How does this impact game development?
It almost pushes us way back to the arcade days. When people were designing arcade games they basically had to hook the player in a few minutes after the first quarter—at least enough to get the next quarter in the machine. You're not going to expect the player to be patient and sit there for 20 or 30 minutes to decide about the game. They have to like it from the very beginning, so it does change the design process.
I think it's a good change because you have to make these games more accessible to a wide group of people and that requires better design from the very beginning of the game development process.
What impact do you see the second-screen gaming experience having on video games moving forward?
It comes back to the ubiquity of these gaming experiences. Depending on what kind of an experience we're talking about, I'm going to want to interact with it on my smartphone, on my tablet, maybe through my cable system or on my PC. Games are going to become like entertainment brands that I have a number of windows into. The bigger the brand, the more thoroughly you can deploy across all these formats.
We have tremendous opportunities right now because if you get a group of people together and it might be kids or adults or whatever, the probability that each one is going to have some screen available to them pretty easily—whether it be through a tablet or their phone or PC—is pretty high. That opens a lot of interesting design space for us to put a game out in the same room that we can share socially, where each of us having our own window into the experience and even potentially different roles and different resolutions.
How will this expanding gaming space impact your new game experience?
Mobile might be where you spend sixty percent of your time interacting with this experience, but as you go deeper into any experience, gameplay with a mouse and a bigger screen or on a tablet can allow you to have deeper, more high resolution interaction with it. It might just be a matter of what sorts of interactions am I having with the big experience.
Some of the interactions might be one- or two-minute interactions. The other ones might be ten- or twenty-minute interactions, while other ones might be sitdown experiences for three hours so you can design a cool level or something like that. Each one of those is unique. I'm not going to sit there for two to three hours doing some detailed design work on a five-inch screen. I'm going to want to do it with a mouse in front of my PC or probably on a nice tablet.
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