:29.080 --> 0:24:31.800
<v Speaker 2>So I don't know what internally things look like right now,

0:24:31.840 --> 0:24:34.720
<v Speaker 2>But based on the showcase, it seems like things are

0:24:35.280 --> 0:24:38.119
<v Speaker 2>are calmer, It seems like things are organized, But I

0:24:38.160 --> 0:24:40.320
<v Speaker 2>don't know if we can expect any more changes there

0:24:40.400 --> 0:24:41.679
<v Speaker 2>what it looks like right now for you.

0:24:42.000 --> 0:24:47.320
<v Speaker 3>Yeah, it's really a bit of two stories. First and foremost,

0:24:48.160 --> 0:24:50.920
<v Speaker 3>our main focus is to make sure that the game

0:24:51.040 --> 0:24:54.600
<v Speaker 3>teams have what they need, that they feel supported, that

0:24:54.640 --> 0:24:58.840
<v Speaker 3>we as Xbox and we and as Microsoft are being additive,

0:24:59.160 --> 0:25:01.080
<v Speaker 3>and that they feel like they're being set up to

0:25:01.119 --> 0:25:03.840
<v Speaker 3>do their best work with the minimal amount of distractions.

0:25:04.040 --> 0:25:06.680
<v Speaker 3>And that is a big part of my focus, which

0:25:06.720 --> 0:25:09.840
<v Speaker 3>is providing again a bit of that interface to make

0:25:09.840 --> 0:25:14.000
<v Speaker 3>sure that we are doing a proper business integration, that

0:25:14.040 --> 0:25:19.400
<v Speaker 3>we're integrating on the topics like security and making sure

0:25:19.400 --> 0:25:21.680
<v Speaker 3>that we can all share files back and forth, okay,

0:25:21.720 --> 0:25:24.280
<v Speaker 3>you know, and making sure that all the financial systems

0:25:24.280 --> 0:25:26.320
<v Speaker 3>get integrated. You know, I work with a lot of

0:25:26.320 --> 0:25:29.000
<v Speaker 3>great teams that are focused on that, and that work

0:25:29.040 --> 0:25:30.880
<v Speaker 3>needs to go on. And you know, as you would

0:25:30.920 --> 0:25:35.600
<v Speaker 3>expect for two very large organizations coming together, there's just

0:25:35.680 --> 0:25:37.960
<v Speaker 3>a lot of activity there that we're still in the

0:25:38.000 --> 0:25:41.400
<v Speaker 3>middle of. But I would hope that the studios report

0:25:41.760 --> 0:25:44.040
<v Speaker 3>that the very first thing that we focused on, and

0:25:44.080 --> 0:25:46.720
<v Speaker 3>the thing that is the most important, is making sure

0:25:46.760 --> 0:25:49.400
<v Speaker 3>that those studios feel stable, that they've got what they

0:25:49.480 --> 0:25:52.280
<v Speaker 3>need to ship games, and that we're trying to minimize

0:25:52.320 --> 0:25:54.800
<v Speaker 3>any distractions for them, you know. And one of the

0:25:54.840 --> 0:25:57.240
<v Speaker 3>things that we're focused on, there's a lot of interest

0:25:57.280 --> 0:26:00.159
<v Speaker 3>between the studios and getting connected, right how can they

0:26:00.200 --> 0:26:02.880
<v Speaker 3>talk to each other, how can we start to possibly

0:26:02.920 --> 0:26:06.320
<v Speaker 3>share technology we're appropriate across our teams, And you know,

0:26:06.359 --> 0:26:10.120
<v Speaker 3>we're an organization of close to seventeen thousand people now,

0:26:10.400 --> 0:26:13.199
<v Speaker 3>one of the biggest content organizations on the planet, and

0:26:13.240 --> 0:26:14.840
<v Speaker 3>it's just going to take some time to get that

0:26:14.880 --> 0:26:18.800
<v Speaker 3>infrastructure in place. And I appreciate your good words on

0:26:18.840 --> 0:26:21.760
<v Speaker 3>the showcase, and it's good to see that that's how

0:26:21.800 --> 0:26:24.919
<v Speaker 3>it's perceived externally. I think for us, we're very focused

0:26:25.000 --> 0:26:27.840
<v Speaker 3>on making sure that now we can turn around and

0:26:27.880 --> 0:26:30.359
<v Speaker 3>deliver on the promise that we made this weekend on

0:26:30.400 --> 0:26:32.639
<v Speaker 3>what we showed, and certainly I've got a lot of

0:26:32.680 --> 0:26:34.640
<v Speaker 3>work to do to make sure we ship great games

0:26:34.680 --> 0:26:35.960
<v Speaker 3>in the next twelve months.

0:26:36.440 --> 0:26:40.000
<v Speaker 2>One aspect that I know was hard was the closure.

0:26:40.200 --> 0:26:43.000
<v Speaker 2>I mean, any closures are upsetting, but fans took the

0:26:43.000 --> 0:26:45.800
<v Speaker 2>closure of Tango pretty hard, and I want to know

0:26:46.040 --> 0:26:48.320
<v Speaker 2>in that case, in particular, what the reasoning was and

0:26:48.359 --> 0:26:50.560
<v Speaker 2>if there was any talks of shopping and around to

0:26:50.640 --> 0:26:52.720
<v Speaker 2>other potential buyers. Yeah.

0:26:52.800 --> 0:26:57.040
<v Speaker 3>Well, you know, obviously, any time that we've got to

0:26:57.160 --> 0:27:00.200
<v Speaker 3>do something like that, it's difficult, right. It is first

0:27:00.240 --> 0:27:04.399
<v Speaker 3>and foremost difficult on the people who are affected. We

0:27:04.600 --> 0:27:07.679
<v Speaker 3>put a lot of energy into making sure that we

0:27:07.720 --> 0:27:10.520
<v Speaker 3>give full support to everybody who is impacted by something

0:27:10.600 --> 0:27:14.120
<v Speaker 3>like that through severance and other things. You know, those

0:27:14.160 --> 0:27:17.800
<v Speaker 3>decisions are never made lightly, they're not made quickly, and

0:27:17.880 --> 0:27:21.720
<v Speaker 3>there are a lot of people and processes and oversight

0:27:21.800 --> 0:27:23.920
<v Speaker 3>to make sure that we're making you know, a good

0:27:23.920 --> 0:27:27.560
<v Speaker 3>decision there, and they're just they're always difficult, and the

0:27:27.680 --> 0:27:32.080
<v Speaker 3>energy goes into making sure that we are supporting the

0:27:32.080 --> 0:27:34.520
<v Speaker 3>people that are impacted and you know, really making sure

0:27:34.560 --> 0:27:39.639
<v Speaker 3>that they're taken care of. I won't get into the

0:27:39.840 --> 0:27:43.240
<v Speaker 3>real sort of nitty gritty details on you know, what

0:27:43.680 --> 0:27:46.080
<v Speaker 3>went into the decision, mostly out of respect for the

0:27:46.119 --> 0:27:49.359
<v Speaker 3>people there, just because you know, they There was a

0:27:49.359 --> 0:27:51.920
<v Speaker 3>lot of work that went into delivering Hi Fi Rush,

0:27:51.960 --> 0:27:55.000
<v Speaker 3>which was a great game and you know did well

0:27:55.040 --> 0:27:58.840
<v Speaker 3>for us. I think the thing to be considered is

0:27:58.920 --> 0:28:01.479
<v Speaker 3>that for us, it's as much such a forward looking

0:28:01.600 --> 0:28:04.600
<v Speaker 3>situation as much as it is looking back at one

0:28:04.680 --> 0:28:06.680
<v Speaker 3>certain game. You know, there are a lot of things

0:28:06.680 --> 0:28:09.560
<v Speaker 3>that go into success for a game. You know, what

0:28:09.680 --> 0:28:12.920
<v Speaker 3>leadership do you have, what creative leadership do you have?

0:28:13.480 --> 0:28:18.040
<v Speaker 3>Is the team the same team that shipped something successful previously?

0:28:18.359 --> 0:28:20.680
<v Speaker 3>And we have to look at all of those things

0:28:20.680 --> 0:28:22.800
<v Speaker 3>together and then ask ourselves are we set up for

0:28:22.840 --> 0:28:26.800
<v Speaker 3>success going forward? And while there may have been factors

0:28:26.800 --> 0:28:31.240
<v Speaker 3>and situations that previously led to success, they may not

0:28:31.400 --> 0:28:33.760
<v Speaker 3>all still be in place as you look at what

0:28:33.800 --> 0:28:37.960
<v Speaker 3>you're doing going forward. And you know, with many of

0:28:37.960 --> 0:28:40.840
<v Speaker 3>our studios, we try to look at options. I think,

0:28:41.040 --> 0:28:45.480
<v Speaker 3>you know an example, we recently had Toys for Bob

0:28:45.640 --> 0:28:48.600
<v Speaker 3>Studio that was previously working on Call of Duty titles

0:28:48.960 --> 0:28:52.200
<v Speaker 3>go back out and become a new independent studio. And

0:28:52.440 --> 0:28:54.200
<v Speaker 3>you know, I think we've announced that we've got a

0:28:54.240 --> 0:28:56.560
<v Speaker 3>publishing deal with them, and we'll share more about that

0:28:56.600 --> 0:28:59.640
<v Speaker 3>when it's important. I think back to a studio called

0:28:59.640 --> 0:29:04.120
<v Speaker 3>Twisted Pixel in Texas that we acquired and then for

0:29:04.240 --> 0:29:06.480
<v Speaker 3>a sort of change in goals, it wasn't a perfect

0:29:06.520 --> 0:29:09.720
<v Speaker 3>match anymore, but that studio today is still thriving. We

0:29:09.760 --> 0:29:12.920
<v Speaker 3>wanted to set them up for success. So we absolutely

0:29:12.960 --> 0:29:16.120
<v Speaker 3>look at what the possible business options are to keep

0:29:16.120 --> 0:29:19.520
<v Speaker 3>a studio open or to keep you know, perhaps have

0:29:19.640 --> 0:29:21.760
<v Speaker 3>it change hands. And it's just one of the things,

0:29:21.760 --> 0:29:23.960
<v Speaker 3>of course, that we look at across the board. Sometimes

0:29:24.040 --> 0:29:25.960
<v Speaker 3>those things come together, sometimes they don't.

0:29:26.400 --> 0:29:29.840
<v Speaker 2>With one of the new acquisitions with Blizzard, you have

0:29:29.920 --> 0:29:32.560
<v Speaker 2>a very big opportunity this year to be part of

0:29:32.600 --> 0:29:36.360
<v Speaker 2>the twentieth anniversary of something with World of Warcraft, so

0:29:36.920 --> 0:29:39.160
<v Speaker 2>that you all did not build, but you own it

0:29:39.160 --> 0:29:40.680
<v Speaker 2>now and you're part of it. And so I want

0:29:40.720 --> 0:29:44.360
<v Speaker 2>to know how something like that works. If you tell

0:29:44.480 --> 0:29:46.640
<v Speaker 2>Jon and the team at Blizzard, like Gopher, whatever you

0:29:46.640 --> 0:29:49.160
<v Speaker 2>guys want to do, this is your twentieth birthday, We're

0:29:49.200 --> 0:29:51.840
<v Speaker 2>just here to help. Or if you have thoughts and

0:29:51.880 --> 0:29:54.240
<v Speaker 2>you have ideas and you want to push that as

0:29:54.320 --> 0:29:54.760
<v Speaker 2>much as.

0:29:54.600 --> 0:29:57.560
<v Speaker 3>Possible, well, first I just say, how lucky are we

0:29:58.200 --> 0:30:00.360
<v Speaker 3>that we have so many of these g as that

0:30:00.360 --> 0:30:03.880
<v Speaker 3>we get to celebrate these you know, anniversaries, and really

0:30:04.160 --> 0:30:07.120
<v Speaker 3>they are celebrations for the fans, right, I was lucky

0:30:07.200 --> 0:30:09.960
<v Speaker 3>enough to be part of the five year, ten year,

0:30:10.000 --> 0:30:14.080
<v Speaker 3>and now fifteen year anniversary for something like Minecraft firsthand.

0:30:14.480 --> 0:30:16.400
<v Speaker 3>And you know how lucky are we now that we

0:30:16.480 --> 0:30:19.280
<v Speaker 3>get to sort of help celebrate with the fans the

0:30:19.400 --> 0:30:24.000
<v Speaker 3>twentieth anniversary of something at Blizzard. So first and foremost,

0:30:24.120 --> 0:30:25.920
<v Speaker 3>I think Blizzard is going to tell us what they

0:30:25.960 --> 0:30:27.920
<v Speaker 3>want to do, you know, and it's going to be

0:30:27.920 --> 0:30:29.680
<v Speaker 3>my job to go figure out how we can pay

0:30:29.720 --> 0:30:32.320
<v Speaker 3>for it, just paint blunt. But you know, nobody knows

0:30:32.360 --> 0:30:36.040
<v Speaker 3>those fans better, nobody knows that community better than Blizzard,

0:30:36.400 --> 0:30:38.320
<v Speaker 3>and I think that they're going to be the ones

0:30:38.400 --> 0:30:41.440
<v Speaker 3>that will, you know, really guide us on what's appropriate

0:30:41.520 --> 0:30:44.160
<v Speaker 3>and what will build the excitement and first, you know,

0:30:45.080 --> 0:30:47.840
<v Speaker 3>mostly be a celebration for the fans. You know, that's

0:30:48.200 --> 0:30:51.000
<v Speaker 3>how we come at these things, whether we're talking about

0:30:51.040 --> 0:30:54.240
<v Speaker 3>just the longevity of something like Elder Scrolls Online or

0:30:54.280 --> 0:30:57.560
<v Speaker 3>whether it's Minecraft or even you know, how we look

0:30:57.600 --> 0:30:59.640
<v Speaker 3>at how we celebrate something of course that is now

0:31:00.200 --> 0:31:03.920
<v Speaker 3>multi decades in existence, like a World of Warcraft.

0:31:04.200 --> 0:31:05.920
<v Speaker 2>I'd love to know if you can speak a little

0:31:05.960 --> 0:31:08.560
<v Speaker 2>bit about what you've seen so far the results of

0:31:08.600 --> 0:31:12.760
<v Speaker 2>bringing the first four games to Nintendo Switch and PlayStation

0:31:13.320 --> 0:31:15.280
<v Speaker 2>and what titles you might be thinking of doing that

0:31:15.360 --> 0:31:15.840
<v Speaker 2>with next.

0:31:16.440 --> 0:31:19.880
<v Speaker 3>Yeah, we you know, we really set up those four games,

0:31:19.920 --> 0:31:21.680
<v Speaker 3>and if you look at the games that we picked,

0:31:21.680 --> 0:31:24.520
<v Speaker 3>it might seem as maybe a bit of a you know,

0:31:24.560 --> 0:31:27.440
<v Speaker 3>a grab bag of an odd assortment, but it really

0:31:27.680 --> 0:31:31.120
<v Speaker 3>was set up and designed so that we could test

0:31:31.120 --> 0:31:35.040
<v Speaker 3>a variety of content and see specifically, you know, what

0:31:35.080 --> 0:31:37.840
<v Speaker 3>the reception would be for that content. And you know,

0:31:38.040 --> 0:31:40.760
<v Speaker 3>also in some cases we have got teams like the

0:31:40.800 --> 0:31:43.960
<v Speaker 3>Minecraft team or like the Call of Duty team that

0:31:44.000 --> 0:31:47.760
<v Speaker 3>have been shipping multi platform for literally decades, and then

0:31:47.800 --> 0:31:50.000
<v Speaker 3>we've got other teams or that's a new muscle to build.

0:31:50.280 --> 0:31:54.000
<v Speaker 3>So we had some sort of business experiments that we

0:31:54.040 --> 0:31:57.120
<v Speaker 3>wanted to run, and we also just mechanically wanted to

0:31:57.160 --> 0:31:59.800
<v Speaker 3>start to build that muscle and see what was involved.

0:32:00.120 --> 0:32:03.920
<v Speaker 3>So some of the smaller games like Grounded, like Pentiment,

0:32:04.000 --> 0:32:06.600
<v Speaker 3>like High Fi Rush. I would say that it was

0:32:06.640 --> 0:32:09.479
<v Speaker 3>great to see some of the positive review scores and

0:32:09.520 --> 0:32:12.720
<v Speaker 3>great to see some of the positive fan reception, but

0:32:12.880 --> 0:32:16.320
<v Speaker 3>the one where we really focused with support and we

0:32:16.360 --> 0:32:18.920
<v Speaker 3>went out and promoted with Sea of Thieves and we

0:32:19.480 --> 0:32:22.400
<v Speaker 3>have been really pleased with what we've seen on Sea

0:32:22.440 --> 0:32:24.880
<v Speaker 3>of Thieves. You know, just in terms of some things

0:32:24.920 --> 0:32:28.920
<v Speaker 3>that I can share that we're encouraging to us is

0:32:28.960 --> 0:32:32.520
<v Speaker 3>that when we launched Sea of Thieves on PlayStation five,

0:32:32.880 --> 0:32:38.080
<v Speaker 3>we saw an uptick in engagement on Xbox and on PC.

0:32:38.480 --> 0:32:41.600
<v Speaker 3>So again there's this thing where you've got more people

0:32:41.640 --> 0:32:44.760
<v Speaker 3>coming into the franchise, which causes more excitement, which actually

0:32:44.920 --> 0:32:47.920
<v Speaker 3>grows the franchise overall, which, if you just really want

0:32:47.920 --> 0:32:49.880
<v Speaker 3>to be sort of direct about it from a business

0:32:49.960 --> 0:32:53.120
<v Speaker 3>point of view, allows us to continue to reinvest in

0:32:53.120 --> 0:32:55.600
<v Speaker 3>that franchise and continue to grow it. So that was

0:32:55.640 --> 0:32:57.120
<v Speaker 3>sort of one of the first things that we wanted

0:32:57.120 --> 0:33:01.560
<v Speaker 3>to see. Another really interesting encouraging stat is that about

0:33:01.640 --> 0:33:05.400
<v Speaker 3>half the people that we saw playing on PlayStation we're

0:33:05.520 --> 0:33:09.360
<v Speaker 3>playing with people on other platforms. So this is about

0:33:09.680 --> 0:33:12.920
<v Speaker 3>expanding that community. It's one of the things it's core

0:33:13.000 --> 0:33:16.080
<v Speaker 3>to our Xbox promise about letting people play where they

0:33:16.080 --> 0:33:17.920
<v Speaker 3>want to play, with the people they want to play

0:33:17.960 --> 0:33:21.320
<v Speaker 3>with on the devices they play with, and it's encouraging

0:33:21.360 --> 0:33:25.120
<v Speaker 3>that we didn't see sort of a vertically insulated community there.

0:33:25.560 --> 0:33:27.600
<v Speaker 3>That the work that the team had put into being

0:33:27.720 --> 0:33:31.360
<v Speaker 3>best in class in terms of cross platform play really

0:33:31.360 --> 0:33:34.880
<v Speaker 3>paid off because we saw people engaging kind of outside

0:33:34.960 --> 0:33:38.000
<v Speaker 3>their own device ecosystem, which was great. The other thing

0:33:38.080 --> 0:33:41.520
<v Speaker 3>is it just it brought new players into Sea Off Thieves, right.

0:33:41.520 --> 0:33:43.800
<v Speaker 3>I mean, one of the real goals that all of

0:33:43.840 --> 0:33:46.160
<v Speaker 3>our franchises have, and I think we all have across

0:33:46.160 --> 0:33:49.120
<v Speaker 3>the industry right now, is how do we grow? And

0:33:49.320 --> 0:33:52.520
<v Speaker 3>you know, that was really great to see that it

0:33:52.560 --> 0:33:56.200
<v Speaker 3>was bringing in new players that had never played CfDS before.

0:33:56.280 --> 0:33:59.440
<v Speaker 3>So I think we consider that a success. You know,

0:33:59.480 --> 0:34:04.600
<v Speaker 3>we all continue to make those decisions individually on a

0:34:04.640 --> 0:34:08.800
<v Speaker 3>case by case basis. We are absolutely committed to having

0:34:08.920 --> 0:34:12.120
<v Speaker 3>launch exclusives on Xbox. You know, it's part of our

0:34:12.320 --> 0:34:15.920
<v Speaker 3>core promise, and we want to continue to bring our

0:34:15.960 --> 0:34:19.040
<v Speaker 3>games to more players on more devices going forward, and

0:34:19.080 --> 0:34:21.239
<v Speaker 3>we certainly have got a lot of experience with that

0:34:21.640 --> 0:34:25.080
<v Speaker 3>with things that have just historically been on multiplatforms for

0:34:25.120 --> 0:34:25.560
<v Speaker 3>so long.

0:34:26.440 --> 0:34:28.399
<v Speaker 2>I have just one more for you and closing, which

0:34:28.440 --> 0:34:30.600
<v Speaker 2>kind of goes off that you know. You know that

0:34:30.680 --> 0:34:33.719
<v Speaker 2>I straddled the TV and video game world, and one

0:34:33.760 --> 0:34:37.680
<v Speaker 2>thing we've been seeing a lot of recently is bundling

0:34:37.880 --> 0:34:41.640
<v Speaker 2>and bundling and streaming in a way that looks a

0:34:41.680 --> 0:34:44.880
<v Speaker 2>lot like cable. It looks a lot like cable always

0:34:44.920 --> 0:34:47.440
<v Speaker 2>BLUs so on. You know, from your side on the

0:34:47.440 --> 0:34:49.480
<v Speaker 2>gaming side, when you look at what gaming can do,

0:34:49.520 --> 0:34:52.279
<v Speaker 2>and you look at how you are looking to work

0:34:52.320 --> 0:34:55.239
<v Speaker 2>with Nintendo and with PlayStation in these new ways, and

0:34:55.560 --> 0:34:58.600
<v Speaker 2>what that means for platforms, if you see something similar

0:34:58.640 --> 0:35:01.279
<v Speaker 2>happening on the gaming side, with like walls breaking down

0:35:01.280 --> 0:35:03.560
<v Speaker 2>a little bit, and what that could mean, what you

0:35:03.600 --> 0:35:05.239
<v Speaker 2>think you would do and what you might never do.

0:35:05.360 --> 0:35:09.400
<v Speaker 3>Still, yeah, well, obviously I can't speak on behalf of

0:35:09.760 --> 0:35:13.759
<v Speaker 3>Sony or Nintendo, but I'll say in each case, we

0:35:13.920 --> 0:35:18.000
<v Speaker 3>just have great working relationships with the teams at Sony

0:35:18.080 --> 0:35:21.600
<v Speaker 3>and Nintendo, right. I mean again, our portfolio consists of

0:35:21.640 --> 0:35:24.719
<v Speaker 3>games that have shipped on those platforms you know, for

0:35:24.920 --> 0:35:28.200
<v Speaker 3>ten fifteen years, right, And that doesn't happen without a

0:35:28.239 --> 0:35:31.240
<v Speaker 3>great partnership with them, and so we've got a great

0:35:31.280 --> 0:35:35.160
<v Speaker 3>working relationship. I think that as you point out that

0:35:35.600 --> 0:35:39.040
<v Speaker 3>as gaming becomes a bigger part of pop culture, as

0:35:39.080 --> 0:35:41.440
<v Speaker 3>the number of gamers on the planet you know, hits

0:35:41.680 --> 0:35:44.719
<v Speaker 3>two billion, three billion and continues to grow, that it's

0:35:44.760 --> 0:35:48.279
<v Speaker 3>inevitable that we're going to see that content sort of

0:35:48.360 --> 0:35:51.960
<v Speaker 3>seeks to be everywhere right, and that we're going to

0:35:52.040 --> 0:35:56.759
<v Speaker 3>probably see some some blending across the sort of boundaries

0:35:56.800 --> 0:36:00.920
<v Speaker 3>and across the sort of differences that maybe have existed historically.

0:36:01.239 --> 0:36:04.840
<v Speaker 3>For us, it really comes down to maintaining that player

0:36:04.880 --> 0:36:07.279
<v Speaker 3>first focus, right. We want to be where the players are.

0:36:08.200 --> 0:36:11.680
<v Speaker 3>You know, a device the Xbox will always be core

0:36:11.719 --> 0:36:14.120
<v Speaker 3>to what we do. The console's foundational to what we do.

0:36:14.480 --> 0:36:16.640
<v Speaker 3>But you know, going all the way back to twenty sixteen,

0:36:16.680 --> 0:36:19.880
<v Speaker 3>twenty seventeen, when we started supporting shipping all of our

0:36:19.920 --> 0:36:22.800
<v Speaker 3>games day and date on PC, when we started branching

0:36:22.840 --> 0:36:24.960
<v Speaker 3>out into things like cloud streaming, which allows you to

0:36:25.000 --> 0:36:27.759
<v Speaker 3>really take your game anywhere, focusing on making sure we

0:36:27.800 --> 0:36:30.719
<v Speaker 3>get things right like cloud saves. You know, one of

0:36:30.760 --> 0:36:34.080
<v Speaker 3>the biggest sort of like just pieces of friction right

0:36:34.080 --> 0:36:37.440
<v Speaker 3>now is it's really possible to get yourself kind of

0:36:37.640 --> 0:36:40.080
<v Speaker 3>caught in a corner where you start a game on

0:36:40.080 --> 0:36:41.919
<v Speaker 3>one service and then you want to play the same game,

0:36:41.920 --> 0:36:44.239
<v Speaker 3>but you're on a different service and your save data

0:36:44.280 --> 0:36:46.440
<v Speaker 3>doesn't come over, and you're product It's just we want

0:36:46.480 --> 0:36:48.840
<v Speaker 3>to we're very committed to getting that all squared away.

0:36:49.080 --> 0:36:51.240
<v Speaker 3>Some of our games do it really well. In other places,

0:36:51.280 --> 0:36:53.200
<v Speaker 3>We've got some work to do, so I think what

0:36:53.400 --> 0:36:56.480
<v Speaker 3>we will, you know, see more of that going forward.

0:36:57.200 --> 0:36:59.440
<v Speaker 3>You know what the future holds for those trends, you know.

0:36:59.600 --> 0:37:02.359
<v Speaker 3>I don't I have that crystal ball. I do know

0:37:02.400 --> 0:37:05.280
<v Speaker 3>that we're going to continue to follow our fans, follow

0:37:05.320 --> 0:37:08.920
<v Speaker 3>our players where they want to be, and as gaming

0:37:09.120 --> 0:37:12.759
<v Speaker 3>grows to be something that is right there side by

0:37:12.840 --> 0:37:15.759
<v Speaker 3>side with more traditional entertainment like music and movies and TV,

0:37:16.160 --> 0:37:18.480
<v Speaker 3>we'll probably see some of the same things start to

0:37:18.480 --> 0:37:21.440
<v Speaker 3>happen in gaming that you've seen the last ten years

0:37:21.719 --> 0:37:22.600
<v Speaker 3>in linear media.

0:37:23.239 --> 0:37:26.160
<v Speaker 2>Matt, it was a pleasure having you today. I so

0:37:26.280 --> 0:37:29.320
<v Speaker 2>appreciate it. It was a great way to wrap up showcase.

0:37:29.480 --> 0:37:30.920
<v Speaker 2>So thank you for taking the time.

0:37:31.200 --> 0:37:34.080
<v Speaker 3>Yeah, thanks for the opportunity to talk and it's been great.

0:37:34.080 --> 0:37:35.200
<v Speaker 2>Thank you, Thank you.

0:37:39.239 --> 0:37:40.160
<v Speaker 3>Thanks for listening.

0:37:40.640 --> 0:37:43.239
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0:37:43.280 --> 0:37:47.160
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0:37:47.200 --> 0:37:49.560
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0:37:49.560 --> 0:37:53.800
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0:37:53.800 --> 0:38:00.880
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