Multiple Screens is the New Main Screen
We’ve arrived at an interesting inflection point for video games. Put simply, online connectivity and features have become ubiquitous for individual games on individual devices, but that connectivity has yet to extend in a meaningful way across devices and communities. While gaming services like Xbox LIVE have done wonders to connect millions of people together, the reality is that those communities are still siloed, playing and communicating only within the boundaries of a particular service and device. Unfortunately, that current reality doesn’t reflect the trends we see of what people actually want to do.
Today people are more connected than ever, but paradoxically finding it difficult to spend time together. People are spending more time with friends, and less with strangers. Cooperative gaming has climbed in popularity partly because it satisfies that urge to spend meaningful time with people you care about. Social networks like Facebook are enabling you to connect with friends more easily; social games like Farmville draft on that desire to connect that Facebook enables. Simply put, gaming is now being seen as a worthwhile investment due to the ability to spend meaningful time with friends. In fact, let’s consider that last sentence again: people are choosing to “spend” time with friends gaming instead of “wasting” time gaming, as we were all wont to say a decade ago. Online connectivity has enabled a sea change in how people are approaching gaming; the big opportunity is for the game industry to embrace this shift by enabling cloud gaming scenarios all the more.
We just announced the Windows Phone 7 Series at World Mobile Congress in Barcelona, with some great buzz already hitting the net. While we’ve been working on aspects of enabling the “cloud” for years (via Azure, Xbox LIVE, and Games for Windows LIVE), adding mobile has finally enabled the “three screen” trinity we’ve all been seeking. We’re shifting our “online gaming” focus from the Xbox to the cloud, which will enable whole new ecosystems for game developers, publishers, and consumers to explore. And we’ve rebuilt the development platform from the ground up to enable those sorts of connected scenarios. While you shouldn’t look for any specific announcements from the diagram below (ie, “mobile” just means “not fixed”), it should give you an idea of where our center of gravity is going forward.
Our vision is to bring you instant access to your entertainment, with the people you care about, wherever you are. With the announcement of Windows Phone we have all the pieces to deliver on that vision. Multiple screens is the new main screen, and Xbox LIVE is the social thread that connects all of those screens (and experiences) together.
That said, this will take time. We’ll have to work closely with game developers and publishers to figure out the best ways to enable their goals. We’ll have to work with consumers to understand the sorts of game scenarios that people most want. I’ll be spending a lot of time here writing about those scenarios, what we’re thinking, as well as seeking your input and feedback so we can incorporate into our product planning. And I hope you’ll join in the conversation.
It’s taken a while, but we’re finally delivering on that “LIVE Anywhere” vision we announced back in 2006. We’ve been getting beat up on this for years, and Tycho of Penny Arcade has been personally beating on me for years now… but for good reason, as he gets it.
Jerry – I’m glad to say we’ve finally got game.
Related posts:
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http://www.ubervu.com/conversations/www.ozymandias.com/multiple-screens-is-the-new-main-screen uberVU – social comments
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http://www.satori.org Mark DeLoura
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http://ozymandias.com Ozymandias
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SimienSparks
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http://ozymandias.com Ozymandias
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SimienSparks
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http://twitter.com/willl Will
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http://zune60.net f. george
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http://blogs.technet.com/chrisavis Chris Avis
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http://ozymandias.com Ozymandias
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http://ozymandias.com Ozymandias
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rwb


