![]() And we don’t really seem to talk about that much anymore. They allow developers to be more efficient in the way that they write code and to even get feedback on what they built.įor me, though… Twelve months ago, you and I would have been sitting here talking about blockchain and Web3 and metaverse. You see this in some of the code tools that Microsoft has. And help us understand if there are gaps in our logic. But games are so large today, I think there are opportunities for us to think about ways where AI can kind of traverse what a game is. We’re having a lot of conversations with creators, where they’re saying, “How can AI make my games more complete?” A lot of it, frankly, is on the “How do we ensure the quality of our game?” Testers do a great job of playing a game and getting a very human perspective on a game. But I think gaming has a long history in using AI to make games better and more robust. Now, today, when people say AI, they really mean large language model-driven AI. When I get asked about AI in gaming, I’m like, OK, from the when I was playing Pong, I’m moving one paddle and the computer is playing the other paddle - like there’s some amount of AI that’s been in video games almost from the beginning. I love this topic, and I think you hit on it with your question. How much of your time in a week is spent having to think about artificial intelligence? Are you serving as a resource for Microsoft? Or are they helping you and Xbox with AI opportunities? I’m sure it’s familiar to you, having worked directly on video games. To push just a little further into the Microsoft partnership, I want to ask about artificial intelligence. And that’s a pretty important component of what we are. That’s an important part of our strategy.īut I’d say the biggest thing that Microsoft gives us is stability and a long-term perspective, more than any kind of individual technology. We want to grow that we continue to grow it. We run a profitable business inside of the company and that’s important. So it allows us to take some longer-term views of what our success looks like. So Microsoft doesn’t sink or swim based on Xbox’s success today. We’re about - call it 10% of Microsoft’s revenue right now. Yeah, I’d also say, we can take a longer-term view of our financials and our success. And I think that I’d be remiss to not say that that’s part of what we’re doing. It lets us do things like our Zenimax acquisition and the Minecraft acquisition back in the day. One is obviously just capital, right? We’re part of a large company. Phil Spencer: Yeah, the Microsoft aspect of it, there are clearly areas where it’s beneficial. What are some of the ways that you are partnering with Microsoft to acquire these new users? Being a part of a large company like Microsoft, you have access to many tools and capabilities that Sony or Nintendo don’t have. Polygon: You talk about finding new customers and differentiating Xbox. ![]() If the console war is over, something even bigger is just beginning. Spencer also spoke at length about how Xbox uses AI and player data, why Game Pass won’t make the same mistakes as video streaming services like Netflix, and why 2024’s big slate of games should be the new normal for Xbox moving forward. “We’re really looking at new customers, new creators, and that being kind of a real critical component of our strategy.” “My strategy isn’t to steal their customers,” Spencer said of his longtime rivals. ![]() We spoke with Spencer shortly following the 2023 Xbox Games Showcase, in which the company revealed an ambitious slate of games, beginning this fall with the decade-or-so-in-the-making Starfield and running through 2024 and beyond. So perhaps it shouldn’t be contradictory that, only a month after those headlines, Spencer can say confidently, “I actually don’t have a lot of fear about 2024.” Nearly everyone owns a computer or a smartphone. He was acknowledging Microsoft’s need to think about different - and frankly, much bigger - opportunities than the market of people who buy video game consoles. Image: Bethesda Game Studios/Bethesda Softworksīut Spencer wasn’t catastrophizing.
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