Latest / The Game Business Show / As a Battlefield studio, is Criterion Games really still Criterion?
Transcript
- 0:00SPEAKER_03: You know, Chris,
- 0:01SPEAKER_03: that DICE could never have pulled this one off as an only studio at this kind
- 0:06SPEAKER_03: of scale.
- 0:07SPEAKER_03: And, you know,
- 0:07SPEAKER_03: Byron and Vince joined a couple of years ago,
- 0:10SPEAKER_03: very clear on the vision of what Battlefield 6 should be, the best Battlefield ever.
- 0:15SPEAKER_00: All the studios respect each other.
- 0:17SPEAKER_00: As I said, we're not a support studio.
- 0:19SPEAKER_00: There's no dominant studio in here.
- 0:21SPEAKER_03: Four studios, but one team.
- 0:23SPEAKER_03: That is the way that we work.
- 0:25SPEAKER_03: Each studio brings its own perspective, its own identity.
- 0:33SPEAKER_01: Hello and welcome to The Game Business Show.
- 0:36SPEAKER_01: Now, this year, Criterion Games celebrates its 30th anniversary.
- 0:39SPEAKER_01: And if you're new to the industry and you don't know who that is,
- 0:42SPEAKER_01: They're a storied video game studio based in the UK responsible
- 0:46SPEAKER_01: for some all-time icons.
- 0:48SPEAKER_01: It's most famous for the Burnout series,
- 0:50SPEAKER_01: but it's worked on many classics including Black and Trickstyle.
- 0:54SPEAKER_01: They've led development on numerous Need for Speed projects and supported games in
- 0:57SPEAKER_01: the Battlefield and Star Wars Battlefront series too.
- 1:01SPEAKER_01: Now, I used to know Criterion really well,
- 1:03SPEAKER_01: particularly under the leadership of Matt Webster and Steve Cuss.
- 1:06SPEAKER_01: They frequently took part in the Best Places to Work Awards event I used to run,
- 1:10SPEAKER_01: and they've won numerous times, often as one of the highest scoring companies.
- 1:14SPEAKER_01: In 2022, it released Need for Speed Heat, but after that, things changed.
- 1:19SPEAKER_01: Five leaders of Criterion left after that game shipped,
- 1:22SPEAKER_01: including Webster and Cuss,
- 1:24SPEAKER_01: as well as longstanding veterans Andrea Shires, Alan McDermott, and Pete Lake.
- 1:30SPEAKER_01: Four of them went on to create a new developer called Fuse,
- 1:32SPEAKER_01: which is working on the upcoming Star Wars racing game, Galactic Racer.
- 1:37SPEAKER_01: Now after that,
- 1:38SPEAKER_01: Criterion pivoted away from the racing genre where it made its name
- 1:42SPEAKER_01: and became fully focused on the Battlefield series.
- 1:44SPEAKER_01: It's now called Criterion,
- 1:46SPEAKER_01: a Battlefield studio,
- 1:47SPEAKER_01: and was one of four primary developers that worked on Battlefield 6,
- 1:51SPEAKER_01: the other three being Swedish studio and Battlefield founders DICE,
- 1:55SPEAKER_01: LA-based Ripple Effect, and Canada-based Motive.
- 1:58SPEAKER_01: Now from the outside, it seemed like the Criterion I knew had gone.
- 2:02SPEAKER_01: No longer a team with its own identity and creative agency,
- 2:05SPEAKER_01: but effectively a support team working on an established shooter series.
- 2:09SPEAKER_01: But is that fair?
- 2:11SPEAKER_01: Is it really a downgrade to go from making mildly popular racing games to being part
- 2:15SPEAKER_01: of something significantly bigger?
- 2:17SPEAKER_01: And if Criterion really has lost its identity,
- 2:20SPEAKER_01: why has it just had a brand refresh where it is still very much called Criterion?
- 2:24SPEAKER_01: Why isn't it just Dice UK?
- 2:27SPEAKER_01: To challenge all my unreasonable assumptions,
- 2:29SPEAKER_01: I had a chance to chat with a number of people at the studio,
- 2:32SPEAKER_01: and you're about to hear from them.
- 2:34SPEAKER_01: First,
- 2:34SPEAKER_01: we will have Director of Operations Amy Pejic and producer Stefan Whittlesberger,
- 2:39SPEAKER_01: and then we will have Senior Producer Danny Isaac,
- 2:42SPEAKER_01: before finally our big interview with VP and General Manager
- 2:45SPEAKER_01: for Battlefield Studios Europe, Rebecca Kutaz, who oversees both DICE and Criterion.
- 2:51SPEAKER_01: And as well as Criterion,
- 2:52SPEAKER_01: we also chat, of course, about the first nine months of Battlefield 6.
- 2:57SPEAKER_01: Well, thank you for joining the show.
- 2:59SPEAKER_01: You've been working at studios that led to the development on games and,
- 3:03SPEAKER_01: you know, this was their game.
- 3:04SPEAKER_01: Criterion is one of four studios working on Battlefield.
- 3:08SPEAKER_01: I know you've been asked this question before,
- 3:10SPEAKER_01: but do you get the same job satisfaction from that as you would do
- 3:13SPEAKER_01: if it was fully your own project?
- 3:15SPEAKER_03: Different kind of satisfaction, your thoughts, because you're highly in dev.
- 3:19SPEAKER_02: Oh, I do.
- 3:21SPEAKER_02: I think satisfaction comes from having a semblance of autonomy,
- 3:26SPEAKER_02: having a semblance of being empowered to make decisions and being empowered
- 3:30SPEAKER_02: to own your area.
- 3:32SPEAKER_02: And I think Battlefield, it's a huge...
- 3:34SPEAKER_02: It's a mammoth of the game, right?
- 3:36SPEAKER_02: It's got so many moving parts and so many things to focus on that it requires
- 3:42SPEAKER_02: a big team to be delivered on.
- 3:44SPEAKER_02: So, that means that Criterion is a critical pillar of that organization
- 3:48SPEAKER_02: and we deliver Experiences that we own, that we have control over.
- 3:53SPEAKER_02: And I think the satisfaction comes from seeing that reflected in the product.
- 3:58SPEAKER_02: We work very closely with the other studios.
- 4:01SPEAKER_02: We work very closely with leadership, with franchise leadership.
- 4:04SPEAKER_02: With chapter leadership, in general, how we work together with clear vision sets given.
- 4:11SPEAKER_02: That just makes decision making easier, faster,
- 4:16SPEAKER_02: and ultimately,
- 4:17SPEAKER_02: I think that is just a great way There's a clear through line
- 4:23SPEAKER_02: on what makes Battlefield great and everybody understands that and everybody's on
- 4:27SPEAKER_02: the same page of that so there's a strong common denominator on all developers here
- 4:33SPEAKER_02: that makes owning your area easy and as such you find satisfaction in your job.
- 4:39SPEAKER_03: I think to add to that too, people ask why I've been in the industry for so long.
- 4:44SPEAKER_03: For me,
- 4:45SPEAKER_03: satisfaction comes to working really hard to see something end up in the hands of
- 4:48SPEAKER_03: the players and the players love it.
- 4:50SPEAKER_03: And then we talk about delight.
- 4:51SPEAKER_03: You'll hear me say surprise and delight a lot.
- 4:53SPEAKER_03: And I think, you know, that is where the satisfaction is derived from.
- 4:56SPEAKER_03: This is a huge franchise.
- 4:58SPEAKER_03: It's a storied franchise.
- 5:00SPEAKER_03: Studio.
- 5:01SPEAKER_03: And I think for me, really,
- 5:02SPEAKER_03: the satisfaction is derived from a bunch of people coming together
- 5:05SPEAKER_03: to do something that's really great and then being able to see people react and play
- 5:09SPEAKER_03: the thing that you've made and react in a really positive way and have
- 5:12SPEAKER_03: a really great success.
- 5:15SPEAKER_03: That is the satisfaction.
- 5:16SPEAKER_03: So whether that's autonomous or whether that's a part of a much larger team,
- 5:20SPEAKER_03: the end result is still the thing that really resonates with all of us and why we do
- 5:24SPEAKER_03: the hard thing for 20 plus years.
- 5:27SPEAKER_03: Having players play the thing that you've made is the most wonderful feeling.
- 5:31SPEAKER_02: And then you go to Reddit.
- 5:35SPEAKER_02: Don't do that.
- 5:37SPEAKER_02: But even in Reddit, you find them doggies.
- 5:39SPEAKER_02: That's okay.
- 5:40SPEAKER_02: That's right.
- 5:41SPEAKER_02: That's still passion.
- 5:42SPEAKER_03: It's just misplaced, right?
- 5:44SPEAKER_02: A little plussing on that.
- 5:45SPEAKER_02: I mean, I dropped in Reddit as a joke, but we are listening to players, right?
- 5:49SPEAKER_02: Because it's not only, hey, we launched and that's that, right?
- 5:52SPEAKER_02: There's a whole element of live service.
- 5:54SPEAKER_02: There's a whole element of, hey, we launched, what do you think?
- 5:58SPEAKER_02: And the players do, they're very vocal.
- 6:00SPEAKER_02: The Battlefield community has always been extremely vocal.
- 6:03SPEAKER_02: So the way we are approaching Coaching that from a life service point of view,
- 6:07SPEAKER_02: of listening to our community,
- 6:08SPEAKER_02: engaging with our community,
- 6:10SPEAKER_02: with our player base,
- 6:11SPEAKER_02: in general with those kind of through our community management teams
- 6:14SPEAKER_02: or outreach programs, etc.
- 6:16SPEAKER_02: All of that is healthy game development and I think just amplifies the whole element
- 6:20SPEAKER_02: of delighting, right?
- 6:22SPEAKER_02: And ensuring that we're making games with our crew and with our player base.
- 6:28SPEAKER_02: So, yeah.
- 6:29SPEAKER_02: Yeah.
- 6:30SPEAKER_01: I thought it was a quib.
- 6:31SPEAKER_01: There are Reddit threads with my name in the headline, which I will not click on.
- 6:35SPEAKER_01: Yeah.
- 6:36SPEAKER_01: Reddit is Reddit.
- 6:38SPEAKER_01: Special face, Thatch.
- 6:40SPEAKER_01: I'm sure it's great.
- 6:43SPEAKER_01: How do you even collaborate with all these studios?
- 6:45SPEAKER_01: And this is a very naive question, I think.
- 6:47SPEAKER_01: But I think when you've got people in LA and you've got people in Canada,
- 6:54SPEAKER_01: Montreal, how do you pull that off?
- 6:56SPEAKER_03: Yeah.
- 6:57SPEAKER_03: I mean, part of it is going to be a really operational type answer,
- 7:00SPEAKER_03: but part of it is making sure that,
- 7:02SPEAKER_03: you know, the development makes sense where it happens, right?
- 7:04SPEAKER_03: So you do try to ensure there's some amount of regionality and feature development
- 7:08SPEAKER_03: in areas so that you don't have as much cross time zone.
- 7:11SPEAKER_03: But obviously you do still have to collaborate.
- 7:13SPEAKER_03: It's a whole product altogether.
- 7:16SPEAKER_03: You know,
- 7:16SPEAKER_03: we have,
- 7:16SPEAKER_03: you know,
- 7:17SPEAKER_03: tools and mechanisms with what we call the battle ready ways of working, right?
- 7:20SPEAKER_03: So we look at our hours and our day.
- 7:22SPEAKER_03: We make sure that meetings happen in those collaboration times,
- 7:25SPEAKER_03: that meetings where You know,
- 7:26SPEAKER_03: we're all in one region, aren't happening in those key collaboration times.
- 7:30SPEAKER_03: We're really intentional about the way we meet.
- 7:32SPEAKER_03: We talked about,
- 7:33SPEAKER_03: you know,
- 7:33SPEAKER_03: having a very clear vision,
- 7:35SPEAKER_03: ensuring that the team is really aligned in that vision,
- 7:37SPEAKER_03: having regular playtests as an entire franchise, right?
- 7:40SPEAKER_03: We're not just doing that.
- 7:41SPEAKER_03: We've optimized the playtest time to ensure that everyone can take part.
- 7:44SPEAKER_03: You know, it's coming together at those right moments.
- 7:46SPEAKER_03: It's ensuring that,
- 7:47SPEAKER_03: you know,
- 7:47SPEAKER_03: we're having consistency in the way that we talk about definitions of done
- 7:51SPEAKER_03: and success.
- 7:52SPEAKER_03: And so while it's challenging when you're across multiple time zones
- 7:55SPEAKER_03: and multiple studios,
- 7:57SPEAKER_03: We do try to find those through lines and those consistencies and the ideal ways
- 8:00SPEAKER_03: of working where we look to collaborate and ensure that we're all heading in
- 8:05SPEAKER_03: the same direction.
- 8:06SPEAKER_03: Again, you're the producer.
- 8:07SPEAKER_02: Yeah, strong written communication is critical.
- 8:11SPEAKER_02: We all have channels and chat channels that we use to ensure that we're always up
- 8:16SPEAKER_02: to date, that we hand over when it's the end of our day and the start of theirs.
- 8:20SPEAKER_02: There's always elements of you just understand the time zone difference,
- 8:24SPEAKER_02: you embrace it and you work through it.
- 8:26SPEAKER_02: Your work with it, rather.
- 8:28SPEAKER_02: There's travel as well.
- 8:29SPEAKER_02: We believe in connecting as individuals.
- 8:31SPEAKER_02: It's very important if you're working with a team that's,
- 8:34SPEAKER_02: for example, in Stockholm, that you regularly go and connect with them in person.
- 8:38SPEAKER_02: I think that that just makes collaboration a lot easier.
- 8:42SPEAKER_02: In general, I think what Amy said, right?
- 8:44SPEAKER_02: We just embrace it.
- 8:45SPEAKER_02: The time difference is, of course, always the biggest challenge, right?
- 8:48SPEAKER_02: The eight-hour difference or more with LA,
- 8:51SPEAKER_02: that's one of the biggest gaps, but it's doable, clearly.
- 8:55SPEAKER_02: It's shared vision,
- 8:56SPEAKER_02: common denominators is what brings us together,
- 8:59SPEAKER_02: and we collaborate, and we all know we have to get it done.
- 9:03SPEAKER_02: We all have to deliver, and we have to- Cheer a rigger.
- 9:07SPEAKER_02: Yeah, cheer a rigger.
- 9:08SPEAKER_03: Do your chaps.
- 9:09SPEAKER_02: Exactly.
- 9:10SPEAKER_02: No, but it's important, right?
- 9:12SPEAKER_02: I think everybody's working towards this grand thing, which is Battlefield.
- 9:17SPEAKER_02: And I think that's what brings us together and makes collaboration just easier.
- 9:20SPEAKER_01: What do you think Criterion has brought to Battlefield 6?
- 9:23SPEAKER_01: Whether it's a thing or whether it's a vibe in Battlefield,
- 9:27SPEAKER_01: you can say that's the Criterion identity or the Criterion input.
- 9:31SPEAKER_02: So I think Rectarian, what it brings, it brings attitude.
- 9:36SPEAKER_02: Attitude of, I'm sorry, can I swear?
- 9:40SPEAKER_02: Getting shit done.
- 9:41SPEAKER_02: Can I say that?
- 9:43SPEAKER_02: Can I say that, Fabio?
- 9:44SPEAKER_02: All right.
- 9:46SPEAKER_02: We get shit done.
- 9:49SPEAKER_02: So it's the thing of getting stuck into it, right?
- 9:52SPEAKER_02: I mean, we say dare, deliver, and delight for a reason.
- 9:54SPEAKER_02: There's just not pillars and pillars, right?
- 9:57SPEAKER_02: They really are ways of working that we pride ourselves Because we dare to challenge
- 10:03SPEAKER_02: that status quo.
- 10:05SPEAKER_02: We dare to go above and beyond.
- 10:07SPEAKER_02: We always deliver what we say we have to deliver.
- 10:10SPEAKER_02: And we do so with a gameplay feel, with a player mindset and a player first mindset.
- 10:16SPEAKER_02: And I think all of that,
- 10:19SPEAKER_02: when you're sitting at the table with four other big players
- 10:22SPEAKER_02: or three other big players, everybody brings something to that table.
- 10:25SPEAKER_02: Everybody steps up and you just have to ensure that you're putting your best foot forward.
- 10:31SPEAKER_02: And I think Criterion has delivered on that and continues to deliver on that.
- 10:35SPEAKER_02: So I think we're at the same eye height as everybody else with Dice and Ripple and Motive.
- 10:44SPEAKER_02: And I think Criterion just brings...
- 10:46SPEAKER_02: Its own attitude,
- 10:48SPEAKER_02: identity,
- 10:48SPEAKER_02: personality,
- 10:50SPEAKER_02: and just attention to detail,
- 10:52SPEAKER_02: that vibe,
- 10:53SPEAKER_02: that player first mindset,
- 10:55SPEAKER_02: all of those things that makes Criterion great is what we bring to Battlefield
- 10:58SPEAKER_02: and I think it's reflected in the game.
- 11:01SPEAKER_03: You're better at citing the exact missions and the beats,
- 11:03SPEAKER_03: but it's that criterion,
- 11:05SPEAKER_03: you know, fingerprint that you can see on particular missions, right?
- 11:10SPEAKER_03: It's spectacle.
- 11:11SPEAKER_03: It's the minute to minute kind of gameplay feel, the pace, controlled chaos, right?
- 11:16SPEAKER_03: We talk about, you know, deliver and delight, right?
- 11:19SPEAKER_03: Those are things that feel very criterion.
- 11:21SPEAKER_03: And those are the elements that we brought to Battlefield 6.
- 11:24SPEAKER_01: Brilliant.
- 11:25SPEAKER_01: Thank you, Amy.
- 11:26SPEAKER_01: Thank you, Stefan.
- 11:26SPEAKER_01: I appreciate your time.
- 11:27SPEAKER_03: Thank you.
- 11:28SPEAKER_03: So nice to meet you.
- 11:29SPEAKER_01: So do you work on different corners of the game?
- 11:33SPEAKER_01: Is that how it works?
- 11:34SPEAKER_01: My mind is blown by this, how you partition things up and make all this come together.
- 11:41SPEAKER_00: Yeah, each studio is able to develop their own titles,
- 11:44SPEAKER_00: as we show with, you know, Criterium and Needless Be Unbound lately.
- 11:47SPEAKER_00: But when we work here,
- 11:49SPEAKER_00: we look at the best people for the job,
- 11:51SPEAKER_00: and sometimes that may mean a group of us are working collaboratively on a key area
- 11:55SPEAKER_00: of Battlefield 6,
- 11:56SPEAKER_00: while others may be working with dice or motive or ripple effect in other areas of
- 12:00SPEAKER_00: the games.
- 12:01SPEAKER_00: Although there is challenges here,
- 12:03SPEAKER_00: it also gives us a lot of opportunity of having these,
- 12:06SPEAKER_00: you know,
- 12:06SPEAKER_00: four super studios and these powerhouse studios in Battlefield 6
- 12:11SPEAKER_00: and Battlefield Studios.
- 12:12SPEAKER_00: We can really get the best people working together to get the best experience for our players.
- 12:17SPEAKER_01: So I'm sort of asking quite what you might think is quite basic questions.
- 12:20SPEAKER_01: We've done this for years.
- 12:21SPEAKER_01: Why is this even a thing?
- 12:22SPEAKER_01: But it's just, it's such a, it's such a...
- 12:24SPEAKER_00: It's not, it's actually quite insightful because...
- 12:28SPEAKER_00: I would say anyone building games.
- 12:30SPEAKER_00: I'm always so appreciative of any studio that ships a game.
- 12:34SPEAKER_00: In my career, I've had games killed.
- 12:36SPEAKER_00: It's tough what we do.
- 12:38SPEAKER_00: And then working across multiple studios in different time zones,
- 12:41SPEAKER_00: getting that coordination is really, really hard as well.
- 12:44SPEAKER_00: But we have fantastic teams to do that.
- 12:47SPEAKER_00: So it's not easy by any stretch of the imagination,
- 12:50SPEAKER_00: but as you saw from Battlefield 6, it seems to be working.
- 12:53SPEAKER_01: Yeah, it's really good.
- 12:54SPEAKER_01: It's interesting because I've not spoken to Criterion since,
- 12:57SPEAKER_01: well, I've always got on very well with Matt Webster and Steve Cuss too.
- 13:01SPEAKER_01: Criterion was a big winner at the Best Place to Work Awards, which I ran for many, many years.
- 13:07SPEAKER_01: So very well regarded.
- 13:08SPEAKER_01: You came into that company, right,
- 13:12SPEAKER_01: the Webster era company, and you've seen it morph into this Battlefield studio.
- 13:17SPEAKER_01: How would you say it's different?
- 13:20SPEAKER_00: Criterion, we obviously did first-person shooters with Black.
- 13:25SPEAKER_00: We're a big part of Battlefield V development with Firestorm, also Battlefront.
- 13:30SPEAKER_00: So it's always been there or thereabouts.
- 13:32SPEAKER_00: And a lot of people at Criterion now join because they're working on whether
- 13:36SPEAKER_00: that was Battlefront or Battlefield.
- 13:38SPEAKER_00: They wanted to be in their first-person shooter genre.
- 13:42SPEAKER_00: And delivering these massive AAA games on that.
- 13:44SPEAKER_00: I think obviously working now within other studios,
- 13:48SPEAKER_00: you probably have,
- 13:50SPEAKER_00: I guess, a little less autonomy than we used to have in the old days.
- 13:53SPEAKER_00: It was like, hey, let's just do this and go ahead and get this thing done as we go through.
- 13:58SPEAKER_00: But it's a different type of development.
- 14:02SPEAKER_00: As we said,
- 14:03SPEAKER_00: deliver something on the scale of Battlefield 6,
- 14:06SPEAKER_00: we need multiple studios to work there.
- 14:08SPEAKER_00: So very similar in some ways.
- 14:11SPEAKER_00: We still have that same creed within criterion of that gameplay feel really,
- 14:16SPEAKER_00: really Matters, it's really important to us.
- 14:19SPEAKER_00: That rapid iteration, really, really, really important to us.
- 14:23SPEAKER_00: Our adaptability as a studio, all those elements are still there.
- 14:26SPEAKER_00: It's just wrapped into,
- 14:29SPEAKER_00: I guess,
- 14:29SPEAKER_00: x10 as we look at the Battlefield Studios and what we need to deliver
- 14:32SPEAKER_00: with Battlefield 6.
- 14:34SPEAKER_01: I was going to ask,
- 14:35SPEAKER_01: do you still get the job satisfaction as a sort of support studio,
- 14:40SPEAKER_01: which maybe is unfair phrasing,
- 14:42SPEAKER_01: as you would leading a development on something like Need for Speed?
- 14:45SPEAKER_00: I think from Criterion we have that kind of quirky British view
- 14:48SPEAKER_00: and we've always looked at things slightly differently at Criterion and we bring
- 14:52SPEAKER_00: that innovation in there.
- 14:54SPEAKER_00: Do we get our job satisfaction?
- 14:56SPEAKER_00: I mean, I do.
- 14:58SPEAKER_00: When you look at what Battlefield does,
- 15:00SPEAKER_00: you know, BF6 I think was the best selling first person shooter in 2025.
- 15:07SPEAKER_00: I think it was the best selling global game in North America.
- 15:11SPEAKER_00: And just to see how it was received by our fans, I think that's why we come to work, right?
- 15:18SPEAKER_00: To not just build these things and have fun here, to ship them and put it in our fans' hands.
- 15:23SPEAKER_00: And whether they like it or they don't,
- 15:25SPEAKER_00: we get that feedback and then we iterate and we go again.
- 15:28SPEAKER_00: That's really, really fun and what we love to do here.
- 15:30SPEAKER_00: And I think with Battlefield,
- 15:32SPEAKER_00: being able to do that on millions upon millions of people to be able
- 15:36SPEAKER_00: to see our work, I get a lot of satisfaction from it.
- 15:40SPEAKER_01: How easy is it to put the criterion stamp on something like Battlefield?
- 15:45SPEAKER_01: Because you point out there's always a,
- 15:47SPEAKER_01: I don't know, there's always a slight flavour to a British made game, I think.
- 15:50SPEAKER_01: But is it possible maybe to do that on a title like Battlefield?
- 15:54SPEAKER_01: Yeah.
- 15:55SPEAKER_00: All the studios respect each other.
- 15:57SPEAKER_00: As I said, we're not a support studio.
- 15:58SPEAKER_00: There's no dominant studio in here.
- 16:01SPEAKER_00: Obviously, as we look through from DICE, we have a lot of history there.
- 16:05SPEAKER_00: There's a lot of creativity from the Battlefield franchise over the years,
- 16:09SPEAKER_00: and I'd love to hear some of their stories.
- 16:11SPEAKER_00: We look at Motive and a lot of their experience in single player and Ripple Effect.
- 16:17SPEAKER_00: A lot of the team there came from Dice originally,
- 16:20SPEAKER_00: and they have their own flavor that they bring in.
- 16:22SPEAKER_00: We're very closely with a lot of the audio team there.
- 16:24SPEAKER_00: They were excellent.
- 16:26SPEAKER_00: But as we come through, we still have that creative autonomy in what we're building.
- 16:31SPEAKER_00: Now obviously we have to sell it in to everyone else so they don't just leave us alone as we go.
- 16:35SPEAKER_00: But if we have that passion and we can drive through,
- 16:37SPEAKER_00: yeah, then we can stamp that Criterion Flare into a log war we do.
- 16:41SPEAKER_01: I'll ask one more question because I've run out of time,
- 16:43SPEAKER_01: but is there actually a part of Battlefield 6 that you can point to?
- 16:48SPEAKER_01: Criterion did that.
- 16:50SPEAKER_01: That's the criterion corner.
- 16:52SPEAKER_01: Oh, is that just not how that game is put together?
- 16:54SPEAKER_00: It's not really how we structured the studios.
- 16:57SPEAKER_00: As I said, all the studios could ship a game by themselves.
- 17:00SPEAKER_00: So what we would do is get the best people to work in the best area at
- 17:04SPEAKER_00: the right time with the other studios together.
- 17:07SPEAKER_00: You know,
- 17:08SPEAKER_00: some of the best developers in the world working on,
- 17:10SPEAKER_00: which can sometimes be pretty gnarly problems.
- 17:13SPEAKER_00: So I don't think I can really pick out a piece where I can say,
- 17:15SPEAKER_00: hey, yeah, that was just Criterion that did that.
- 17:19SPEAKER_00: What I can say is we're super proud of working with those other studios,
- 17:23SPEAKER_00: how well we collaborated with them.
- 17:26SPEAKER_00: And I'm super excited about what we can bring to the Battlefield studios and
- 17:29SPEAKER_00: the franchise going forward.
- 17:31SPEAKER_01: Sounds like your one big studio rather than four.
- 17:35SPEAKER_01: But Danny, thank you so much.
- 17:37SPEAKER_01: I appreciate your time.
- 17:38SPEAKER_01: It's a pleasure, Chris.
- 17:39SPEAKER_01: Anytime.
- 17:40SPEAKER_01: Thanks for taking the time.
- 17:41SPEAKER_01: Hello, Rebecca.
- 17:42SPEAKER_01: Welcome to the show.
- 17:43SPEAKER_03: Hello, Chris.
- 17:44SPEAKER_03: Thank you for having me.
- 17:45SPEAKER_01: It's been a real rollercoaster, the Battlefield 6 story so far.
- 17:50SPEAKER_01: The launch was phenomenal and the success you had in that, right, just incredible, right?
- 17:54SPEAKER_01: Biggest shooter of the year.
- 17:56SPEAKER_01: Redsec, maybe a bit more mixed.
- 17:58SPEAKER_01: Then there's been some cuts and you had the tragedy with Vince.
- 18:03SPEAKER_01: So I guess my question is, how are you?
- 18:07SPEAKER_03: Thank you for asking.
- 18:10SPEAKER_03: As you said, Chris, it's been an incredible journey.
- 18:13SPEAKER_03: And I'm good.
- 18:15SPEAKER_03: The teams are good.
- 18:16SPEAKER_03: We are happy.
- 18:18SPEAKER_03: We're pleased.
- 18:19SPEAKER_03: Of course, releasing a game at that scale, it's hard.
- 18:24SPEAKER_03: It's difficult.
- 18:25SPEAKER_03: And we did well.
- 18:26SPEAKER_03: Have we learned through the ride?
- 18:29SPEAKER_03: Of course.
- 18:29SPEAKER_03: And do we listen to our players?
- 18:31SPEAKER_03: Of course.
- 18:32SPEAKER_03: Do we adapt?
- 18:33SPEAKER_03: Do we change?
- 18:34SPEAKER_03: Of course.
- 18:35SPEAKER_03: But yeah, no, it's good.
- 18:38SPEAKER_03: I'm good.
- 18:38SPEAKER_03: Thanks for asking.
- 18:39SPEAKER_01: I just think there's probably a book in the launch of this game.
- 18:43SPEAKER_01: But we last spoke four years ago, which is upsetting because it doesn't feel four years ago.
- 18:48SPEAKER_01: And we were talking at the time,
- 18:49SPEAKER_01: and I know we're here to talk about Criterion,
- 18:51SPEAKER_01: but we're talking at the time about DICE's recovery after the launch
- 18:54SPEAKER_01: of Battlefield 2042.
- 18:56SPEAKER_01: And you said to me at the time,
- 18:57SPEAKER_01: we want DICE to be the number one spot for first-person shooter games in Europe
- 19:00SPEAKER_01: and one of the powerhouses in the world.
- 19:03SPEAKER_01: Now we're here.
- 19:04SPEAKER_01: Mission accomplished, right?
- 19:06SPEAKER_03: Yes.
- 19:09SPEAKER_01: It's remarkable.
- 19:10SPEAKER_01: It's fantastic.
- 19:11SPEAKER_03: Yeah, we are super happy,
- 19:14SPEAKER_03: super happy for Battlefield,
- 19:16SPEAKER_03: super happy for our players, and of course, super happy for the team at DICE.
- 19:20SPEAKER_03: But you know, Chris,
- 19:21SPEAKER_03: that DICE could never have pulled this one off as an only studio at this kind
- 19:27SPEAKER_03: of scale.
- 19:28SPEAKER_03: And, you know,
- 19:28SPEAKER_03: Byron and Vince joined a couple of years ago,
- 19:31SPEAKER_03: very clear on the vision of what Battlefield 6 should be.
- 19:35SPEAKER_03: The best body field ever and bringing together four world-class studios together
- 19:41SPEAKER_03: with Criterion,
- 19:43SPEAKER_03: of course,
- 19:44SPEAKER_03: what we are going to talk about today and then Motive in Montreal and Ripple Effect
- 19:50SPEAKER_03: in LA.
- 19:51SPEAKER_03: Incredible.
- 19:52SPEAKER_03: It's an incredible endeavor.
- 19:54SPEAKER_03: Was it difficult?
- 19:55SPEAKER_03: Of course it was difficult.
- 19:56SPEAKER_03: Was it hard?
- 19:57SPEAKER_03: Of course it was hard.
- 20:00SPEAKER_03: What is satisfying when we launched?
- 20:02SPEAKER_03: Of course it was satisfying when we launched.
- 20:06SPEAKER_01: I've spoken to some of your team at Criterion.
- 20:09SPEAKER_01: It doesn't sound like it's four studios coming together.
- 20:11SPEAKER_01: It actually sounds like one mega studio.
- 20:13SPEAKER_01: It sounds like there's no...
- 20:15SPEAKER_01: It wasn't a case of Criterion, you do the vehicles and we'll do the shooting.
- 20:21SPEAKER_01: It doesn't sound like that was how it worked at all.
- 20:24SPEAKER_01: It sounds more like one ginormous cross, multiple multi-country mega studio.
- 20:32SPEAKER_01: At least that's the vibe I get anyway.
- 20:35SPEAKER_03: Well, I would, of course, four studios, but one team.
- 20:38SPEAKER_03: That is the way that we work.
- 20:40SPEAKER_03: Each studio brings its own perspective, its own identity.
- 20:45SPEAKER_03: You have a studio like Criterion who's been around for 30 years,
- 20:48SPEAKER_03: who've been developing games like Black, Burnout, Need for Speed.
- 20:53SPEAKER_03: And of course, being a partner on other Battlefield games as well.
- 20:58SPEAKER_03: Of course, a team like Criterion will come with a different perspective.
- 21:02SPEAKER_03: Of course, a team like Motive, developing Dead Space will come with a different perspective.
- 21:08SPEAKER_03: And of course, Ripple Effect will come with a different perspective.
- 21:11SPEAKER_03: But that is the power behind the way that we work.
- 21:15SPEAKER_03: And my role is to ensure that The two studios that I work with,
- 21:19SPEAKER_03: DICE and Criterion,
- 21:21SPEAKER_03: can thrive in their own identity with the culture that each studio have
- 21:27SPEAKER_03: that is unique in this global one game, one game spirit.
- 21:34SPEAKER_01: Now, I know you said this earlier when you were giving your welcome to the studio,
- 21:39SPEAKER_01: but what would you say is the Criterion identity?
- 21:42SPEAKER_01: What is the Criterion perspective?
- 21:44SPEAKER_03: So, you know,
- 21:44SPEAKER_03: Criterion's been around for 30 years and started off way back with the renderware,
- 21:49SPEAKER_03: which we all used as a middleware to make games on the PlayStation 2.
- 21:53SPEAKER_03: So, a technical excellence.
- 21:55SPEAKER_03: And then came Burnout, and then came Black, and then came Need for Speed.
- 22:00SPEAKER_03: And the way that Criterion manages instant reward I can never say that word
- 22:07SPEAKER_03: in English, but the intensity, the rush of adrenaline.
- 22:13SPEAKER_01: Intensity.
- 22:15SPEAKER_03: Thank you, Chris.
- 22:16SPEAKER_03: It's so hard to say in English.
- 22:21SPEAKER_03: What are the special moments that Criterion is bringing to the table based on
- 22:25SPEAKER_03: the experience that Criterion has?
- 22:28SPEAKER_03: And it's a different perspective from what dice will bring to the table
- 22:33SPEAKER_03: who are masters of multiplayer or what emotive will bring to the table.
- 22:40SPEAKER_01: Is it, this is, this sounds like a loaded question.
- 22:42SPEAKER_01: I don't mean it to be, but obviously Criterion, it has this history.
- 22:45SPEAKER_01: We talk about the history there of Burnout and Need for Speed.
- 22:47SPEAKER_01: And here's the thing, it's gone through multiple eras.
- 22:49SPEAKER_01: It isn't like there's Criterion pre-Battlefield Studio and post-Battlefield Studio.
- 22:54SPEAKER_01: There is, of course, I remember, I knew Alex Ward and Fiona Sperry very long ago.
- 22:59SPEAKER_01: We're going far enough back.
- 23:00SPEAKER_01: I'm good friends with Matt Webster and I know Steve Cuss really well.
- 23:03SPEAKER_01: So I know that there's different eras and the culture's changed with those eras and
- 23:07SPEAKER_01: the games we're making.
- 23:08SPEAKER_01: But obviously now they're primarily working on this game of multiple studios.
- 23:13SPEAKER_01: Is it really the same studio?
- 23:15SPEAKER_01: Do you really get that sense that it's the same team that was on RenderWare in the 90s?
- 23:20SPEAKER_03: Of course not, Chris.
- 23:22SPEAKER_03: And it cannot be because you know that as an industry we have evolved so much.
- 23:27SPEAKER_03: So you remember back in the days we had physical goods.
- 23:31SPEAKER_03: You know, now we're digital.
- 23:33SPEAKER_03: We could only make single-player games.
- 23:35SPEAKER_03: Now we can, you know, make games for...
- 23:38SPEAKER_03: Sixty-four players and even more online.
- 23:41SPEAKER_03: So the studio has evolved and the team has to evolve.
- 23:47SPEAKER_03: So of course it's not the same.
- 23:48SPEAKER_03: And it will not be the same in ten years.
- 23:51SPEAKER_03: And it should not be the same in ten years.
- 23:55SPEAKER_03: I think what's the most important thing is that we have,
- 23:58SPEAKER_03: and we spoke about it this morning in the introduction,
- 24:00SPEAKER_03: we have talents who've been with us for decades.
- 24:03SPEAKER_03: We have talents who've been with us for five years and we have new talents.
- 24:07SPEAKER_03: And altogether,
- 24:08SPEAKER_03: we are shaping the future to be the best place to work,
- 24:12SPEAKER_03: to be the best place where you can make the best work of your career,
- 24:17SPEAKER_03: and that you can bring your own identity and your own strength to what
- 24:23SPEAKER_03: the battlefield is.
- 24:26SPEAKER_01: You mentioned best place to work,
- 24:28SPEAKER_01: which is gonna make me happy because I launched the Best Place to Work Awards in
- 24:32SPEAKER_01: the UK.
- 24:33SPEAKER_01: It was my project for Eight years or so.
- 24:38SPEAKER_03: Many, many awards.
- 24:39SPEAKER_01: I know.
- 24:40SPEAKER_01: I handed them out.
- 24:43SPEAKER_01: Matt Webster, Steve Kuss.
- 24:44SPEAKER_01: I think I remember the...
- 24:47SPEAKER_01: I remember very...
- 24:48SPEAKER_01: I've forgotten the word.
- 24:49SPEAKER_01: I remember very...
- 24:52SPEAKER_01: I can still picture it.
- 24:55SPEAKER_01: Matt and Steve were on stage and they said, look,
- 24:58SPEAKER_01: Ten years ago,
- 25:00SPEAKER_01: we probably won the worst company work award and we've gone on this big journey,
- 25:06SPEAKER_01: cultural journey.
- 25:09SPEAKER_01: So they've won countless awards.
- 25:10SPEAKER_01: Honestly, I think two years there was the highest scoring out of all the companies in the UK.
- 25:17SPEAKER_01: But since then, there's been the pivot to Battlefield.
- 25:19SPEAKER_01: There's been staff changes and all sorts.
- 25:22SPEAKER_01: Matt is obviously doing his criterion-like things at Fuse.
- 25:27SPEAKER_01: Has the team culture changed?
- 25:28SPEAKER_01: Have you changed the approach or is it a continuation of what was there before?
- 25:34SPEAKER_03: It's an evolution of the culture, I would say.
- 25:37SPEAKER_03: Okay.
- 25:38SPEAKER_03: We have new talent who have joined.
- 25:39SPEAKER_03: We have talents coming from all over the world that are Bringing their own history
- 25:45SPEAKER_03: to the studio as well.
- 25:46SPEAKER_03: And they are part of the Criterion story, like everybody who joins us.
- 25:51SPEAKER_03: But what's important, Chris,
- 25:53SPEAKER_03: is that we are a culture where people can express themselves,
- 25:57SPEAKER_03: where they dare to take risks,
- 26:00SPEAKER_03: where they dare to innovate, because that is when we are making our best games.
- 26:04SPEAKER_03: And that culture will not change.
- 26:07SPEAKER_03: And that culture we are the guardians of.
- 26:09SPEAKER_01: Yeah, wow.
- 26:11SPEAKER_01: It's interesting because I think the stat you put was 23% of staff have been part
- 26:16SPEAKER_01: of Criterion for over a decade.
- 26:20SPEAKER_01: Now I know that when a studio pivots from maybe working on their own projects
- 26:24SPEAKER_01: to supporting projects,
- 26:26SPEAKER_01: it's not fair,
- 26:27SPEAKER_01: this isn't supporting,
- 26:28SPEAKER_01: but maybe working on a project other people That can be demotivating.
- 26:35SPEAKER_01: I've seen that through when I did Best Place to Work.
- 26:38SPEAKER_01: It's not specifically Criterion,
- 26:40SPEAKER_01: but how do you keep staff motivated when they're used to having ownership of
- 26:46SPEAKER_01: the game they're making?
- 26:47SPEAKER_03: Hey, they still have ownership.
- 26:48SPEAKER_03: That hasn't changed, Chris.
- 26:50SPEAKER_03: I mean, I don't know if you have played Battlefield 6, but,
- 26:55SPEAKER_03: you know, Well, it's easy for me to say because I know what each studio created.
- 27:01SPEAKER_03: I can immediately see, when I play Battlefield 6, what team has created what.
- 27:08SPEAKER_03: You see the soul.
- 27:10SPEAKER_03: You see the strengths of each team.
- 27:14SPEAKER_03: So the ownership hasn't changed, Chris.
- 27:17SPEAKER_03: Our teams are still...
- 27:19SPEAKER_01: What in Battlefield 6 would you go that side criterion?
- 27:22SPEAKER_01: You said you can identify it.
- 27:24SPEAKER_01: And I'm interested to know what it is those things.
- 27:26SPEAKER_03: Moment to moment gameplay, instant reward, intensity, rush and adrenaline.
- 27:34SPEAKER_03: You can tell.
- 27:35SPEAKER_03: And that hasn't changed.
- 27:37SPEAKER_01: It might be an ignorant question, but why does Battlefield need the network of sort of studios?
- 27:43SPEAKER_01: What is it about it that meant the game needed that?
- 27:47SPEAKER_03: But, you know, we're operating on a huge scale, Chris.
- 27:51SPEAKER_03: We're providing so many different gameplay experiences to our players in Battlefield 6.
- 27:57SPEAKER_03: The multiplayer, the single player, a free-to-play, that cannot be created by one studio.
- 28:04SPEAKER_03: It's not possible.
- 28:05SPEAKER_03: The scale is just huge.
- 28:07SPEAKER_03: Previously, we couldn't really work on that kind of scale.
- 28:10SPEAKER_03: We didn't have the tools,
- 28:11SPEAKER_03: but it requires also Organization,
- 28:15SPEAKER_03: a process,
- 28:17SPEAKER_03: in a totally different manner than what we actually could do a couple of years ago.
- 28:21SPEAKER_03: So today, to be able to create games at the scale that we are, we have to be multiple studios.
- 28:27SPEAKER_03: You look, Chris,
- 28:28SPEAKER_03: at any of the major franchises in our industry,
- 28:33SPEAKER_03: you know that there are hundreds and hundreds of developers behind those.
- 28:37SPEAKER_01: How easy is it To put that criterion stamp on a mega game like Battlefield 6.
- 28:47SPEAKER_03: We want it.
- 28:48SPEAKER_03: That's what we need.
- 28:49SPEAKER_03: You know, we want to Delight our players.
- 28:53SPEAKER_03: And we want that.
- 28:54SPEAKER_03: That is, of course, we have a global vision.
- 28:57SPEAKER_03: Of course, we know what we need to do.
- 28:59SPEAKER_03: But the teams working on Battlefield and the teams working
- 29:04SPEAKER_03: at Criterion are empowered to utilize that vision for what we can provide
- 29:08SPEAKER_03: to our players.
- 29:11SPEAKER_01: How do you manage, and this is, again, it's an ignorant question.
- 29:15SPEAKER_01: The thing that I find that's crucial in the modern video games industry is speed, right?
- 29:21SPEAKER_01: Particularly live service games.
- 29:22SPEAKER_01: It's that ability to react.
- 29:23SPEAKER_01: And obviously,
- 29:25SPEAKER_01: I spoke to Patrick Soderlund last year around Ark Raiders,
- 29:27SPEAKER_01: which is obviously some of the former Battlefield lot,
- 29:29SPEAKER_01: and they've got a smaller team,
- 29:31SPEAKER_01: and they've been able to move fast, and they're very proud of that.
- 29:34SPEAKER_01: But you obviously have a big team across multiple countries.
- 29:37SPEAKER_01: How do you pull off the speed thing, that ability to go faster?
- 29:42SPEAKER_03: It's crucial.
- 29:43SPEAKER_03: So we have to be very clear on our different mandates that are given to
- 29:47SPEAKER_03: the different teams and the autonomy and empowerment because One thing
- 29:53SPEAKER_03: that hasn't changed in 30 years and coming from games where we were eight
- 29:58SPEAKER_03: to being games now where we're hundreds is the feedback loop.
- 30:02SPEAKER_03: You know, we need to develop and we need to iterate.
- 30:04SPEAKER_03: We need to test.
- 30:05SPEAKER_03: We need to develop, iterate and test.
- 30:07SPEAKER_03: And that feedback loop has to be super, super fast before we launch, but even when we're live.
- 30:14SPEAKER_03: So that's the way we have to do it.
- 30:16SPEAKER_03: Even though we're hundreds of players, we have to assure that our teams can iterate fast.
- 30:22SPEAKER_01: Are AI tools making much of a difference in that area?
- 30:28SPEAKER_03: In the iteration, I'm not sure.
- 30:31SPEAKER_03: You know, Krista, we've been working on AI for years in our industry.
- 30:36SPEAKER_03: The difference now is the general AI and the emergent AI.
- 30:41SPEAKER_03: And we wouldn't be a world-class studio if we didn't look into how these new tools can help us.
- 30:48SPEAKER_03: To increase and perhaps make our process more efficient
- 30:55SPEAKER_03: so we can really put our value on innovation and creativity.
- 30:59SPEAKER_03: Can we have less power points?
- 31:01SPEAKER_03: Perhaps.
- 31:02SPEAKER_03: Can we make a planning quicker?
- 31:05SPEAKER_03: Probably.
- 31:06SPEAKER_03: Can we take away some of those boring tasks?
- 31:10SPEAKER_03: Probably.
- 31:11SPEAKER_03: Can we take away those manual tasks?
- 31:13SPEAKER_03: Probably.
- 31:14SPEAKER_03: But of course we are looking into it like everybody else, and we need to learn.
- 31:19SPEAKER_03: We need to learn fast.
- 31:20SPEAKER_01: There's a lot of different opinion in the industry that it's going to make
- 31:23SPEAKER_01: a meaningful difference to that speed.
- 31:26SPEAKER_01: It can possibly help with creativity,
- 31:28SPEAKER_01: but it won't necessarily make The question I often ask is,
- 31:31SPEAKER_01: will it allow you to make games quicker or put stuff out faster?
- 31:34SPEAKER_01: And every answer I get is sort of like, well, it depends on how you use it.
- 31:37SPEAKER_01: And it seems the jury's a bit out on that front.
- 31:41SPEAKER_03: I don't think we have enough knowledge yet.
- 31:44SPEAKER_03: You know, we're learning every week, every day.
- 31:46SPEAKER_03: I don't think we can really confirm or pronounce anything yet.
- 31:51SPEAKER_03: We are discovering on the fly.
- 31:54SPEAKER_01: I'm interested because Criterion have worked with,
- 31:56SPEAKER_01: you know, Ghost Games in the past and obviously with DICE on Battlefield.
- 32:01SPEAKER_01: The idea of having multiple studios supporting and working together isn't new.
- 32:06SPEAKER_01: But because obviously this big four powerful studios collaborating together,
- 32:12SPEAKER_01: have you had to structurally change things?
- 32:14SPEAKER_01: There has to be a rethink on how everything's,
- 32:16SPEAKER_01: you know, These studios are old studios, a lot of them.
- 32:19SPEAKER_01: They've been around for a very long time.
- 32:21SPEAKER_01: They've got a way of doing things and this is how we do things.
- 32:23SPEAKER_01: Have you had to sort of rip that up a bit in order to build Battlefield 6?
- 32:27SPEAKER_03: Yeah, you know that it's not the same thing to make one game with one studio,
- 32:32SPEAKER_03: but to scale at this level.
- 32:34SPEAKER_03: And of course,
- 32:35SPEAKER_03: we had to look into the organization to make it more efficient in our new world,
- 32:41SPEAKER_03: whether it's DICE or Criterion or the studios in North America.
- 32:46SPEAKER_03: Of course, we have looked into it.
- 32:48SPEAKER_03: And today we are product-led.
- 32:52SPEAKER_03: Which means that we are looking into a feature and we are cross-disciplined around
- 32:57SPEAKER_03: that feature.
- 32:58SPEAKER_03: This is not rocket science.
- 33:00SPEAKER_03: Most studios are organized in that way.
- 33:02SPEAKER_03: And that helps us to be fast.
- 33:05SPEAKER_03: It helps us to be agile.
- 33:07SPEAKER_03: And it helps us to create a team that is cross-disciplined around the feature.
- 33:12SPEAKER_03: Totally focused.
- 33:13SPEAKER_03: Whether it's a feature or game mode or whatever.
- 33:16SPEAKER_03: But it's a cross-disciplined team.
- 33:19SPEAKER_01: I was talking to some of your team earlier and they talked about how listening to
- 33:23SPEAKER_01: the players and all that kind of stuff is really important.
- 33:24SPEAKER_01: I know that.
- 33:25SPEAKER_01: But Battlefield, there's a Battlefield audience, right?
- 33:28SPEAKER_01: And when Battlefield 6 first launched, that was the Battlefield core Battlefield experience.
- 33:34SPEAKER_01: And then there was RedSec,
- 33:35SPEAKER_01: which sort of is, hey,
- 33:37SPEAKER_01: as Laura said to me a couple of weeks ago,
- 33:40SPEAKER_01: we're going to go beyond that,
- 33:41SPEAKER_01: but we're going to make sure we deliver for the core first and then look
- 33:43SPEAKER_01: at expanding beyond that.
- 33:45SPEAKER_01: But when you're now having to go through the feedback
- 33:47SPEAKER_01: and work out what it is you're doing,
- 33:49SPEAKER_01: that must be working out,
- 33:54SPEAKER_01: managing all of those different voices and those different fans,
- 33:57SPEAKER_01: new ones, old ones, classic ones.
- 33:59SPEAKER_01: I don't really have a question to this,
- 34:00SPEAKER_01: but it must be the biggest challenge for you is to work out what to listen to,
- 34:05SPEAKER_01: what to prioritise.
- 34:06SPEAKER_01: I know you've got a lot of staff and you're able to do quite a lot of things,
- 34:10SPEAKER_01: but it still must be a challenge.
- 34:13SPEAKER_03: Challenge?
- 34:14SPEAKER_03: It's an interesting question, Chris.
- 34:16SPEAKER_03: I would say like,
- 34:18SPEAKER_03: and very aligned with what Laura shared,
- 34:21SPEAKER_03: of course,
- 34:21SPEAKER_03: that we have to assure that our core community is satisfied first before we go
- 34:26SPEAKER_03: and look for new players, obviously.
- 34:30SPEAKER_03: But you know, That feedback is so important to us and we learn so much.
- 34:36SPEAKER_03: And, you know,
- 34:37SPEAKER_03: as you said,
- 34:37SPEAKER_03: we already listened to our players before we released through Body Film Labs and
- 34:42SPEAKER_03: through the community council and all other tools and play tests
- 34:45SPEAKER_03: and everything we have.
- 34:46SPEAKER_03: And we are just making a greater game based on all this feedback.
- 34:50SPEAKER_03: Is it difficult to prioritize?
- 34:54SPEAKER_03: I would say yes and no,
- 34:55SPEAKER_03: because even though we have our core community,
- 34:58SPEAKER_03: a lot of feedback from our new players are actually aligned
- 35:01SPEAKER_03: with what our core community is saying.
- 35:04SPEAKER_03: Well, do we want larger maps?
- 35:06SPEAKER_03: Yeah.
- 35:07SPEAKER_03: Doesn't matter if you're a core community or if you're a new player.
- 35:11SPEAKER_03: We want larger maps.
- 35:13SPEAKER_03: Do we want more content?
- 35:15SPEAKER_03: Yes.
- 35:16SPEAKER_03: Doesn't matter if you're a core community or if you're a new player.
- 35:20SPEAKER_01: So we'll go back to Criterion.
- 35:21SPEAKER_01: Is there an element,
- 35:22SPEAKER_01: is there a studio that's in charge of that,
- 35:24SPEAKER_01: in charge of that,
- 35:25SPEAKER_01: you know,
- 35:26SPEAKER_01: feedback and player testing and that kind of,
- 35:29SPEAKER_01: or is it,
- 35:29SPEAKER_01: again, is it all just all four of them working together on those sort of things?
- 35:32SPEAKER_03: You know what?
- 35:33SPEAKER_03: I will make it even simpler.
- 35:34SPEAKER_03: It's everyone on the floor.
- 35:36SPEAKER_03: Everyone on the floor making games have to listen to the players.
- 35:40SPEAKER_03: That's what we do.
- 35:43SPEAKER_03: And of course, we provide the information from the battlefield labs, from community council.
- 35:47SPEAKER_03: We share everything.
- 35:48SPEAKER_03: We have frequent meetings,
- 35:51SPEAKER_03: if not daily, at least weekly, where of course we share this information.
- 35:55SPEAKER_03: It's important for our creators to know what they are creating,
- 35:59SPEAKER_03: how it's perceived, or what kind of feedback.
- 36:02SPEAKER_03: And do we fix everything from the community?
- 36:05SPEAKER_03: Of course not, because there are priorities.
- 36:08SPEAKER_03: We might take note and fix it in the future.
- 36:10SPEAKER_03: So it just could be a question of timing as well.
- 36:13SPEAKER_03: But yeah, it's everyone's responsibility.
- 36:16SPEAKER_03: We are player first.
- 36:18SPEAKER_03: It's one of our core values.
- 36:20SPEAKER_01: This might be an odd, very specific question to ask.
- 36:22SPEAKER_01: It's something niggling in the back of my mind.
- 36:24SPEAKER_01: When you're looking to expand the team,
- 36:26SPEAKER_01: or we need different expertise,
- 36:27SPEAKER_01: we want to hire someone, whatever, Where do you hire?
- 36:31SPEAKER_01: Do you just advertise and it could be in the UK?
- 36:35SPEAKER_01: Or do you specifically target studios or what criteria is going to grow by this amount?
- 36:39SPEAKER_01: How does that, it's a very nuts and bolts question.
- 36:42SPEAKER_01: Sorry, but it's just something that's in the back of my head.
- 36:44SPEAKER_03: It's actually based on what player experience is developed and created where.
- 36:50SPEAKER_03: To make it simple.
- 36:52SPEAKER_03: And we still have job openings, so if... Well, I'm sort of out of questions.
- 36:57SPEAKER_01: I guess, where do you see this organisation in five years?
- 37:03SPEAKER_01: I know that you're in charge of the European teams,
- 37:05SPEAKER_01: but where do you see...
- 37:06SPEAKER_01: Do you see it just being where they are now,
- 37:08SPEAKER_01: but perhaps a little bit bigger, working close together?
- 37:11SPEAKER_01: How do you see this collaboration and these teams, criteria in particular,
- 37:15SPEAKER_03: in five years?
- 37:16SPEAKER_03: You know, it's a good question, Chris.
- 37:20SPEAKER_03: And today we know that we are Battlefield.
- 37:23SPEAKER_03: We know that we have created a platform.
- 37:26SPEAKER_03: We know that we are continuing to provide live content to our players.
- 37:31SPEAKER_03: And we know that Battlefield is one of the most important franchise within
- 37:35SPEAKER_03: the EA portfolio and even within the entertainment industry.
- 37:39SPEAKER_03: So to be able to continue to create those fantastic Player experiences and
- 37:45SPEAKER_03: the battlefield moments.
- 37:47SPEAKER_03: We need a lot of developers and we need developers with different backgrounds
- 37:51SPEAKER_03: and different expertise and different inputs.
- 37:57SPEAKER_03: So that is what we're going to do and that is what we're dedicated to, Chris.
- 38:02SPEAKER_01: Okay.
- 38:03SPEAKER_01: All right.
- 38:03SPEAKER_01: Well, maybe there'll be a fifth Battlefield Studio.
- 38:08SPEAKER_01: Rebecca, thank you so much for your time.
- 38:10SPEAKER_01: I appreciate you coming on.
- 38:11SPEAKER_01: And yeah, I love Criterion and Battlefield 6's journey has been an exciting one so far.
- 38:16SPEAKER_01: And I look forward to what comes next.
- 38:19SPEAKER_03: Thanks, Chris.
- 38:20SPEAKER_01: We're proud.
- 38:20SPEAKER_01: Thank you.
- 38:21SPEAKER_01: That's it for today's episode of The Game Business Show.
- 38:24SPEAKER_01: Thank you to Amy, Stefan, Danny and Rebecca for joining us.
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