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Xbox新掌门:虚拟现实技术很快就会普及

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    Phil Spencer, the new head of Xbox at Microsoft, came from game development, a similar career trajectory as Electronic Arts CEO Andrew Wilson. Spencer worked on games as varied as Voodoo Vince, Gears of War, Halo, and Forza over his 25 years at Microsoft. He now leads the Xbox, Xbox Live, and creative teams, which include Xbox Music, Xbox Video, and Microsoft Studios, as well as Kinect, Surface, Windows PC, and mobile phones.

    With Microsoft (MSFT) chasing Sony (SNE) in the early leg of the next-generation race (Sony has sold more than 7 million PlayStation 4s, while Microsoft has "shipped" 5 million Xbox One consoles), Spencer has been tasked with repairing the early PR damage that plagued last year's Xbox One launch and enticing gamers to upgrade to next-generation gaming and entertainment. With the success of Electronic Arts and Respawn Entertainment's Titanfall, a Microsoft exclusive, Xbox seems to have righted its interactive ship. Spencer, a gamer at heart, offers his thoughts on the evolving videogame landscape, which includes the burgeoning free-to-play games space and virtual reality, in this exclusive interview.

    Fortune: What did you learn from the Microsoft launch last year and the early vocal opposition from core gamers around issues like DRM and used games that ultimately reversed some functionality of Xbox One?

    Spencer: We took the feedback we got last year to heart. I took it personally -- you'd be hard-pressed to find someone at Xbox who didn't. Early on, we could have done a better job communicating our intent more clearly, but I'm proud of the way we responded, changed our plans, moved forward, and ultimately delivered a successful product that fans are really enjoying. We were reminded just how important it is to listen to our fans. We proved they can impact the products we make. Maintaining an open dialogue with Xbox fans is a commitment we'll continue to uphold.

    What role will exclusive games play in this generation of the console battle, especially as fewer "AAA" games are being developed today vs. past console generations?

    Exclusive games will continue to play a major role for Xbox in the new console generation, just as they have in previous generations. I'm a true believer in our exclusive platform features like Kinect, SmartGlass, and the Cloud, but games have always been the bedrock of our consoles at Xbox. On Xbox One, we came out of the gate strong last November with Forza Motorsport 5, Dead Rising 3, and Ryse: Son of Rome, and we haven't slowed down having just released Kinect Sports Rivals, and of course Titanfall. This E3 is important for us to show gamers our future plans for exclusives and third-party support.

    Right now I think we have a strong lineup of in-development exclusives, including games like Sunset Overdrive, Project Spark, Quantum Break, and Halo, in addition to some exciting titles you will hear more about at E3. It's going to be great at E3 to be able to share the games coming exclusively to Xbox One, and it's only going to get better.

    What do you feel the game industry has learned from the success of Titanfall when it comes to campaign modes for shooters?

    First, I want to congratulate our partners at Respawn and EA for creating a truly amazing game. We've been very proud to partner with them and feel honored to share a part of that success.

    My hope is that Titanfall has affirmed one of the most fundamental principles of game development I believe in: A great game can come in all forms, shapes, and sizes. There's no set formula or checklist you need to hit. When you assemble a team with a passionate vision and arm them with the platform and tools they need, they can do amazing things. Titanfall's early success has proven that, and I think that's very inspiring.

    What are the challenges for the console business today as mobile devices become more powerful so quickly and other companies like Valve, Amazon, OUYA, and NVIDIA enter the games space?

    The competition for how people spend their free time is as old as the games industry itself, but there are certainly more people playing games than ever before, on numerous devices with a seemingly unending pipeline of content. I see the success studios are having with gamers on all these different platforms as a great opportunity to learn. Games like Minecraft and World of Tanks found their success off of console, and we've learned a lot as a platform on what it means to create a place where those games can be successful on the TV. There is more opportunity here as you see more and more hit franchises growing that don't come to AAA consoles, but I think could.

    What is Microsoft doing to attract more independent developers to the Xbox platform?

    We launched ID@Xbox to help developers of all sizes self-publish games on Xbox One, and we've been thrilled at the response to date, as we've received interest from thousands of developers to join the program, shipping dev kits to more than 250 creators. Just last month at GDC, we shared a sample of 25 games coming to Xbox One via ID@Xbox, including several I'm particularly excited about like FRU and #IDARB.

    Our goal is to provide independent game creators with the tools and support they need to navigate the long and often expensive development process. This includes everything from free access to Unity tools to giving each developer two free dev kits. Long term, we also have plans to enable any retail Xbox One to become a dev kit, making it even easier for games to come to the platform. Chris Charla and his team have done an amazing job working with each developer in the program, providing constant communication to ensure developers have what they need to be successful, know the ins and outs of the Xbox One platform, and can build fun, innovative games.

    What role do you see indie games playing in the games business today?

    I love all kinds of games -- independent games, blockbuster franchises, new IP -- a good game is a good game, and we want as many as possible on our platforms. Independent developers are a vital part of that equation, and their games can range from niche fan bases to AAA titles on par with blockbuster first-party games. Independent creators are in a unique situation where they're able to really experiment and map to their own priorities and timelines. In a way, they challenge the rest of the industry to stay on their toes and continue to think outside of the box in creative and compelling ways. As a program, ID@Xbox was designed with these developers in mind, and I personally can't wait to see what's to come.

    With free-to-play dominating the PC and mobile games business, what opportunities do you see in this space beyond World of Tanks?

    With low barriers to entry, free-to-play games are quickly becoming an exciting new way to deliver fresh content to players, as well as uniquely designed gameplay experiences that might not otherwise fit into traditional models. We're excited to continue to support these types of games on Xbox Live, like World of Tanks, as well as Warface from Crytek and Project Spark coming later this year.

    What are the challenges of creating compelling second-screen experiences for Xbox games?

    For me the question is always, how do you create something on a second screen that's truly a companion experience that enhances the game without it being a distraction? Dead Rising 3 was a great example, where Capcom turned your SmartGlass device into your character's phone, so it meshed seamlessly into the world of Los Perdidos. It wasn't a requirement, but it was a helpful tool. Other games use SmartGlass less for gameplay and more for menu navigation, and that works well too. It all just depends on what's right for that particular game, and my hope is that as other developers see the kind of thinking teams like Capcom have put into their use of SmartGlass, we'll continue to see that functionality expand.

    That said, we know that most developers will focus first and foremost on the on-screen experience, as they should. But as we continue to support and build on the functionality of SmartGlass, and as SmartGlass-enabled devices get more and more powerful and dynamic, my hope is that we see developers continue to embrace the functionality to break new ground and enrich gameplay experiences overall.

    With Facebook acquiring Oculus Rift and Sony entering VR with Project Morpheus, what impact do you feel virtual reality will have on gaming moving forward?

    Virtual reality is a really interesting area, especially for games, and while it seems like it's been "just over the horizon" for the last 20 years or so, I think we could finally start seeing it prove out soon for both gamers and developers. As I talked about at GDC, our Microsoft research team has been playing with virtual reality for quite a while, and while we don't have anything to officially announce, it's clearly an area people are excited about. The potential is definitely there.

    As Xbox Live continues to grow, what opportunities do cross-platform projects like Steven Spielberg's Halo video series and the Halo game universe open up for Microsoft?

    We are starting a new chapter at Microsoft, with the strategy to create a family of devices and services that empower people around the globe for the activities they value most, and entertainment always ranks high on that list. We're looking for ways to marry amazing programming -- such as the Halo universe -- with the powerful technology and rich social community we have with Xbox within the larger Microsoft ecosystem. Whether you are using your Xbox, PC, tablet, or phone, we want you to have access to an immersive, personalized, and entertaining experience.

    微软(Microsoft)Xbox部门新任负责人菲尔•斯宾塞是游戏开发出身,职业生涯与美国艺电公司(Electronic Arts)首席执行官安德鲁•威尔逊类似。斯宾塞在微软工作的25年中参与开发了《巫毒大冒险》(Voodoo Vince)、《战争机器》(Gears of War)、《光环》(Halo)以及《极限竞速》(Forza)等多款游戏。如今,斯宾塞负责Xbox、Xbox Live以及创意团队,其中包括Xbox音乐、Xbox视频以及微软工作室,还有Kinect、Surface、Windows个人电脑和移动电话等业务。

    随着微软在下一代游戏机大战早期追赶索尼(Sony)(索尼已售出700多万台PlayStation 4S,而微软“出货了”500万台Xbox One游戏机),斯宾塞的任务是消除去年推出Xbox One时公关失败的不利影响,同时吸引玩家升级享受下一代游戏和娱乐。随着美国艺电(Electronic Arts)和Respawn Entertainment工作室开发的微软独家游戏《泰坦陨落》(Titanfall)大获成功,Xbox的互动性似乎得到了改善。斯宾塞自己也是位游戏玩家,他在接受《财富》采访时畅谈了对不断发展的视频游戏行业的看法,还谈到了发展迅速的免费游戏和虚拟现实领域。

    《财富》:去年微软推出Xbox One时,因为数字版权管理和已玩过的游戏等问题而遭到核心玩家的强烈反对,微软最终改变了Xbox One的某些功能。你们从中吸取了哪些经验教训?

    斯宾塞:我们牢记去年得到的反馈。我把它当成对我自己的鞭策——Xbox团队的每一位成员也都是如此。我们在初期应该更清晰的传达我们的意图,但我对我们回应的方式感到骄傲。我们调整了计划,向前推进,最终拿出了让玩家们十分满意的产品。我们由此意识到,倾听玩家的声音十分重要。我们证明,玩家有能力影响我们制造的产品。我们承诺将继续与Xbox玩家进行开诚布公的对话。

    独家游戏在这一代游戏机大战中将扮演什么角色?尤其是与过去相比,如今“AAA”级游戏开发得越来越少的情况下?

    独家游戏在新一代Xbox游戏机中将一如既往地扮演重要角色。我十分看好我们的Kinect、SmartGlass以及Cloud等独家平台功能,但游戏一直是Xbox游戏机的基石。Xbox One去年11月推出时就带有《极限竞速5》、《丧尸围城3》(Dead Rising 3)以及《罗马之子》(Ryse: Son of Rome)等游戏,我们并没有就此放慢脚步。前不久,我们刚刚发布了《运动会:对手》(Kinect Sports Rivals)以及《泰坦陨落》。本次E3游戏展极为重要,我们能借此机会向玩家展示我们关于独家游戏和第三方支持的计划。

    目前,我认为我们正在开发的独家游戏阵容相当强大,包括《日落过载》(Sunset Overdrive)、《星火计划》(Project Spark)、《量子破碎》(Quantum Break)以及《光环》等,在E3游戏展上我们还将介绍更多令人兴奋的游戏。我们将在E3游戏展上介绍Xbox One将新推出的独家游戏,简直太棒了!未来只会越来越好。

    就运动模式的射击游戏而言,你认为游戏行业从《泰坦陨落》的成功中学到了什么?

    首先,我要祝贺我们的合作伙伴Respawn以及美国艺电开发出这样一款极其出色的游戏。我们很自豪能与他们合作,也很荣幸能分享这份成功。

    我希望《泰坦陨落》证实了我所相信的游戏开发最基本的一条原则,即一流的游戏不拘一格。游戏开发没有固定的公式或清单。只需要组建一支怀着宏大愿景的团队,给予他们需要的平台和工具,他们就会做出令人惊叹的成绩。《泰坦陨落》一炮走红就证明了这一点,我认为这件事十分令人鼓舞。

    随着移动设备迅速强大起来,Valve、亚马逊(Amazon)、OUYA以及英伟达(NVIDIA)进入游戏领域,如今游戏机业务面临哪些挑战?

    争夺人们闲暇时间的比拼几乎与游戏行业的历史一样长,但如今游戏玩家的数量肯定比以往任何时候都要多,现在游戏设备也可谓汗牛充栋,而游戏产品更是层出不穷。我把游戏工作室在上面提到的这些平台赢得玩家的认可看成一个很好的学习机会。《我的世界》(Minecraft )和《坦克世界》(World of Tanks)等游戏脱离游戏机获得了成功,我们作为平台从中学到了很多,我们学到了使这些游戏成功登陆电视机的意义所在。我认为有能力登陆AAA游戏机而未登陆的热门游戏越多,它们的发展越迅猛,机会就越大。

    Phil Spencer, the new head of Xbox at Microsoft, came from game development, a similar career trajectory as Electronic Arts CEO Andrew Wilson. Spencer worked on games as varied as Voodoo Vince, Gears of War, Halo, and Forza over his 25 years at Microsoft. He now leads the Xbox, Xbox Live, and creative teams, which include Xbox Music, Xbox Video, and Microsoft Studios, as well as Kinect, Surface, Windows PC, and mobile phones.

    With Microsoft (MSFT) chasing Sony (SNE) in the early leg of the next-generation race (Sony has sold more than 7 million PlayStation 4s, while Microsoft has "shipped" 5 million Xbox One consoles), Spencer has been tasked with repairing the early PR damage that plagued last year's Xbox One launch and enticing gamers to upgrade to next-generation gaming and entertainment. With the success of Electronic Arts and Respawn Entertainment's Titanfall, a Microsoft exclusive, Xbox seems to have righted its interactive ship. Spencer, a gamer at heart, offers his thoughts on the evolving videogame landscape, which includes the burgeoning free-to-play games space and virtual reality, in this exclusive interview.

    Fortune: What did you learn from the Microsoft launch last year and the early vocal opposition from core gamers around issues like DRM and used games that ultimately reversed some functionality of Xbox One?

    Spencer: We took the feedback we got last year to heart. I took it personally -- you'd be hard-pressed to find someone at Xbox who didn't. Early on, we could have done a better job communicating our intent more clearly, but I'm proud of the way we responded, changed our plans, moved forward, and ultimately delivered a successful product that fans are really enjoying. We were reminded just how important it is to listen to our fans. We proved they can impact the products we make. Maintaining an open dialogue with Xbox fans is a commitment we'll continue to uphold.

    What role will exclusive games play in this generation of the console battle, especially as fewer "AAA" games are being developed today vs. past console generations?

    Exclusive games will continue to play a major role for Xbox in the new console generation, just as they have in previous generations. I'm a true believer in our exclusive platform features like Kinect, SmartGlass, and the Cloud, but games have always been the bedrock of our consoles at Xbox. On Xbox One, we came out of the gate strong last November with Forza Motorsport 5, Dead Rising 3, and Ryse: Son of Rome, and we haven't slowed down having just released Kinect Sports Rivals, and of course Titanfall. This E3 is important for us to show gamers our future plans for exclusives and third-party support.

    Right now I think we have a strong lineup of in-development exclusives, including games like Sunset Overdrive, Project Spark, Quantum Break, and Halo, in addition to some exciting titles you will hear more about at E3. It's going to be great at E3 to be able to share the games coming exclusively to Xbox One, and it's only going to get better.

    What do you feel the game industry has learned from the success of Titanfall when it comes to campaign modes for shooters?

    First, I want to congratulate our partners at Respawn and EA for creating a truly amazing game. We've been very proud to partner with them and feel honored to share a part of that success.

    My hope is that Titanfall has affirmed one of the most fundamental principles of game development I believe in: A great game can come in all forms, shapes, and sizes. There's no set formula or checklist you need to hit. When you assemble a team with a passionate vision and arm them with the platform and tools they need, they can do amazing things. Titanfall's early success has proven that, and I think that's very inspiring.

    What are the challenges for the console business today as mobile devices become more powerful so quickly and other companies like Valve, Amazon, OUYA, and NVIDIA enter the games space?

    The competition for how people spend their free time is as old as the games industry itself, but there are certainly more people playing games than ever before, on numerous devices with a seemingly unending pipeline of content. I see the success studios are having with gamers on all these different platforms as a great opportunity to learn. Games like Minecraft and World of Tanks found their success off of console, and we've learned a lot as a platform on what it means to create a place where those games can be successful on the TV. There is more opportunity here as you see more and more hit franchises growing that don't come to AAA consoles, but I think could.


    微软如何吸引更多独立游戏开发者登陆Xbox平台?

    我们推出了ID@Xbox项目,帮助大小开发商自行在Xbox One上发布游戏。这个项目迄今为止的反响令我们十分满意:目前已有数以千计的开发者表示有意加入这个项目,我们已经向超过250名开发者发放了开发工具箱。上个月在游戏开发者大会(GDC)上,我们展示了25个通过ID@Xbox项目脱颖而出、未来将登陆Xbox One的游戏小样,其中包括我个人特别感兴趣的几款游戏,比如FRU和#IDARB。

    我们的目标是,向独立游戏制作者提供他们需要的工具和支持,帮助他们度过漫长而且往往成本高昂的游戏开发过程。我们提供的帮助十分广泛,其中包括免费使用Unity工具,以及向每位开发者免费提供两套开发工具箱。长远来看,我们还计划使所有零售的Xbox One都能成为开发工具箱,使游戏登陆这个平台变得更为简单。克里斯•查拉及其团队与ID@Xbox项目中的所有开发者都合作得很好,不断与后者进行沟通,确保开发人员获得鼎力支持,充分了解Xbox One平台,开发出有趣而创新的游戏。

    你认为独立游戏如今在游戏行业中扮演着何种角色?

    我喜欢各种类型的游戏,不论它是独立游戏、大型游戏还是新游戏,好游戏就是好游戏,我们希望我们平台上汇聚的好游戏越多越好。独立开发商是其中的关键所在,他们的作品从小众游戏到可与大型第一方游戏媲美的AAA游戏无所不包。独立游戏制作者处境独特,他们能真正尝试并自行设定优先级和时间线。某种程度上,他们令业内同仁保持警醒,同时继续发挥创造性思维。ID@Xbox项目面向的就是针对独立开发商,我十分期待早日看到他们的作品。

    眼下免费游戏称霸个人电脑和手游业务,你认为在这个领域,除了《坦克世界》外还有哪些机遇?

    低门槛的免费游戏正迅速成为向玩家提供新鲜内容的新鲜方式,它们设计独特的游戏体验可能并不适合传统模式。我们很高兴在Xbox Live上继续支持这类游戏,除《坦克世界》外,还有Crytek公司推出的《战争前线》(Warface)以及今年晚些时候将推出的《星火计划》。

    为Xbox游戏创造引人入胜的第二屏体验存在哪些挑战?

    对我来说,问题在于如何使第二屏体验真正为游戏增色,而不是让玩家分神。《丧尸围城3》是个很好的例子,Capcom公司将SmartGlass设备变成游戏角色的手机,使其完美的融入游戏中的虚拟城市Los Perdidos。这并不是硬性要求,但它是个有用的工具。其他游戏更多的将SmartGlass用于菜单导航,效果也不错。一切都取决于特定游戏的需要。我希望Capcom等团队对利用SmartGlass的思考也能给其他开发人员带来启发,从而进一步扩展这项功能。

    话虽如此,我们知道,大多数游戏开发商主要还是会专注于主屏体验,这是理所应当的事情。但是,随着我们继续支持并扩展SmartGlass的功能,随着启用SmartGlass的设备变得越加强大和富有活力,我希望游戏开发人员继续使用这项功能,实现新突破,丰富整个游戏的体验。

    随着Facebook收购Oculus Rift,索尼推出虚拟现实头戴设备梦神项目(Project Morpheus),你认为虚拟现实未来将对游戏行业产生什么样的影响?

    虚拟现实是一个非常有意思的领域,尤其是对游戏而言。近20年来,虚拟现实技术似乎一直处于呼之欲出的状态。但我认为,现在我们很快就会看到这项技术得到游戏玩家和开发人员的认可。正如我在游戏开发者大会上所言,微软研究团队探索虚拟现实技术已经很长时间了。虽然我们没有相关产品要正式发布,但虚拟现实显然是人们感兴趣的领域,可谓是潜力巨大。

    随着Xbox Live持续发展,史蒂芬•斯皮尔伯格的《光环》系列视频以及《光环》游戏等跨平台项目将为微软带来哪些机遇?

    微软正在开始谱写新的篇章,我们的战略是创造一系列设备和服务,使世界各地的人们能从事他们最重视的活动,而娱乐向来是人们所重视的一环。我们正在努力把绝佳的程序——比如《光环》世界——与微软生态系统中Xbox的强大技术和丰富社区结合起来。无论用户是在使用Xbox、个人电脑、平板电脑还是手机,我们都希望他们能获得身临其境的个性化愉悦体验。(财富中文网)

    译者:项航

    What is Microsoft doing to attract more independent developers to the Xbox platform?

    We launched ID@Xbox to help developers of all sizes self-publish games on Xbox One, and we've been thrilled at the response to date, as we've received interest from thousands of developers to join the program, shipping dev kits to more than 250 creators. Just last month at GDC, we shared a sample of 25 games coming to Xbox One via ID@Xbox, including several I'm particularly excited about like FRU and #IDARB.

    Our goal is to provide independent game creators with the tools and support they need to navigate the long and often expensive development process. This includes everything from free access to Unity tools to giving each developer two free dev kits. Long term, we also have plans to enable any retail Xbox One to become a dev kit, making it even easier for games to come to the platform. Chris Charla and his team have done an amazing job working with each developer in the program, providing constant communication to ensure developers have what they need to be successful, know the ins and outs of the Xbox One platform, and can build fun, innovative games.

    What role do you see indie games playing in the games business today?

    I love all kinds of games -- independent games, blockbuster franchises, new IP -- a good game is a good game, and we want as many as possible on our platforms. Independent developers are a vital part of that equation, and their games can range from niche fan bases to AAA titles on par with blockbuster first-party games. Independent creators are in a unique situation where they're able to really experiment and map to their own priorities and timelines. In a way, they challenge the rest of the industry to stay on their toes and continue to think outside of the box in creative and compelling ways. As a program, ID@Xbox was designed with these developers in mind, and I personally can't wait to see what's to come.

    With free-to-play dominating the PC and mobile games business, what opportunities do you see in this space beyond World of Tanks?

    With low barriers to entry, free-to-play games are quickly becoming an exciting new way to deliver fresh content to players, as well as uniquely designed gameplay experiences that might not otherwise fit into traditional models. We're excited to continue to support these types of games on Xbox Live, like World of Tanks, as well as Warface from Crytek and Project Spark coming later this year.

    What are the challenges of creating compelling second-screen experiences for Xbox games?

    For me the question is always, how do you create something on a second screen that's truly a companion experience that enhances the game without it being a distraction? Dead Rising 3 was a great example, where Capcom turned your SmartGlass device into your character's phone, so it meshed seamlessly into the world of Los Perdidos. It wasn't a requirement, but it was a helpful tool. Other games use SmartGlass less for gameplay and more for menu navigation, and that works well too. It all just depends on what's right for that particular game, and my hope is that as other developers see the kind of thinking teams like Capcom have put into their use of SmartGlass, we'll continue to see that functionality expand.

    That said, we know that most developers will focus first and foremost on the on-screen experience, as they should. But as we continue to support and build on the functionality of SmartGlass, and as SmartGlass-enabled devices get more and more powerful and dynamic, my hope is that we see developers continue to embrace the functionality to break new ground and enrich gameplay experiences overall.

    With Facebook acquiring Oculus Rift and Sony entering VR with Project Morpheus, what impact do you feel virtual reality will have on gaming moving forward?

    Virtual reality is a really interesting area, especially for games, and while it seems like it's been "just over the horizon" for the last 20 years or so, I think we could finally start seeing it prove out soon for both gamers and developers. As I talked about at GDC, our Microsoft research team has been playing with virtual reality for quite a while, and while we don't have anything to officially announce, it's clearly an area people are excited about. The potential is definitely there.

    As Xbox Live continues to grow, what opportunities do cross-platform projects like Steven Spielberg's Halo video series and the Halo game universe open up for Microsoft?

    We are starting a new chapter at Microsoft, with the strategy to create a family of devices and services that empower people around the globe for the activities they value most, and entertainment always ranks high on that list. We're looking for ways to marry amazing programming -- such as the Halo universe -- with the powerful technology and rich social community we have with Xbox within the larger Microsoft ecosystem. Whether you are using your Xbox, PC, tablet, or phone, we want you to have access to an immersive, personalized, and entertaining experience.

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