Wednesday, June 21st 2023
Head of Xbox Studios Not Interested in AR/VR, Considers Cloud Gaming a Small Market
Matt Booty - the Head of Microsoft Studios - has been doing a lot of press lately, following the recent Xbox Games Showcase. Previous headlines focused on his declaration that first party development for Xbox One had ceased. The Hollywood Reporter has now cornered him on the subject of a possible Xbox augmented/virtual reality headset, although the interview did begin with a discussion about the company's Starfield IP being a good candidate for a movie or TV series adaptation. Booty swiftly shifted the focus onto current projects: "I don't have anything to share around there on Starfield, but I love your point that the worlds that we create in games, the characters that we create … people build entire digital hobbies around and invest hundreds of hours in (them), so it's cool to see linear media, as we call it, recognize that. We have our Halo TV series with Paramount; we have season one and we're shooting season two now. We've got the Minecraft movie coming up with Jason Momoa. We just recently announced that we've got the Gears of War franchise with Netflix."
Arch rival Sony is already two generations deep into gaming AR/VR headsets, and Microsoft has not produced an answer to PlayStation VR. Things have also gone quiet on the business-focused HoloLens product front. Phil Spencer did hint that the Xbox One X console was powerful enough to run a VR headset, but that was many years ago and he has since stated that leadership is not interested in exploring that market. Booty's response to the Hollywood Reporter's query also repeats his colleague's view: "I think for us, it's just a bit of wait until there's an audience there. We're very fortunate that we have got these big IPs that have turned into ongoing franchises with big communities. We have 10 games that have achieved over 10 million players life-to-date, which is a pretty big accomplishment, but that's the kind of scale that we need to see success for the game and it's just, it's not quite there yet with AR, VR." He claimed that their traditional model has "150 million active players across first-party (titles) every month," with cloud gaming contributing very little to that population: "For us, to be clear, it is a very, very small market. I'm not even sure you would call it a market yet, in fact." This tidbit is very intriguing given the big marketing push behind Xbox Cloud Gaming, and certain regulators deeming Microsoft's proposed acquisition of Activision Blizzard a threat to competition within that market.Booty continued his thoughts on the surprisingly low cloud gaming population: "It's very small usage and very small audience...it's something that we consider almost more experimental that we're trying out to see how it works. We just announced it. We've signed some great partnerships with NVIDIA and announced some other partnerships. So for us, it comes back to the content, which is really my focus." Continued business growth seems to dictate the Xbox division's direction: My teams have done an awful lot to make sure that we support touch interface and touch first so (the games) can be played on touch-first devices. But again, that content that we're streaming is our frontline content. We're not building anything specific for that. I think there's still a lot of economic issues to work out in terms of the cost as well. So in a weird way, it ties back a bit to your AR/VR question, and it's something that we feel we need to be up on being involved with the technology. We have some great partners that we're giving our content to, but for me, it comes back to the content and focusing on things that have scale."
Source:
Hollywood Reporter
Arch rival Sony is already two generations deep into gaming AR/VR headsets, and Microsoft has not produced an answer to PlayStation VR. Things have also gone quiet on the business-focused HoloLens product front. Phil Spencer did hint that the Xbox One X console was powerful enough to run a VR headset, but that was many years ago and he has since stated that leadership is not interested in exploring that market. Booty's response to the Hollywood Reporter's query also repeats his colleague's view: "I think for us, it's just a bit of wait until there's an audience there. We're very fortunate that we have got these big IPs that have turned into ongoing franchises with big communities. We have 10 games that have achieved over 10 million players life-to-date, which is a pretty big accomplishment, but that's the kind of scale that we need to see success for the game and it's just, it's not quite there yet with AR, VR." He claimed that their traditional model has "150 million active players across first-party (titles) every month," with cloud gaming contributing very little to that population: "For us, to be clear, it is a very, very small market. I'm not even sure you would call it a market yet, in fact." This tidbit is very intriguing given the big marketing push behind Xbox Cloud Gaming, and certain regulators deeming Microsoft's proposed acquisition of Activision Blizzard a threat to competition within that market.Booty continued his thoughts on the surprisingly low cloud gaming population: "It's very small usage and very small audience...it's something that we consider almost more experimental that we're trying out to see how it works. We just announced it. We've signed some great partnerships with NVIDIA and announced some other partnerships. So for us, it comes back to the content, which is really my focus." Continued business growth seems to dictate the Xbox division's direction: My teams have done an awful lot to make sure that we support touch interface and touch first so (the games) can be played on touch-first devices. But again, that content that we're streaming is our frontline content. We're not building anything specific for that. I think there's still a lot of economic issues to work out in terms of the cost as well. So in a weird way, it ties back a bit to your AR/VR question, and it's something that we feel we need to be up on being involved with the technology. We have some great partners that we're giving our content to, but for me, it comes back to the content and focusing on things that have scale."
15 Comments on Head of Xbox Studios Not Interested in AR/VR, Considers Cloud Gaming a Small Market
Yeah, personally I don't like VR.
VR imo is a market pushing for customers. The quality of the games on VR hasnt impressed me, and the titles that support it or to little. I think rightfully so, most would argue that VR keeps getting developed because the demand is there. I disagree though, I think VR may be useful for things outside of gaming, but I think that VR headsets are getting better to try and keep that small fanbase going and try to attract others.
As for cloud gaming. Yeah I mean he is right. Physics exists. You would need a POP so close to your customers (GPU compute nodes at that!) for this to even MAYBE be viable (Netflix/Cloudflare ++ pop presence). Not to mention if you are talking about the US atleast, you are trying to serve a market where the majority of people dont have access to the broadband requirements to push this kind of throughput (the FCC classifying "broadband as 25mb/s")
I dont see either of these decisions equating to a loss for xbox in any way.
I also have a feeling that cloud gaming will go down in history as one of the many things that some companies tried, but never worked. I'd be happy if it didn't even go down in history at all.
Besides, Msft has enough 'resources' to just up and buy out any company that makes industry-disruptive strides in VR/AR.
As far as VR goes, I agree as well. It is a niche market, and I personally don't really see the appeal behind it unless you're just wanting to scare your grandma or play racing sims.
For everything sim related, VR headset are really great if resolution is high enough.
At least MS is clearly done with the bundled Kinect approach. For now. They're now bundling a game service with their console :D
I honestly don't know if the company has any direction whatsoever. They're just throwing money at everything and certainly some of it will stick. This is the same company that presented us a Hololens, demoing Minecraft in AR, etc.
Perhaps the final conclusion in the gaming market that really does stick is this: 'content is everything'.
Gosh! And then you consider the fact they're trying to spend multiple billions on an Activision acquisition that has a net value of bringing us zero new games compared to pre-merger.
Such strategy The first part is so true... but it still won't make the second happen :roll: Well played though lol But THIS TIME!!!11One
The technology is ready! Really! Truly! Except when you're outside the lab environment!
Msft can still do the same: All they need to do is buy out HTC's VR interests, and they'll be 'market leaders' in VR, practically overnight. (Like when msft bought Mojang. They went from nonparticipant to market-leader in one buyout.)
Prior to buying out Mojang, (AFAIK) msft had no competing/similar games.
I'm well-aware of msft's gaming lineage: up until my last build, one of the first things I'd do is load up Microsoft Fury3 (a win95 title).
As to HTC:
it doesn't matter much how far behind they are, IMO. It's the IPs they hold, and the sudden influx of funding that could be facilitated by msft buying them out.
Intel proves this very well, a company with tons of employees, significant experience in the semi-conductor world, and a boatload of money can't even do this with years of work in the GPU space.
You are vastly over-simplifying things, having staying power in the VR / AR space is not as simple as buying your way in and everything will instantly work out.