DLC. Do you think this is the way things are going to? We ran a story about pre-owned games causing more of a threat to the games industry than piracy, which could push publishers to DLC...
I think there are restrictions. Obviously in the bigger picture, in the future you think, 'Holy cow that makes perfect sense' to be able to download games. But I think right now there are still far too many restrictions in play for us to be sort of able to say in the next two or three years. Bandwidth, you know, whether most houses have the capability to download a game fast enough when you talk about some of the games on Blu-Ray being 40 or 50GB.
And space, at some point we're going to have to think about being able to stream games rather than keep them on your hard drive because, you know, how many games are you going to be able to store at one time before you have to start deleting them?
Retail, I don't see it going away for a long time yet but I do see us having to be more creative in the way we blend the two together. I think the model as we see it right now is a frail one. Having the used market is not beneficial to any of us. Some of the plays that have been made more recently about having DLC available when you buy the game and then adding a charge to the consumer who buys it second hand. I think that's just naturally the way it's going to have to go to deal with those kinds of situations.
At the end of the day we take huge risks and we invest ten of millions of dollars in making a game and marketing a game and to think, stock turn wise, we could sell one but four people could play it. Fair enough if the game has been out there for a while and people want to pick it up second hand that's great but I just think that it's something that we have to manage very carefully. I don't think it's good for the industry to have too many sales coming from the used business because it just damages our ability to have unique experience and keep pushing the boundaries and keep building new tech.
For me I look at it and I see the future of it being remote storage and having enough bandwidth so that you can play those games remotely. I know there're a lot of tests, a lot of work going into it. But it'll take time for households to get up to that speed, to be able to do that kind of thing. I don't know what the percentages are right now but I can't imagine they're too high, you know, the amount of people being able to do that.
But I think that's where it's going to go if digital is going to make the best play, I think it's the best space.
What are the prices going to be?
We're looking at probably around $13 or £13. Something as fun as this we want to make it as accessible as possible and I think Steam gives us the opportunity to do that.
Specifically the PC version, how different will that be to the console versions?
When we have a dual stick shooter, obviously the PC is a little bit trickier. We didn't necessarily just want to bring in a point and click. We'd rather have, "Hold down the left mouse and move around and that's strafe" you know, and press space to fire. So we're working on the PC version to make sure that ultimately it's got the same simple, easy controls as both the platforms. We want to make sure people have fun with it but it has its complexities.
In terms of technical things like visuals, because you're able to expand beyond 2GB...
In every game that people develop PC allows you to push it a bit more so we'll be doing some more work on textures and elements of the game that bring a bit more theme to it that you wouldn't normally be able to do with 2GB. I think we can push it but it's just time, when you're focused on hitting your benchmarks it's tough. Right now PC space is one we're all struggling with because it's a heavily parted area, so we're trying to make sure we make the right decision.