Even een paar interessante quotes van Phill Spencer in een interview met Strachery (waar ik abonee ben).
Two quick questions on a very easy to answer issue, which is iOS. Here’s the first question. Why is Apple’s App Store any different than the Xbox Store? I mean, you guys charge allegedly 30% or in that area and you can’t use a different payment system when it comes to console games. Why should we think about iOS as being any different?
PS: Well, let me unwind because I think my problem with having xCloud in iOS is not the 30%. We’re banned from having a gaming subscription in the iOS App Store. It’s not actually an economic problem for us it’s actually an access problem. I can’t ship the app. They stopped us.
Would you accept Apple Arcade if they shipped an app on Xbox?
PS: I would have to look at our policies, I don’t know. We’re having discussions with other companies about bringing streaming apps to Xbox and we think that should be a way that people get to access games. I think at the fundamental level, the difference is a general purpose computing device versus a bespoke gaming console. And there is a difference there just like from a legal interpretation, there is a difference there. But I think you’re going to see us be more open on what our console means and how you can acquire games. I know that, it’s part of our plans. It’s inconsistent for us to have one part of our ecosystem that doesn’t function like every other device where somebody’s playing Xbox games in terms of the business model and access and we think about that a lot in our building plans to make it more normalized.
So you could almost say the Xbox/PC line is actually going to disintegrate even more? Is that what you’re hinting at?
PS: Well, we have the program Xbox Play Anywhere, which allows you to sell a copy of a game on PC and get the entitlement on Xbox and I want to do even more work in that space. You can buy virtual currency on different platforms and have it consumed on an Xbox and I want to continue down that path. Just to be clear again on the iOS thing with xCloud, I actually can’t ship the app.
Yeah, no, you’re right. I mis-asked the question. My bad. Amazon launched their gaming service and Google with Stadia, they both have controllers that connect directly to the service. Is that a way around to get stuff working on iOS? Where you don’t have to deal with the more limited Safari API is as far as controller inputs go and whatnot? Is that where you’re thinking as far as getting around the App Store limitation?
PS: It’s not going to be a control problem. We have a good solution on iOS that I think it’ll be coming kind of early next year, I feel good about the solution that we have. The WiFi direct connect that both Stadia and Luna and congrats to Marc [Whitten] and the team at Luna on getting their preview out, it’s hard shipping a new platform and it’s cool to see them doing that. No, that’s something that we’ve looked at. We’ve had a lot of people like Razer and other companies that are doing bespoke controllers for the mobile platform so we don’t really have a need to connect something. They’re building controllers that directly connect to those mobile devices, which is I think a great solution in terms of very low latency, because you’re literally plugged into the device. We’ve looked at WiFi connect and it’s something that we could put in our roadmap. I think we just continued to evaluate it.
So you have a browser-based solution and you feel confident that it’s going to work out and that sort of going to be the path forward.
PS: The biggest issue I think is discovery, right? How do you get customers to actually find it? My friend, Tim [Sweeney] at Epic, he tried with the side loading on Android for a while with Fortnite. I think stores on those devices are as much search engines as they are stores. They’re the place that you go to find any content, anything that you might have interest, whether it’s the airline you’re in or whatever, you go to the store and you search for something and I think the biggest gap for us is you’re not going to show up in the listing when people are going for a place to search and we’ll have to work around that. That’s a challenge for us, it’s a challenge for Luna and anybody who’s not listed in the App Store, but you expect people to consume your content on iOS.
It’s kind of a downer point to end on, I get it, but I do think your point about you might even open up Xbox more is interesting and I believe you. Because I think what’s exciting about what Xbox is doing now is having much more of an orthogonal strategy to the traditional console model, the traditional App Store model even and that enables you to do stuff that stays compatible with your nominal competitors while also achieving your goals. I’m very excited about where you’re going, I think this console generation will be fascinating to watch.
PS: I appreciate that. Yeah, our console for us is the way we get games on the television, and I really like to think about it that way. People want to play games on the biggest screen in their home with probably the best sound system. I want to think about it though as an equal part of the Xbox ecosystem, but I want to think about PC that way as well, and I’ve seen you’ve talked about it. So some of the traditional tropes of how you might look at launch and who’s having success, we’re kind of pushing against those because I’m not doing everything I can to force somebody to buy one device in order for the Xbox ecosystem to be inviting to them. I want people to play more and to make that content available anywhere. So it’s cool to get to talk about it. And I appreciate that.