Latest / The Game Business Show / Fixing Call of Duty: Inside Activision’s Modern Warfare 4 comeback plan
Transcript
- 0:00SPEAKER_01: This week it's a double bill of pop culture icons.
- 0:03SPEAKER_01: Activision is here to talk about Call of Duty's recovery and Lucasfilm chats
- 0:07SPEAKER_01: about its latest Star Wars triumphs.
- 0:09SPEAKER_01: You don't want to miss this.
- 0:14SPEAKER_01: Hello and welcome to The Game Business Show.
- 0:17SPEAKER_01: This week's edition is sponsored by Unreal Engine,
- 0:19SPEAKER_01: and Unreal Engine 5 is,
- 0:20SPEAKER_01: of course, the engine behind the new hit Star Wars game, Star Wars Galactic Racer.
- 0:25SPEAKER_01: Developer Fuse Games will be on the show later on,
- 0:27SPEAKER_01: and if you've been playing it like me,
- 0:29SPEAKER_01: you'll see exactly why it is the highest rated Star Wars game in 20 years.
- 0:33SPEAKER_01: And if you're wondering what it takes to achieve that result, well,
- 0:36SPEAKER_01: it meant building worlds worthy of a galaxy far,
- 0:38SPEAKER_01: far away that hold up at breakneck speed.
- 0:41SPEAKER_01: You can now get an inside look into the development process
- 0:44SPEAKER_01: as Fused Games has shared how Unwell Engine 5 helped
- 0:47SPEAKER_01: the team deliver cinematic environments in Star Wars Galactic Racing
- 0:50SPEAKER_01: without sacrificing frame rate or fluid controls.
- 0:53SPEAKER_01: There's a link to the article in the newsletter attached to the show.
- 0:56SPEAKER_01: It's also in the description.
- 0:57SPEAKER_01: And if you're watching this on video, you'll find it on your screen now.
- 1:01SPEAKER_01: Now, let's get back to the show.
- 1:04SPEAKER_01: So we have a big show for you today.
- 1:06SPEAKER_01: It's very much a two-parter.
- 1:07SPEAKER_01: In the second half, I'm going to be joined by Douglas Riley.
- 1:10SPEAKER_01: He is the vice president of Lucasfilm Games.
- 1:12SPEAKER_01: And Lucasfilm has just released two of
- 1:14SPEAKER_01: the highest Metapolitic scoring Star Wars games in 20 years in the form
- 1:18SPEAKER_01: of Star Wars Zero Company.
- 1:19SPEAKER_01: And Star Wars Galactic Racer.
- 1:21SPEAKER_01: Both games built by independent teams who are made up of veteran developers.
- 1:24SPEAKER_01: He's going to talk about that.
- 1:25SPEAKER_01: And with him,
- 1:26SPEAKER_01: he'll be joined by Matt Webster,
- 1:27SPEAKER_01: the head of Fuse Games that just made the brilliant Galactic Racer.
- 1:31SPEAKER_01: And I will come on to that in the second half.
- 1:33SPEAKER_01: You definitely want to stay tuned for it.
- 1:35SPEAKER_01: But in the first part, I'm going to be talking to Tyler Ball.
- 1:37SPEAKER_01: He is the chief marketing officer at Activision.
- 1:40SPEAKER_01: And we're going to be talking about Call of Duty.
- 1:41SPEAKER_01: Obviously,
- 1:42SPEAKER_01: the series had a tough year last year,
- 1:43SPEAKER_01: but they're coming back strong with Modern Warfare 4, which is out next week.
- 1:47SPEAKER_01: Now, before I welcome Tyler, I did have one house message to deliver for you all.
- 1:51SPEAKER_01: So if you are one of our UK listeners or if you happen to be in London next week,
- 1:56SPEAKER_01: there's an event on at London Excel called MCM Comic Con.
- 1:59SPEAKER_01: This is not an ad, by the way.
- 2:00SPEAKER_01: It's just a big comic convention that takes place in the capital.
- 2:03SPEAKER_01: And we're going to be there.
- 2:04SPEAKER_01: We're going to be doing panels and sessions throughout the show.
- 2:07SPEAKER_01: But significantly, we're going to be doing one on Friday, October 23rd with John Romero.
- 2:11SPEAKER_01: Now that will be released as an episode of the show at some point in the future.
- 2:15SPEAKER_01: But if you want to come and watch that being recorded and you happen to be in
- 2:18SPEAKER_01: the video game industry, you can come for free.
- 2:21SPEAKER_01: So if you work in games, you can watch John Romero.
- 2:23SPEAKER_01: You can then walk around the halls of Comic-Con,
- 2:25SPEAKER_01: meet a celebrity, buy a Funko Pop, whatever you want to do.
- 2:28SPEAKER_01: And on top of that, there's also an industry drinks.
- 2:30SPEAKER_01: There's also free to attend for industry people.
- 2:32SPEAKER_01: Now, if you get The Game Business newsletter,
- 2:34SPEAKER_01: and hopefully you do,
- 2:34SPEAKER_01: the links are in the newsletter to where you can sign up for those things for free.
- 2:38SPEAKER_01: And it'll be lovely to see you.
- 2:39SPEAKER_01: I'll be there.
- 2:40SPEAKER_01: In fact, the whole team will be there.
- 2:42SPEAKER_01: Richard, our producer, George, our commercial director, we'll all be there.
- 2:45SPEAKER_01: Come and say hello.
- 2:46SPEAKER_01: Right.
- 2:47SPEAKER_01: Shall we get on with the show?
- 2:48SPEAKER_01: And let's begin with Call of Duty.
- 2:49SPEAKER_01: So Call of Duty.
- 2:51SPEAKER_01: Look, it appears to be in a rough spot, at least by its very high standards.
- 2:56SPEAKER_01: The launch of Black Ops 7 in Europe last year was 50% below what Black Ops 6 managed
- 3:00SPEAKER_01: in its first few days.
- 3:01SPEAKER_01: That's based on GSD data.
- 3:02SPEAKER_01: It was 63% below the launch of Battlefield 6 in Europe, which was its big competitor last year.
- 3:08SPEAKER_01: In fact,
- 3:09SPEAKER_01: Battlefield 6 was the best-selling shooter of 2026,
- 3:11SPEAKER_01: ending Call of Duty's nearly two-decade run at the top.
- 3:15SPEAKER_01: In the US,
- 3:15SPEAKER_01: Black Ops 7 actually finished in fifth spot for the year,
- 3:18SPEAKER_01: the franchise's lowest annual US sales ranking since 2008's Call of Duty World
- 3:24SPEAKER_01: at War.
- 3:25SPEAKER_01: Now, of course,
- 3:25SPEAKER_01: Call of Duty isn't just about the latest game that comes out,
- 3:28SPEAKER_01: but our data partner Ampere,
- 3:30SPEAKER_01: they've shared some facts with us that highlights there's been quite the drop
- 3:33SPEAKER_01: in players for the series overall.
- 3:34SPEAKER_01: Now, this data that is in the newsletter,
- 3:36SPEAKER_01: and I'm going to talk about it here as well, it isn't entirely correct.
- 3:39SPEAKER_01: Ampere tracks 30 Call of Duty games, including something called Call of Duty HQ.
- 3:45SPEAKER_01: Call of Duty HQ is a launcher that features multiple Call of Duty titles,
- 3:48SPEAKER_01: but in July 2025,
- 3:50SPEAKER_01: two of those titles, Call of Duty Modern Warfare 2 and 3, were removed.
- 3:55SPEAKER_01: From the Launcher and in July 2026 another one was removed in the form of Black Ops 6.
- 3:58SPEAKER_01: Now Ampere doesn't track those games separately.
- 4:01SPEAKER_01: So they think they're probably missing about one and a half million players
- 4:04SPEAKER_01: from July 2025 and another one to one and a half million players from July 2026.
- 4:09SPEAKER_01: So it's not entirely correct.
- 4:11SPEAKER_01: But even so, we're still looking at a sizable job.
- 4:14SPEAKER_01: So in 2024, Call of Duty player count was routinely just below or at 40 million players.
- 4:20SPEAKER_01: In fact, in November 2024 it hit over 46 million players.
- 4:23SPEAKER_01: Huge number.
- 4:24SPEAKER_01: Now in 2025 the numbers dropped into the low 30 millions and then towards the end of
- 4:28SPEAKER_01: the year and into 2026 we're now into the low to mid 20 million number.
- 4:32SPEAKER_01: Now again the numbers are probably slightly higher because of those missing games
- 4:35SPEAKER_01: but Obviously a big drop overall.
- 4:38SPEAKER_01: However, we have had some recent successes.
- 4:41SPEAKER_01: In July this year,
- 4:42SPEAKER_01: Activision released ports of Call of Duty Black Ops 1 and 2,
- 4:45SPEAKER_01: the games that were first released in 2010 and 2012 on PlayStation 4
- 4:49SPEAKER_01: and PlayStation 5.
- 4:50SPEAKER_01: And this did really well.
- 4:52SPEAKER_01: It caused a massive spike in players to just below 40 million for
- 4:54SPEAKER_01: the whole franchise according to Ampere.
- 4:57SPEAKER_01: And there's real positive buzz around the launch of next week's Call of Duty Modern Warfare 4.
- 5:02SPEAKER_01: Now, there's really a lot going on with this year's Call of Duty.
- 5:05SPEAKER_01: It's not in Game Pass this year.
- 5:06SPEAKER_01: It's been in Game Pass the last few years.
- 5:08SPEAKER_01: It isn't this year.
- 5:09SPEAKER_01: Xbox isn't including it in the subscription service for 2026.
- 5:12SPEAKER_01: It also isn't coming to PlayStation 4 and Xbox One.
- 5:14SPEAKER_01: This is the first Call of Duty this generation not to launch on those machines.
- 5:18SPEAKER_01: But it is coming to Nintendo Switch 2,
- 5:20SPEAKER_01: which marks Call of Duty's return to Nintendo for the first time since Call
- 5:23SPEAKER_01: of Duty Ghosts in 2013, which was a Wii U game.
- 5:28SPEAKER_01: And of course,
- 5:28SPEAKER_01: Modern Warfare 4 arrives less than a month before the highly anticipated release
- 5:32SPEAKER_01: of Grand Theft Auto 6, which is dominating the conversation right now.
- 5:36SPEAKER_01: On top of all that,
- 5:37SPEAKER_01: there's a Call of Duty movie in 2028,
- 5:39SPEAKER_01: and Activision announced earlier this year
- 5:40SPEAKER_01: that it will no longer be releasing back-to-back games in the same Call
- 5:44SPEAKER_01: of Duty sub-series going forward, so explain that.
- 5:47SPEAKER_01: In 2022, they released Call of Duty Modern Warfare 2.
- 5:50SPEAKER_01: And then in 2023, they released Call of Duty Modern Warfare 3.
- 5:52SPEAKER_01: So it is a sort of a quick sequel.
- 5:54SPEAKER_01: And in 2024, they did the same thing.
- 5:55SPEAKER_01: They did Black Ops 6 in 2024.
- 5:57SPEAKER_01: And in 2025, they did Black Ops 7.
- 5:58SPEAKER_01: They're not going to be doing that anymore.
- 6:00SPEAKER_01: They're not doing that anymore.
- 6:02SPEAKER_01: So there's a lot to talk about.
- 6:03SPEAKER_01: And earlier this week,
- 6:04SPEAKER_01: I had the privilege to chat with Tyler Ball,
- 6:06SPEAKER_01: the chief marketing officer at Activision,
- 6:08SPEAKER_01: about the goal of getting Call of Duty back on track.
- 6:11SPEAKER_01: Check out this conversation.
- 6:13SPEAKER_01: Hello, Tyler.
- 6:14SPEAKER_01: Welcome to the show.
- 6:14SPEAKER_01: Hey, Chris.
- 6:15SPEAKER_01: Excited to be here.
- 6:16SPEAKER_01: Well, we'll get on to Modern Warfare 4 in a moment because I'm hearing very,
- 6:20SPEAKER_01: very positive things about it.
- 6:21SPEAKER_01: But as I've been saying,
- 6:22SPEAKER_01: sort of last year's game did do lower numbers than,
- 6:26SPEAKER_01: certainly lower than we're used to seeing from Call of Duty.
- 6:29SPEAKER_01: Overall player metrics, Call of Duty HQ's been down a bit as well.
- 6:33SPEAKER_01: So I want to get your take on it.
- 6:34SPEAKER_01: How would you evaluate sort of the state of Call of Duty or where you're at the minute?
- 6:40SPEAKER_03: Yeah, I don't think we were happy with every aspect of last year's game and we heard
- 6:43SPEAKER_03: the feedback from the community loud and clear.
- 6:46SPEAKER_03: And so I think with Modern Warfare 4,
- 6:49SPEAKER_03: we've tried to adjust, you know, based on that feedback, right?
- 6:52SPEAKER_03: It's getting back to a grounded,
- 6:53SPEAKER_03: you know,
- 6:54SPEAKER_03: military,
- 6:55SPEAKER_03: You know,
- 6:55SPEAKER_03: shooter,
- 6:56SPEAKER_03: really making it cinematic,
- 6:57SPEAKER_03: making it authentic and bringing that edge back that Call of Duty is known for,
- 7:02SPEAKER_03: right?
- 7:02SPEAKER_03: There's always that mission that everyone's talking about.
- 7:05SPEAKER_03: And we really wanted to make sure that this title really had something like that
- 7:09SPEAKER_03: that we could talk about.
- 7:10SPEAKER_03: And so being in that North Korean front is really exciting because there's a lot,
- 7:15SPEAKER_03: you know, for us to explore.
- 7:18SPEAKER_01: So you think a lot of it might have been,
- 7:19SPEAKER_01: it just didn't connect with the quality of the audience.
- 7:22SPEAKER_01: Black Ops, it might be because of that grounded nature.
- 7:24SPEAKER_01: That's what people really want from the series.
- 7:26SPEAKER_03: Yeah, I think we were pretty public about,
- 7:28SPEAKER_03: you know,
- 7:28SPEAKER_03: the idea of us going back to back with MW2 to MW3 and Black Ops 6
- 7:34SPEAKER_03: to Black Ops 7 was not something that,
- 7:36SPEAKER_03: you know, our community was looking for, right?
- 7:38SPEAKER_03: And they wanted something new and fresh.
- 7:41SPEAKER_03: And even though There were different time settings and different ways to play
- 7:44SPEAKER_03: the game and lots of new features.
- 7:47SPEAKER_03: That tonal shift is something that they were looking for us to shift.
- 7:52SPEAKER_03: And so we've already kind of stated that a future title is going to be
- 7:56SPEAKER_03: a new sub-franchise and we've already kind of laid the groundwork there.
- 8:01SPEAKER_03: But we're really excited about what we have to offer with Modern Worker 4 and
- 8:05SPEAKER_03: that kind of addresses some of that feedback that we heard so loud from
- 8:08SPEAKER_03: the community.
- 8:09SPEAKER_01: I like the idea of it, though, when you were doing the sort of quick sequel.
- 8:12SPEAKER_01: I know it wasn't a quick,
- 8:13SPEAKER_01: I know it worked on beforehand,
- 8:15SPEAKER_01: but I like the idea of it,
- 8:16SPEAKER_01: even if it hasn't pan out necessarily as successful as you'd hope.
- 8:19SPEAKER_01: It's worth trying, I think.
- 8:21SPEAKER_01: You mentioned a little bit about how Modern Warfare 4 is going to be different.
- 8:24SPEAKER_01: Is there any other ways it's going to sort of, you think it's going to connect more?
- 8:28SPEAKER_03: Yeah, I mean,
- 8:28SPEAKER_03: I think first the tone, right,
- 8:29SPEAKER_03: you know,
- 8:30SPEAKER_03: with campaign and going to the Korean front,
- 8:33SPEAKER_03: I think is something that we felt like was totally new and different
- 8:36SPEAKER_03: and someplace we'd never been before.
- 8:39SPEAKER_03: I think on multiplayer,
- 8:40SPEAKER_03: you know,
- 8:40SPEAKER_03: we have this new mode called Kill Block where The map actually dynamically changes.
- 8:46SPEAKER_03: This is something that we wanted to say,
- 8:48SPEAKER_03: okay, what can we do in multiplayer that's truly different?
- 8:51SPEAKER_03: It's basically a map that has infinite combinations.
- 8:55SPEAKER_03: Every time you go into it, it'll dynamically change.
- 8:58SPEAKER_03: And so really excited by that.
- 9:00SPEAKER_03: And then, you know, bringing the DMZ back, right?
- 9:02SPEAKER_03: You know,
- 9:03SPEAKER_03: the extraction shooter space,
- 9:04SPEAKER_03: it was just absolutely exploded since we launched DMZ in beta with Modern Worker 2.
- 9:10SPEAKER_03: And I think the team is really proud of the four years of work that they put into this mode.
- 9:14SPEAKER_03: And so last week we had DMZ week.
- 9:16SPEAKER_03: Every single day we had a different announcement about DMZ.
- 9:19SPEAKER_03: It's really robust and we have really high hopes for how this mode is going to land,
- 9:24SPEAKER_03: so that's why we're bringing it to early access.
- 9:27SPEAKER_03: I'll come on to sort of
- 9:28SPEAKER_01: the coverage of that,
- 9:28SPEAKER_01: but you've got new studio leaders at Infinity Ward.
- 9:31SPEAKER_01: Yeah.
- 9:31SPEAKER_01: They're not used to studio though, they've been around for a very long time.
- 9:35SPEAKER_01: Has that brought around much change or has it been very much continuous because of that legacy?
- 9:41SPEAKER_03: Yeah, I think Mark and Jack, I mean,
- 9:42SPEAKER_03: they were,
- 9:43SPEAKER_03: you know,
- 9:43SPEAKER_03: obviously,
- 9:44SPEAKER_03: I've worked at the studio before,
- 9:46SPEAKER_03: and Mark laughed and came back,
- 9:49SPEAKER_03: but it's brought a whole new,
- 9:51SPEAKER_03: fresh, youthful, I would say, vibe to the studio itself, right?
- 9:55SPEAKER_03: And I think,
- 9:56SPEAKER_03: you know,
- 9:56SPEAKER_03: the way that they're approaching it is,
- 9:58SPEAKER_03: okay, how do we be more part of the community than we've ever been before?
- 10:02SPEAKER_03: And so, yeah,
- 10:03SPEAKER_03: I think there was a period of time when Call of Duty was a little bit
- 10:05SPEAKER_03: A little bit more hands-off and not talking to the community,
- 10:09SPEAKER_03: taking them behind the scenes.
- 10:11SPEAKER_03: And I think IW and with the new leadership has done a lot to really engage, right?
- 10:16SPEAKER_03: So we put out a series called From the Ward, right?
- 10:18SPEAKER_03: That goes behind the scenes.
- 10:20SPEAKER_03: It shows all the developers and how they're building the game and actually goes
- 10:25SPEAKER_03: into details on how we make a Call of Duty video game.
- 10:29SPEAKER_03: But I think in addition to that,
- 10:31SPEAKER_03: we've actually gone out to more events You know,
- 10:35SPEAKER_03: like gaming events than we've ever done before, right?
- 10:38SPEAKER_03: So we'll be at 20 or more.
- 10:40SPEAKER_03: You know,
- 10:41SPEAKER_03: we kicked things off with Fanatics Fest earlier this year,
- 10:44SPEAKER_03: which is a totally different space, not a gaming space, right?
- 10:46SPEAKER_03: A sports space and had, you know, first hands on there.
- 10:50SPEAKER_03: But we've been everywhere thinking about Gamescom.
- 10:54SPEAKER_03: We had four different booths at Gamescom.
- 10:56SPEAKER_03: We were in Nintendo's booth.
- 10:57SPEAKER_03: We were at Xbox's booth.
- 10:59SPEAKER_03: We were at Samsung's booth.
- 11:01SPEAKER_03: And we were also with TikTok and stuff.
- 11:02SPEAKER_03: So we're just absolutely everywhere.
- 11:04SPEAKER_03: And so it was really showing the confidence that we have in this game
- 11:07SPEAKER_03: and getting people hands on with it early.
- 11:10SPEAKER_03: And so I think that was You know, coming out of last year, we really wanted to rebuild trust.
- 11:15SPEAKER_03: And, you know,
- 11:16SPEAKER_03: the best way you can do that is put the game in people's hands and let them see
- 11:19SPEAKER_03: for themselves.
- 11:20SPEAKER_01: That's really fascinating.
- 11:21SPEAKER_01: I didn't notice you'd gone to all those events.
- 11:22SPEAKER_01: Fanatics Fest is one of the people running that.
- 11:24SPEAKER_01: He used to be my boss at ReadPop.
- 11:27SPEAKER_01: I've had this observation,
- 11:28SPEAKER_01: and this might be completely wrong,
- 11:29SPEAKER_01: that the media,
- 11:30SPEAKER_01: the traditional media anyway, doesn't cover Call of Duty like it used to.
- 11:34SPEAKER_01: And it seems a lot of the coverage comes from the influencer space and
- 11:38SPEAKER_01: the communities, I guess, in many ways.
- 11:39SPEAKER_01: Is that just my blinkers?
- 11:42SPEAKER_01: Is that fair?
- 11:44SPEAKER_03: I think we get the coverage, but we call it the Call of Duty tax.
- 11:47SPEAKER_03: When we're thinking about the reviews or we're thinking about the reception
- 11:53SPEAKER_03: and stuff, in a lot of ways, there's obviously a lot of fandom around.
- 11:58SPEAKER_03: Indie games and excitement around, you know, new games popping up every day and stuff on scene.
- 12:03SPEAKER_03: And I think in a lot of ways, College has been here for a very long time.
- 12:06SPEAKER_03: And with that,
- 12:07SPEAKER_03: you know,
- 12:08SPEAKER_03: people sometimes,
- 12:10SPEAKER_03: you know,
- 12:10SPEAKER_03: forget that,
- 12:11SPEAKER_03: you know,
- 12:11SPEAKER_03: there's so much work that goes into making these There's 4,500 employees here
- 12:17SPEAKER_03: that are trying to make the best possible experience.
- 12:20SPEAKER_03: And then also how big it is, right?
- 12:21SPEAKER_03: I think that's the bigger challenge is that we have 100 million free-to-play players.
- 12:26SPEAKER_03: We've sold 500 million units.
- 12:28SPEAKER_03: It's one of the biggest franchises of all time.
- 12:30SPEAKER_03: And we have a billion downloads on our mobile game,
- 12:34SPEAKER_03: which I think people tend to forget about,
- 12:35SPEAKER_03: which is much more bigger internationally.
- 12:38SPEAKER_03: Oh, yes, they do.
- 12:39SPEAKER_03: So that huge audience,
- 12:40SPEAKER_03: I think sometimes You know, gets overlooked, um, or just becomes status quo.
- 12:45SPEAKER_03: And I think,
- 12:45SPEAKER_03: you know,
- 12:46SPEAKER_03: the craft that goes into these games and, um,
- 12:49SPEAKER_03: the dedication from the teams was something that we wanted to show this year with
- 12:52SPEAKER_03: the marketing.
- 12:53SPEAKER_03: Um, and so it was less about us,
- 12:56SPEAKER_03: you know, having, um,
- 12:58SPEAKER_03: you know,
- 12:58SPEAKER_03: more of some of like a bombastic spot that we made before,
- 13:01SPEAKER_03: but really kind of getting behind the scenes of back to the roots
- 13:04SPEAKER_03: of how do we make our games and the dedication that teams have to doing that.
- 13:09SPEAKER_01: I'm as guilty as anyone else.
- 13:10SPEAKER_01: I did a piece not so long ago on sort of Zelda and GTA in November and I called it
- 13:15SPEAKER_01: the Barbenheimer and it's quite rightly, you know, hang on, what about Call of Duty?
- 13:20SPEAKER_01: And I guess, I mean, I was maybe talking a little bit more about what's going to drive consoles.
- 13:24SPEAKER_01: But it's fair enough in observation.
- 13:27SPEAKER_01: There's this huge shooter game that's coming out just before that.
- 13:30SPEAKER_01: Well, actually, is the noise and attention around GTA 6?
- 13:35SPEAKER_01: Is that making it difficult to get the message out there?
- 13:37SPEAKER_01: Is that a challenge?
- 13:40SPEAKER_03: Well, no offense to Zelda, but I think, you know, these are the two biggest games of the year.
- 13:44SPEAKER_03: And I think in a lot of ways,
- 13:46SPEAKER_03: you know,
- 13:47SPEAKER_03: more people coming in to the dashboards,
- 13:49SPEAKER_03: more people,
- 13:50SPEAKER_03: you know, taking the dust off their Xbox or PlayStation and starting to play.
- 13:55SPEAKER_03: And loading up that experience is going to be more eyeballs for us overall and stuff.
- 14:01SPEAKER_03: And then I think at the end of the day,
- 14:02SPEAKER_03: what makes Call of Duty so lasts the test of time,
- 14:06SPEAKER_03: I think, is the community and the social experience.
- 14:10SPEAKER_03: The idea of, you know, being able to play with your friends, right?
- 14:14SPEAKER_03: When we look at our research and we say, okay, what is the most exciting things about our games?
- 14:20SPEAKER_03: Is it the combat or the gunplay?
- 14:23SPEAKER_03: It's actually my friends are there, right?
- 14:25SPEAKER_03: Yeah.
- 14:25SPEAKER_03: Or I'm able to spend time with my friends.
- 14:27SPEAKER_03: And so, you know,
- 14:28SPEAKER_03: I think that still,
- 14:30SPEAKER_03: you know,
- 14:30SPEAKER_03: we stand on our own there where,
- 14:32SPEAKER_03: you know, being able to play with your friends on all different platforms, right?
- 14:36SPEAKER_03: From Switch 2 this year,
- 14:37SPEAKER_03: which is a new platform for us,
- 14:39SPEAKER_03: you know,
- 14:39SPEAKER_03: all the way to PC and Xbox and PlayStation still,
- 14:44SPEAKER_03: you know, I think makes it a unique opportunity.
- 14:46SPEAKER_03: And it's an exciting time for gaming.
- 14:48SPEAKER_03: Like if more people are talking about games,
- 14:50SPEAKER_03: if there's more press around it,
- 14:52SPEAKER_03: that's going to be good for everybody, not just us, but the entire industry.
- 14:55SPEAKER_01: Well, the early signs are positive that GTA might significantly bolster sales
- 14:59SPEAKER_01: with PlayStation and Xbox.
- 15:00SPEAKER_01: And so a lot of people are thinking about, you know, what's the second game?
- 15:04SPEAKER_01: What's the game they'll get along?
- 15:05SPEAKER_01: It's weird calling Call of Duty a second game, I have to say.
- 15:07SPEAKER_01: It's of a certain scale.
- 15:09SPEAKER_01: But Matt, are you thinking about that?
- 15:12SPEAKER_01: Like, you know,
- 15:13SPEAKER_01: you're going,
- 15:13SPEAKER_01: how do we make sure Call of Duty is
- 15:14SPEAKER_01: the game these new console players get alongside GTA 6?
- 15:17SPEAKER_01: Or maybe once they're done with GTA, you know, is that something that's in your thinking?
- 15:21SPEAKER_01: Or is it you very much focused on you?
- 15:23SPEAKER_03: I think we're very focused on us.
- 15:25SPEAKER_03: We're going into Campaign Early Access on Friday this week and then
- 15:29SPEAKER_03: the game has its full release the following week.
- 15:32SPEAKER_03: Everything is heads down on trying to make this the biggest launch.
- 15:36SPEAKER_03: Again, really the focus for us is to rebuild that trust coming out of last year.
- 15:42SPEAKER_03: For us, it's, you know, how do we build that relationship again?
- 15:46SPEAKER_03: And, you know, this idea of return to form, right?
- 15:49SPEAKER_03: If you're a new player, you know, there's a lot to be excited about this game.
- 15:53SPEAKER_03: But also, if you've maybe left the franchise, there's also a lot to come back to.
- 15:57SPEAKER_03: And we are definitely leaning into, you know, the nostalgia of playing with your friends.
- 16:03SPEAKER_03: You know,
- 16:03SPEAKER_03: I think the B01,
- 16:05SPEAKER_03: B02 ports this summer were huge successes and something
- 16:09SPEAKER_03: that we weren't even necessarily expecting.
- 16:12SPEAKER_03: We thought they would do well.
- 16:13SPEAKER_03: We didn't think they would do that well.
- 16:14SPEAKER_03: But you can see that pent up demand of being able to get back to the good old days
- 16:19SPEAKER_03: of, you know, playing with your friends on a Friday night and having fun.
- 16:23SPEAKER_03: And I think, you know, MW4 does that.
- 16:26SPEAKER_03: And I think,
- 16:26SPEAKER_03: you know, once,
- 16:28SPEAKER_03: you know,
- 16:28SPEAKER_03: you know,
- 16:29SPEAKER_03: people get through some of these other games,
- 16:31SPEAKER_03: they'll come back to this
- 16:33SPEAKER_01: experience because of the social element.
- 16:36SPEAKER_01: Are you braced for a slightly, a slight dip in my players on November 19th, though?
- 16:43SPEAKER_03: Yeah, you know, we'll see how it plays out and stuff.
- 16:45SPEAKER_03: We might actually see, you know, a slight uptick.
- 16:48SPEAKER_03: Ah, it's true.
- 16:48SPEAKER_03: It might go the other way of, hey,
- 16:51SPEAKER_03: you know,
- 16:51SPEAKER_03: I can take a little of this and I can also play a little of that and stuff,
- 16:54SPEAKER_03: so we'll see.
- 16:55SPEAKER_03: Yeah, it's true.
- 16:56SPEAKER_01: Again, as you quite rightly pointed out,
- 16:57SPEAKER_01: there are different types of experiences, certainly at this stage.
- 17:01SPEAKER_01: This is the first Call of Duty this generation that's not coming to PS1,
- 17:04SPEAKER_01: Xbox One, which is crazy for me.
- 17:06SPEAKER_01: Have you seen,
- 17:07SPEAKER_01: has there been any benefits to it being fully focused on the newer platforms,
- 17:10SPEAKER_01: any advantages?
- 17:12SPEAKER_03: I think it's just the graphic fidelity.
- 17:14SPEAKER_03: In some ways,
- 17:16SPEAKER_03: from a development standpoint,
- 17:19SPEAKER_03: it was always hard for us to balance both worlds of being able to support last gen
- 17:26SPEAKER_03: and also support next gen and stuff.
- 17:28SPEAKER_03: I think in a lot of ways,
- 17:30SPEAKER_03: I think this is probably one of the best looking Call of Duties
- 17:34SPEAKER_03: in our franchise history.
- 17:35SPEAKER_03: And, you know,
- 17:36SPEAKER_03: I think it'll show and,
- 17:39SPEAKER_03: you know,
- 17:39SPEAKER_03: what we're seeing,
- 17:39SPEAKER_03: you know,
- 17:40SPEAKER_03: what we're showing our trailers,
- 17:41SPEAKER_03: but also,
- 17:42SPEAKER_03: you know,
- 17:42SPEAKER_03: once people get hands on with the campaign,
- 17:45SPEAKER_03: It'll really come to life of how good this Call of
- 17:47SPEAKER_01: Duty looks.
- 17:48SPEAKER_01: It's obviously on Switch 2, though, this year.
- 17:50SPEAKER_01: That's the new one.
- 17:51SPEAKER_01: Call of Duty, I mean, I remember previous Call of Duty games being on Nintendo.
- 17:56SPEAKER_01: It's not always been particularly associated with that platform.
- 18:00SPEAKER_01: But what are your expectations here?
- 18:02SPEAKER_01: Do you have high hopes?
- 18:03SPEAKER_01: Yeah, I mean, we're rebuilding this
- 18:05SPEAKER_03: relationship, right?
- 18:06SPEAKER_03: And so I think Nintendo has been all in.
- 18:08SPEAKER_03: Like I mentioned before, we were at their booth at Gamescom.
- 18:12SPEAKER_03: We are going to continue to show up in partnership with them.
- 18:15SPEAKER_03: We have a co-marketing campaign that we've launched with them I think in a lot
- 18:20SPEAKER_03: of ways,
- 18:21SPEAKER_03: they want to age up their customer and look at getting a broader spectrum of having
- 18:30SPEAKER_03: an FPS on there.
- 18:32SPEAKER_03: I think it actually helps them stand out.
- 18:34SPEAKER_03: And I think their console sales have grown to a certain point,
- 18:38SPEAKER_03: but then they're kind of stagnated.
- 18:39SPEAKER_03: And I think this will allow them to continue to extend this offering.
- 18:45SPEAKER_03: And then also I see it as a companion experience.
- 18:47SPEAKER_03: So that's what I'm excited about because I definitely have a Switch 2 at home and
- 18:52SPEAKER_03: when I'm on the go,
- 18:54SPEAKER_03: flying to London this afternoon and I think in a lot of ways I bring my Switch 2
- 18:58SPEAKER_03: with me Am I able to play Modern Warfare 4?
- 19:01SPEAKER_03: I think that that's an awesome companion experience.
- 19:04SPEAKER_03: It plays really good, especially when you use the controller as almost like a mouse and stuff.
- 19:10SPEAKER_03: I think in a lot of ways you can get that precision shooting,
- 19:13SPEAKER_03: and I think in a lot Comparably, it's
- 19:16SPEAKER_01: actually really good.
- 19:17SPEAKER_01: Actually, I've got a bit of a theory with Nintendo.
- 19:19SPEAKER_01: It's not based on any real data,
- 19:21SPEAKER_01: but I've also got a theory that it does speak to a mum and dad audience.
- 19:25SPEAKER_01: It was 2007 when I first played Call of Duty 2, Modern Warfare 4.
- 19:29SPEAKER_01: I was 22 and I'm now 41 and I've got two children and I don't get,
- 19:37SPEAKER_01: and so the cut switch is handheld from the form and I get the games console for
- 19:41SPEAKER_01: the kids,
- 19:41SPEAKER_01: they're playing Mario Kart,
- 19:42SPEAKER_01: but I always think that there's a slightly You might be surprised by
- 19:45SPEAKER_01: that there is actually an old Call of Duty audience on that platform that might have
- 19:59SPEAKER_01: Maybe temporarily ducked out of games because of life getting in the way
- 20:02SPEAKER_01: who might be coming back.
- 20:04SPEAKER_01: I don't know.
- 20:04SPEAKER_01: I'll be interested to see if that's the case.
- 20:06SPEAKER_03: Yeah, totally.
- 20:07SPEAKER_03: I mean, I see the Star Fox poster and I got the new one and it was introducing it
- 20:12SPEAKER_03: to my seven-year-old son and stuff.
- 20:14SPEAKER_03: I think in a lot of ways that that's really exciting.
- 20:17SPEAKER_03: And then at the same time,
- 20:18SPEAKER_03: when we're shutting that down,
- 20:20SPEAKER_03: he's going to bed,
- 20:21SPEAKER_03: you know,
- 20:21SPEAKER_03: I can go on the back porch and actually play Call of Duty,
- 20:24SPEAKER_03: which is kind of absolutely amazing, right?
- 20:26SPEAKER_03: Like to be able to kind of travel with the game,
- 20:28SPEAKER_03: which is not something that Our community has been able to do outside of mobile,
- 20:32SPEAKER_03: which is a different game altogether.
- 20:34SPEAKER_03: I think there's something to that.
- 20:36SPEAKER_03: And so we'll see how this lands.
- 20:37SPEAKER_03: But I think Nintendo has been an amazing partner in co-marketing this
- 20:41SPEAKER_03: and helping us jump back onto the platform after being off for so many years.
- 20:46SPEAKER_03: And I only see that relationship developing
- 20:47SPEAKER_03: as we have future titles like Spyro coming back and that's going to be
- 20:53SPEAKER_03: a really good opportunity for us to kind of go all in.
- 20:56SPEAKER_03: I got Tony Hawk on PlayStation
- 20:57SPEAKER_01: and Nintendo.
- 20:58SPEAKER_01: For that reason, I'm assuming, right?
- 21:01SPEAKER_01: Yeah, yeah.
- 21:03SPEAKER_01: One of the things I'd forgotten before this is obviously,
- 21:05SPEAKER_01: I say I shouldn't have forgotten it,
- 21:06SPEAKER_01: but the fact is not in Game Pass day and date this year.
- 21:10SPEAKER_01: Does that change much for you?
- 21:12SPEAKER_03: No, I mean, you know, for us,
- 21:14SPEAKER_03: it was adding a little bit of confusion to the market,
- 21:17SPEAKER_03: right, of how you can get Call of Duty.
- 21:18SPEAKER_03: And I think in a lot of ways, you know, we really wanted to simplify that.
- 21:22SPEAKER_03: I think working with the Xbox team, though, you know, they've been all in.
- 21:27SPEAKER_03: We're just really focused on how do we get the message out.
- 21:29SPEAKER_03: So we actually had a 10% loyalty discount.
- 21:32SPEAKER_03: We offered a blueprint with Xbox just to kind of,
- 21:36SPEAKER_03: we understand coming off of Game Pass, the perception there.
- 21:41SPEAKER_03: And so I think we wanted to make sure that we're still totally invested in Xbox and
- 21:45SPEAKER_03: the community there and making sure that we have an offering that is unique
- 21:50SPEAKER_03: and exciting to that audience.
- 21:53SPEAKER_01: Obviously, Modern Warfare is just the start, as it always is.
- 21:57SPEAKER_01: I know you can't tell me anything and I wouldn't expect you to,
- 21:59SPEAKER_01: but what might we expect after the game comes out?
- 22:02SPEAKER_01: You've already talked about doing these videos and being close to the community.
- 22:05SPEAKER_01: Is there going to be much of a change in terms of your approach to post-launch?
- 22:08SPEAKER_03: Yeah, I mean, we're jumping right into season one, right?
- 22:11SPEAKER_03: So I think that that's what's going to be really exciting is that,
- 22:14SPEAKER_03: you know,
- 22:14SPEAKER_03: the live,
- 22:16SPEAKER_03: you know,
- 22:16SPEAKER_03: season is going to start,
- 22:17SPEAKER_03: you know, I think roughly two weeks after the game, you know, comes out.
- 22:21SPEAKER_03: And so I think there's even more content So it's crazy
- 22:26SPEAKER_03: when I tell people how we launch a game and then we're immediately putting more maps
- 22:32SPEAKER_03: and new areas and new weapons and new characters into a live services business.
- 22:38SPEAKER_03: And that is always on.
- 22:40SPEAKER_03: And every two months, roughly, we're launching a season and stuff.
- 22:46SPEAKER_03: And to do that is like launching a game itself.
- 22:50SPEAKER_03: I think on the marketing side,
- 22:52SPEAKER_03: we're marketing those Things with trailers and key art and really kind
- 22:57SPEAKER_03: of pushing really heavily on how to bring that to market.
- 23:00SPEAKER_03: So I think that's the biggest challenge,
- 23:01SPEAKER_03: but we have a robust pipeline there and the team's really excited by what they have
- 23:07SPEAKER_03: to offer
- 23:08SPEAKER_01: in this chapter.
- 23:09SPEAKER_01: It's interesting because I think I've had some of the headlines and I wrote some
- 23:13SPEAKER_01: of them about Call of Duty being down and maybe not performing quite as well
- 23:16SPEAKER_01: as it's done in the past.
- 23:17SPEAKER_01: But when you actually look at those numbers,
- 23:18SPEAKER_01: they're still, like, most games would be for a kill for this sport.
- 23:22SPEAKER_03: I think everybody would be happy to have.
- 23:24SPEAKER_03: You know, like, we're our own worst enemy.
- 23:27SPEAKER_03: I mean, like, we set such a high bar for ourselves and expectations.
- 23:30SPEAKER_02: Mm-hmm.
- 23:31SPEAKER_03: And we're our biggest critics so that when we're not hitting those goals and stuff
- 23:35SPEAKER_03: or when the community is disappointed, we take it to heart.
- 23:39SPEAKER_03: And I think the team is...
- 23:42SPEAKER_03: We had a similar situation for Modern Warfare 3 where it wasn't out the door.
- 23:48SPEAKER_03: Delivering to expectations.
- 23:50SPEAKER_03: But by the end of the chapter,
- 23:52SPEAKER_03: through those live seasons,
- 23:54SPEAKER_03: every chapter or every season,
- 23:56SPEAKER_03: The Sledge was building new modes and new offerings and stuff.
- 24:01SPEAKER_03: And by the end of the year,
- 24:02SPEAKER_03: I think we were really happy with And so I think that that just shows the commitment
- 24:08SPEAKER_03: that,
- 24:09SPEAKER_03: you know,
- 24:09SPEAKER_03: the developers and,
- 24:10SPEAKER_03: you know, the publishing teams have to kind of win it back when things go wrong.
- 24:14SPEAKER_03: And I think,
- 24:15SPEAKER_03: you know,
- 24:15SPEAKER_03: last year we reflected,
- 24:17SPEAKER_03: we were actually We did what we call a premortem,
- 24:20SPEAKER_03: where we look at instead of a postmortem.
- 24:23SPEAKER_03: Because a postmortem is where you look back and you say,
- 24:25SPEAKER_03: where are all the things that went wrong?
- 24:27SPEAKER_03: But next year's game is a different game.
- 24:28SPEAKER_03: It's a different offering and it has different challenges to it.
- 24:31SPEAKER_03: And so we did a premortem to say,
- 24:33SPEAKER_03: well, what are all the things that could go right or wrong for the next game?
- 24:37SPEAKER_03: And so it's a different You know, process.
- 24:41SPEAKER_03: And I think we started the year that way.
- 24:42SPEAKER_03: And, you know,
- 24:43SPEAKER_03: we looked at all the issues that we needed to address and
- 24:45SPEAKER_03: the teams we had working really hard to kind of address them all,
- 24:48SPEAKER_03: but also get people excited again, right?
- 24:51SPEAKER_03: I mean, that's really what it's about and getting friends together.
- 24:53SPEAKER_03: And, you know,
- 24:54SPEAKER_03: I think we're,
- 24:55SPEAKER_03: you know,
- 24:56SPEAKER_03: liking what we're seeing so far and what the community is saying about the game.
- 24:59SPEAKER_03: You know what?
- 25:00SPEAKER_01: I was going to ask a question about those ports in the summer and the fact
- 25:03SPEAKER_01: that I'm really fascinated that they did so well.
- 25:07SPEAKER_01: It speaks to some of the other trends we're talking to in this industry about
- 25:09SPEAKER_01: an aging audience and people wanting to go back to different times.
- 25:12SPEAKER_01: There's nothing wrong with the deeper games and the more complex games.
- 25:15SPEAKER_01: People want them as well,
- 25:16SPEAKER_01: but there is a craving for that sort of simpler core experience
- 25:19SPEAKER_01: that perhaps some people remember from 15, 20 years ago.
- 25:23SPEAKER_03: Yeah.
- 25:24SPEAKER_03: I mean, like also,
- 25:25SPEAKER_03: you know,
- 25:26SPEAKER_03: as a dad who is a similar age,
- 25:28SPEAKER_03: you know, as you,
- 25:29SPEAKER_03: you know,
- 25:30SPEAKER_03: picking up the controller fresh, right,
- 25:32SPEAKER_03: is, you know, and logging in for the first time, it can be overwhelming, right?
- 25:36SPEAKER_03: Like, and there's so much going on in a lot of these games.
- 25:38SPEAKER_03: It's not just ours, right?
- 25:40SPEAKER_03: And so how do you create modes,
- 25:43SPEAKER_03: casual modes,
- 25:46SPEAKER_03: more party modes and things like that that actually allow people to jump in
- 25:50SPEAKER_03: and just have a good time right off the bat and not necessarily Have
- 25:53SPEAKER_03: to overthink it.
- 25:54SPEAKER_03: And I think the B01, B02 ports over the summer was a great example of that.
- 26:00SPEAKER_03: It was a local entry point caught from a cost standpoint.
- 26:04SPEAKER_03: It brings back the nostalgia of what it was like to play back then.
- 26:11SPEAKER_03: And I think we took a lot of learnings from that and are starting to apply them
- 26:15SPEAKER_03: to not only this game, but future games of what they can expect.
- 26:19SPEAKER_01: Yeah, I'm quite interested about what comes next.
- 26:22SPEAKER_01: I know you can't possibly even hint at it, but,
- 26:24SPEAKER_01: you know,
- 26:24SPEAKER_01: you're calling,
- 26:25SPEAKER_01: I saw there's a social post calling Modern Warfare 4 an epic conclusion,
- 26:29SPEAKER_01: and then Treyarch was talking about making something nobody's ever experienced
- 26:33SPEAKER_01: before.
- 26:34SPEAKER_01: And, you know,
- 26:34SPEAKER_01: we said earlier,
- 26:35SPEAKER_01: you're moving away from the quick sequel approach,
- 26:37SPEAKER_01: and obviously there's a movie coming out.
- 26:39SPEAKER_01: I may be getting ahead of myself,
- 26:40SPEAKER_01: but it feels like we might be entering into another period of reinvention for Call
- 26:44SPEAKER_01: of Duty.
- 26:45SPEAKER_01: But it's, yeah, that's not really a question, was it?
- 26:48SPEAKER_03: Yeah.
- 26:49SPEAKER_03: I don't want to give any spoilers for the game coming out,
- 26:52SPEAKER_03: but I think in a lot of ways,
- 26:54SPEAKER_03: this is going to be the epic conclusion
- 27:00SPEAKER_03: this recent series of Modern Warfare.
- 27:02SPEAKER_03: And I think it's not that some characters and pieces can't live on beyond this
- 27:09SPEAKER_03: and be reinvented,
- 27:10SPEAKER_03: but I think in a lot of ways,
- 27:13SPEAKER_03: We're excited by closing this chapter and launching a new one.
- 27:18SPEAKER_03: And I think where we go with potentially future games,
- 27:22SPEAKER_03: I think is really, we have to innovate and we have to
- 27:29SPEAKER_03: What we heard from the audience is they want new or better or different.
- 27:33SPEAKER_03: And in a lot of ways, it's a combination of those things.
- 27:36SPEAKER_03: And so I think we want to make sure that what we bring to the table is exciting.
- 27:41SPEAKER_03: And there's so much I think the landscape is changing right under our feet, right?
- 27:48SPEAKER_03: When you're seeing new games being built overnight and you're seeing all kinds
- 27:54SPEAKER_03: of taste change and how people want to play and stuff.
- 27:56SPEAKER_03: And so it's the only thing about Call of Duty when you're this big,
- 28:01SPEAKER_03: You have so many different components of the audience.
- 28:04SPEAKER_03: There's some people that are just like zombies.
- 28:07SPEAKER_03: There's just some people that are like Black Ops versus Modern Warfare.
- 28:10SPEAKER_03: There's just some people that just want to play a game like Prop Hunt,
- 28:15SPEAKER_03: where they're not actually shooting anybody,
- 28:16SPEAKER_03: but they're a refrigerator and they're hiding in the map someplace.
- 28:23SPEAKER_03: Great ways to experience Call of Duty,
- 28:25SPEAKER_03: but at the same time,
- 28:26SPEAKER_03: you know,
- 28:26SPEAKER_03: as a marketer and,
- 28:27SPEAKER_03: you know,
- 28:28SPEAKER_03: from a positioning and a comp standpoint, it's hard to speak to everyone, right?
- 28:31SPEAKER_03: And so, you know,
- 28:32SPEAKER_03: I spent a lot of time thinking about, okay,
- 28:34SPEAKER_03: how do we reach different audiences with different Messaging,
- 28:38SPEAKER_03: and that's really been the focus.
- 28:40SPEAKER_01: I'm excited for Modern Warfare 4.
- 28:41SPEAKER_01: I think it looks really good.
- 28:43SPEAKER_01: I've heard some of the buzz around it seems really positive.
- 28:47SPEAKER_01: I know a lot of GTA is getting all the headlines,
- 28:48SPEAKER_01: but I suspect Ecology will be getting plenty when it comes out in a couple of weeks.
- 28:53SPEAKER_01: I guess my final question is, what would success look like?
- 28:56SPEAKER_01: What would make you go, right, we delivered on that one and we nailed it?
- 29:00SPEAKER_03: Yeah, I mean, it's really hearing from the community.
- 29:02SPEAKER_03: I'm really focused on The quality of life elements of it and hearing
- 29:07SPEAKER_03: the community say,
- 29:09SPEAKER_03: this is a Call of Duty that I love and I care about and this is what I remember.
- 29:14SPEAKER_03: And it has all the elements that we talked about of being authentic and grounded
- 29:20SPEAKER_03: and cinematic because I think that's what the studio intended
- 29:23SPEAKER_03: and that's what we're really excited about.
- 29:26SPEAKER_03: So we're not really holding ourselves to a specific number.
- 29:29SPEAKER_03: It's more about are we You know,
- 29:32SPEAKER_03: living up to those expectations that we set out at the beginning of the year
- 29:35SPEAKER_03: to deliver on.
- 29:36SPEAKER_03: Right.
- 29:36SPEAKER_03: And if that works and we can build on that, Chris,
- 29:39SPEAKER_03: like we can go from,
- 29:40SPEAKER_03: you know, this game to the next game and kind of build on that foundation.
- 29:44SPEAKER_03: But it's about getting that right first.
- 29:46SPEAKER_03: Before thinking about anything else,
- 29:48SPEAKER_03: because even if it delivers on sales but people don't like the game
- 29:52SPEAKER_03: or it doesn't feel like they deliver it on being grounded,
- 29:55SPEAKER_03: authentic,
- 29:56SPEAKER_03: cinematic, edgy video game, then we miss the mark and we miss the goal altogether.
- 30:02SPEAKER_03: Tyler, thank you so much.
- 30:04SPEAKER_03: Good luck with it.
- 30:05SPEAKER_03: Well, Chris, we're going to get you a code so you can get back in and tell us what you think.
- 30:08SPEAKER_03: But we're really excited to be on here and hopefully more conversations
- 30:12SPEAKER_03: as new opportunities develop within Activision.
- 30:16SPEAKER_03: Brilliant.
- 30:17SPEAKER_01: Thank you, Tyler, there.
- 30:18SPEAKER_01: I appreciate those answers.
- 30:19SPEAKER_01: I'm looking forward to Call of Duty this year, actually.
- 30:21SPEAKER_01: I've been watching some of the videos.
- 30:23SPEAKER_01: I'm watching the Infinity War videos, and it does look really good.
- 30:26SPEAKER_01: I hope it does well.
- 30:27SPEAKER_01: And it certainly sounds like Activision's taking a long-term view with the series, as it should.
- 30:32SPEAKER_01: Right now onto part two of our show.
- 30:34SPEAKER_01: This one is about another iconic pop culture IP in the form of Star Wars.
- 30:39SPEAKER_01: So in about a six week period, there were two Star Wars games released.
- 30:43SPEAKER_01: The first was a strategy game called Star Wars Zero Company,
- 30:46SPEAKER_01: and the other was a racing game called Star Wars Galactic Racer.
- 30:49SPEAKER_01: Now, outside of the Star Wars brand, you might think very little connects these two games.
- 30:53SPEAKER_01: They're very different genres.
- 30:56SPEAKER_01: But you'd be wrong.
- 30:57SPEAKER_01: Star Wars Zero Company was made by an independent developer called Bit Reactor,
- 31:00SPEAKER_01: which is a studio formed by veterans of the XCOM franchise.
- 31:05SPEAKER_01: And the game is very much Star Wars meets XCOM.
- 31:08SPEAKER_01: Meanwhile,
- 31:08SPEAKER_01: Star Wars Galactic Racer was made by a developer called Fuse Games,
- 31:11SPEAKER_01: which is a bunch of veteran developers who worked on racing games such as Burnout.
- 31:15SPEAKER_01: And the game is very much Star Wars meets Burnout.
- 31:18SPEAKER_01: They're both games with sort of double A budgets,
- 31:20SPEAKER_01: I think, and they've both been critical darlings.
- 31:23SPEAKER_01: Galactic Racer is the highest scoring Star Wars game on Metacritic in 20 years,
- 31:27SPEAKER_01: while Zero Company is the joint second highest rated Star Wars game on Metacritic
- 31:31SPEAKER_01: from the last 20 years as well.
- 31:33SPEAKER_01: It's impressive, right?
- 31:34SPEAKER_01: Is this a happy accident?
- 31:36SPEAKER_01: Or are we seeing what can happen when you pair a mega IP like Star Wars with
- 31:39SPEAKER_01: an experienced independent team?
- 31:42SPEAKER_01: I think it's probably the latter.
- 31:43SPEAKER_01: But to discuss this and a few other things as well,
- 31:45SPEAKER_01: I was able to sit down with Douglas Riley,
- 31:47SPEAKER_01: the Vice President at Lucasfilm Games,
- 31:49SPEAKER_01: alongside Matt Webster, the CEO of Galactic Racer developer Fuse Games.
- 31:53SPEAKER_01: Check it out.
- 31:55SPEAKER_01: Hello, Douglas.
- 31:55SPEAKER_01: Hello, Matt.
- 31:56SPEAKER_01: Welcome to the show.
- 31:57SPEAKER_01: How are you doing?
- 31:58SPEAKER_00: Very well, how are you?
- 31:59SPEAKER_00: Very well.
- 31:59SPEAKER_00: Thank you for having us.
- 32:01SPEAKER_01: Yeah, look at that smile on Matt's face.
- 32:02SPEAKER_01: That's someone with a good Metacritic score.
- 32:07SPEAKER_01: I actually bought my copy of the game.
- 32:13SPEAKER_01: This surprised me,
- 32:14SPEAKER_01: so I didn't realise it was available on Amazon Prime,
- 32:17SPEAKER_01: but I bought it and I saw the price and I just ordered it and it came and it's
- 32:22SPEAKER_01: the deluxe edition.
- 32:23SPEAKER_01: I don't remember ordering the deluxe edition.
- 32:25SPEAKER_01: And then I realised that I had ordered the deluxe edition,
- 32:28SPEAKER_01: it's just that the game was cheaper than I was expecting it to be.
- 32:31SPEAKER_01: I guess I was expecting a triple A $70 price game,
- 32:34SPEAKER_01: so the fact that it cost about that was fine by me,
- 32:37SPEAKER_01: but the fact that it was less than that.
- 32:38SPEAKER_01: It wasn't a question I was planning to ask,
- 32:40SPEAKER_01: but because that happened, what was the thinking behind the price point?
- 32:44SPEAKER_01: Was that a secret mode thing?
- 32:46SPEAKER_00: I think it was a conversation, as all of this is, is a collaboration.
- 32:55SPEAKER_00: I think we want as many people to try and get into this game as we possibly can,
- 32:59SPEAKER_00: and that felt like a Like the right value proposition for achieving that aim,
- 33:05SPEAKER_00: really.
- 33:06SPEAKER_00: I think we've got an incredible amount of scope and quality in this experience,
- 33:10SPEAKER_00: so I think it's terrific value for money.
- 33:15SPEAKER_01: We had Lyrical Games come on the show,
- 33:16SPEAKER_01: they're releasing a game this month,
- 33:18SPEAKER_01: and they also set a sort of,
- 33:19SPEAKER_01: I wouldn't call it a budget price,
- 33:20SPEAKER_01: but a sort of lower than AAA level price that you would normally expect,
- 33:24SPEAKER_01: and they said it's because of GTA.
- 33:26SPEAKER_01: Right, okay.
- 33:30SPEAKER_02: We're all trying to figure out a way to navigate around that in our own special way.
- 33:37SPEAKER_01: Okay, I know it's early.
- 33:39SPEAKER_01: The games have just come out.
- 33:40SPEAKER_01: The scores are great.
- 33:41SPEAKER_01: How are you feeling?
- 33:43SPEAKER_01: How is it all going so far?
- 33:45SPEAKER_00: We're thrilled.
- 33:46SPEAKER_00: I mean, it was an emotional moment when the review embargo left, I think, on Friday.
- 33:51SPEAKER_00: I was traveling and wanted to get away for a few days just before.
- 33:54SPEAKER_00: Not to get away from it all, but I don't know.
- 33:58SPEAKER_00: You go through these things.
- 34:00SPEAKER_00: Making a game is difficult.
- 34:01SPEAKER_00: Launching a game is hard as well.
- 34:04SPEAKER_00: And you have this moment where you're so fixated on everything that's wrong.
- 34:10SPEAKER_00: At the end,
- 34:11SPEAKER_00: when you're finding something that you're constantly looking for things to optimize
- 34:14SPEAKER_00: or to fix or to,
- 34:16SPEAKER_00: you know,
- 34:16SPEAKER_00: you have to remind the studio,
- 34:20SPEAKER_00: this is only we know those things, only we see those things.
- 34:24SPEAKER_00: So that launch moment is one where you're sort of transitioning away from that mode
- 34:29SPEAKER_00: and into a, oh my goodness, what are people going to think about it?
- 34:32SPEAKER_00: And it felt like we had something good,
- 34:33SPEAKER_00: but to see it, to see that Reflected back in the critical reception.
- 34:40SPEAKER_00: And now that we've launched in some of the wonderful comments that we're seeing
- 34:43SPEAKER_00: from people that have,
- 34:44SPEAKER_00: thankfully,
- 34:45SPEAKER_00: like you have, Chris, supported a small independent studio by buying the game.
- 34:49SPEAKER_00: That's great.
- 34:50SPEAKER_00: We're really thrilled.
- 34:53SPEAKER_02: Yeah, and we believed in this from the very beginning.
- 34:55SPEAKER_02: And I think, Matt,
- 34:57SPEAKER_02: you hit it right,
- 34:57SPEAKER_02: is you are too close to it in the months leading up to the launch to be
- 35:03SPEAKER_02: a true neutral observer of it.
- 35:05SPEAKER_02: But I've always,
- 35:07SPEAKER_02: from the beginning,
- 35:08SPEAKER_02: this was a thing that if we just did what we can do together,
- 35:11SPEAKER_02: we were going to have something that people really loved.
- 35:14SPEAKER_01: Now,
- 35:14SPEAKER_01: I know that the journey on this was like three days after setting up Fuse, Matt,
- 35:18SPEAKER_01: you spoke to Lucas,
- 35:19SPEAKER_01: and then is it three weeks,
- 35:21SPEAKER_01: three months, you had a prototype, and then here we are three years.
- 35:24SPEAKER_00: It was, yeah,
- 35:26SPEAKER_00: three and a half weeks,
- 35:27SPEAKER_00: three and a half months,
- 35:28SPEAKER_00: three and a half years is my small little mantra at the moment.
- 35:30SPEAKER_00: And it's got nothing at all to do with when I gave up smoking about 15 years ago
- 35:34SPEAKER_00: that someone said to me,
- 35:35SPEAKER_00: it's two days, two weeks, two months, two years, apparently.
- 35:37SPEAKER_00: So I must have been reflecting on that strangely when I got to that one.
- 35:41SPEAKER_00: But it was, yeah,
- 35:41SPEAKER_00: three and a half weeks,
- 35:43SPEAKER_00: We went and we flew over to see Douglas and the fact that we've had
- 35:49SPEAKER_00: a working relationship for a number of years,
- 35:53SPEAKER_00: Douglas and the crew there were very kind to accept a meeting from us and
- 35:57SPEAKER_00: to hear what we had to say.
- 36:00SPEAKER_00: And felt it was a good idea.
- 36:01SPEAKER_00: And we progressed on that.
- 36:03SPEAKER_00: And three and a half months later, we had,
- 36:05SPEAKER_00: I think, about 20 people on a prototype that we felt was beginning to show Thomas.
- 36:10SPEAKER_00: And then three and a half years later, we'd actually gone gold.
- 36:13SPEAKER_00: So to get onto that disc of yours, we have to finish it up front.
- 36:17SPEAKER_00: And it's really important to us,
- 36:19SPEAKER_00: actually, that what's on the disc is as good as we can possibly make it.
- 36:24SPEAKER_00: And clearly, we have the opportunity to patch things later.
- 36:26SPEAKER_00: But what is on the disc
- 36:30SPEAKER_00: It's a really wonderful expression.
- 36:33SPEAKER_00: And that journey,
- 36:35SPEAKER_00: it's a nice wrap up,
- 36:36SPEAKER_00: I think,
- 36:36SPEAKER_00: of the time,
- 36:37SPEAKER_00: but also it's a reflection of the incredible support and belief that we had
- 36:41SPEAKER_00: from Douglas and his team there at Lucasfilm Games to support us.
- 36:46SPEAKER_00: There was just five of us and with a big idea,
- 36:49SPEAKER_00: I suppose,
- 36:49SPEAKER_00: and to support us and to offer up,
- 36:53SPEAKER_00: even before we had any official relationships with anybody else,
- 36:59SPEAKER_00: That belief and that commitment to get engaged and collaborate from such
- 37:05SPEAKER_00: an early time was really profound for us now when we look to reflect on it.
- 37:12SPEAKER_00: It's a pivotal moment for us and profoundly important.
- 37:17SPEAKER_02: Yeah, I think the thing that Matt's being very gracious
- 37:21SPEAKER_03: and humble about it,
- 37:22SPEAKER_02: and yes,
- 37:23SPEAKER_02: it was true,
- 37:24SPEAKER_02: it was him and his four merry band of mates trying to convince us to make
- 37:29SPEAKER_02: a racing game,
- 37:30SPEAKER_02: but I really have to emphasize how important it was that we had worked
- 37:33SPEAKER_02: with them together, that we'd had an experience with that leadership.
- 37:37SPEAKER_02: I've been very fortunate to work with some of the best teams being some of
- 37:40SPEAKER_02: the best stuff in the world.
- 37:42SPEAKER_02: And maybe this is a personal thing,
- 37:43SPEAKER_02: but the burnout games are a trigger for many bleary-eyed mornings over the years.
- 37:49SPEAKER_02: And so I obviously have a lot of affinity for the things that the Fuse team had done
- 37:54SPEAKER_02: in the past.
- 37:55SPEAKER_02: And it was not a question of, do we do this?
- 37:57SPEAKER_02: How do we find a way to make this work from the very beginning?
- 38:01SPEAKER_01: But it seems quite fast,
- 38:03SPEAKER_01: Matt, to go from launching a studio to having a game in three and a half years.
- 38:07SPEAKER_01: It feels fast to me.
- 38:08SPEAKER_01: I mean, how have you pulled it off?
- 38:10SPEAKER_00: I think we felt like we were going quickly when we talk about it in those terms
- 38:14SPEAKER_00: of having something stood up pretty quickly.
- 38:18SPEAKER_00: When you talk in weeks and months, that sounds fast.
- 38:20SPEAKER_00: As soon as you start talking in years, it feels like it Well, that's years.
- 38:24SPEAKER_00: It doesn't feel fast at all.
- 38:26SPEAKER_00: But the things that folks are telling me, I think it is fast to go from zero.
- 38:32SPEAKER_00: And it really was from zero to done in three and a half years and a little bit later
- 38:40SPEAKER_00: to where we are now.
- 38:42SPEAKER_00: And everything that that's involved.
- 38:44SPEAKER_00: And also at the time,
- 38:45SPEAKER_00: I remember about sort of six months in somebody saying to me,
- 38:48SPEAKER_00: wow, you're brave starting a studio in 2023.
- 38:50SPEAKER_00: And I was like, Yeah.
- 38:53SPEAKER_00: Am I?
- 38:54SPEAKER_00: Am I?
- 38:54SPEAKER_00: Am I missing something?
- 38:55SPEAKER_00: Yes, you were.
- 38:56SPEAKER_03: I was missing something.
- 38:58SPEAKER_00: I don't know,
- 38:59SPEAKER_00: I've got some sort of naivety that I've got in me,
- 39:01SPEAKER_00: but we went on a journey and maybe that naivety was what took us through.
- 39:09SPEAKER_00: Maybe not knowing sometimes is of value, but yeah, I think you're right.
- 39:12SPEAKER_00: We stood up the studio, we stood up.
- 39:15SPEAKER_00: Everything that we've learned has led us to here though.
- 39:18SPEAKER_00: So we knew that You could have built a great team to build a great game.
- 39:23SPEAKER_00: So that's the starting point.
- 39:25SPEAKER_01: Can I ask about this Luna partnership?
- 39:26SPEAKER_01: How did that come about?
- 39:27SPEAKER_01: It surprised me.
- 39:29SPEAKER_01: It was an interesting thing to see it launched day in there.
- 39:33SPEAKER_01: Why does it work for a game like this?
- 39:35SPEAKER_01: Tell me about it.
- 39:36SPEAKER_00: I think it's just a really good opportunity to get.
- 39:39SPEAKER_00: I mean,
- 39:39SPEAKER_00: when I reflect back on I think a game like this deserves to be on as many platforms
- 39:44SPEAKER_00: as we can possibly get it or in as many hands as we can possibly get it.
- 39:48SPEAKER_00: And the modern gaming landscape is one that there's lots of opportunity
- 39:53SPEAKER_00: and there's lots of competition.
- 39:54SPEAKER_00: So how can we continue to find ways in which to get a game like this?
- 39:59SPEAKER_00: In particular,
- 39:59SPEAKER_00: I think a game like this where When you hold it in your hands,
- 40:04SPEAKER_00: that's as much a part of getting it as watching a video or seeing somebody else play
- 40:09SPEAKER_00: or reading something about it.
- 40:11SPEAKER_00: And that was one of the reasons why getting out to Gamescom and getting
- 40:15SPEAKER_00: into people's hands there is really powerful because that's when you believe.
- 40:19SPEAKER_00: And so we felt that was a great opportunity for us to To do something there,
- 40:23SPEAKER_00: to see how something like this that we had spent an awful lot of time on
- 40:28SPEAKER_00: from day zero in terms of its feel,
- 40:31SPEAKER_00: but also in terms of its technical objectives of low latency,
- 40:36SPEAKER_00: high frame rate,
- 40:37SPEAKER_00: high consistent frame rate, how does that work on a streaming platform?
- 40:41SPEAKER_00: And it's pretty good.
- 40:41SPEAKER_00: I guess the dream, Douglas, is to get this on Disney+, right?
- 40:44SPEAKER_00: There is a dream.
- 40:47SPEAKER_01: There is a dream.
- 40:52SPEAKER_01: I'll ask you a specific question,
- 40:54SPEAKER_01: which is when we spoke earlier in this year,
- 40:56SPEAKER_01: you said about how I think it might have been all your codev partners or most of
- 41:00SPEAKER_01: the codev partners you worked with were UK based.
- 41:02SPEAKER_01: And I sort of thought that was interesting.
- 41:04SPEAKER_01: Since then,
- 41:05SPEAKER_01: I've had loads of conversations with similar developers that outsource
- 41:09SPEAKER_01: to cheaper locations or work with that.
- 41:12SPEAKER_01: So I'm interested, why was it important?
- 41:14SPEAKER_00: Yeah, well,
- 41:14SPEAKER_00: it's part of a broader strategy that we had,
- 41:18SPEAKER_00: as long as the big idea of making a racing game inside of the Star Wars galaxy,
- 41:24SPEAKER_00: it was,
- 41:24SPEAKER_00: how do we as a new young studio punch a ball away,
- 41:28SPEAKER_00: I guess it would be the metaphor,
- 41:31SPEAKER_00: and how do you do that in a modern way,
- 41:33SPEAKER_00: where games are expensive, where lots of talent is in a high cost location?
- 41:37SPEAKER_00: And our assertion was, Scale capacity and capability don't scale the studio.
- 41:42SPEAKER_00: So we concentrate on the core and building that just incredibly valuable
- 41:48SPEAKER_00: and vital core team,
- 41:50SPEAKER_00: and then supplement that with capabilities and capacities that we will bring in.
- 41:54SPEAKER_00: Now, it just so happened that the development landscape in the UK really lends itself to that.
- 41:59SPEAKER_00: And so we think about distributed development, as we call it, across three vectors, really.
- 42:03SPEAKER_00: There's the further out from a relationship point of view,
- 42:10SPEAKER_00: Still a relationship but a little bit more transactional and they're generally
- 42:13SPEAKER_00: in lower cost locations for us.
- 42:15SPEAKER_00: Then you come in and we call in external development where maybe there's a piece
- 42:18SPEAKER_00: of work that we can place wholly with somebody.
- 42:21SPEAKER_00: They operate and execute against it and then we bring it back in.
- 42:24SPEAKER_00: And then there's code development,
- 42:26SPEAKER_00: which is closer to us,
- 42:27SPEAKER_00: and they're in our stand-ups, they're in our dailies, they're in our source base.
- 42:30SPEAKER_00: And when that's true, time zone is of incredible value when you want to iterate quickly.
- 42:36SPEAKER_00: So for us, the iterative loop is build it fast, review it, change it.
- 42:41SPEAKER_00: The more times you go through that loop, the better something gets.
- 42:43SPEAKER_00: So optimizing when you have people close in,
- 42:47SPEAKER_00: optimizing on high frequency communication is important.
- 42:51SPEAKER_00: But it just so happens that there are a number of partners that we have around
- 42:54SPEAKER_00: the UK that were pretty much an extension of our team.
- 42:59SPEAKER_00: And their location was of value,
- 43:00SPEAKER_00: but also their expertise and the capacity and capability that they brought
- 43:06SPEAKER_00: to us was really valuable.
- 43:08SPEAKER_01: One of the things that I've come around to in these conversations I've had
- 43:10SPEAKER_01: on other shows is like, yes,
- 43:12SPEAKER_01: you can outsource to cheaper locations,
- 43:15SPEAKER_01: but actually we're in a very competitive industry where you've got to be the best.
- 43:19SPEAKER_01: You can't just do things cheaply.
- 43:21SPEAKER_01: It has to be good.
- 43:22SPEAKER_01: And obviously when it comes to racing games, The UK is pretty good at racing games.
- 43:26SPEAKER_01: So my connection in my brain was like,
- 43:28SPEAKER_01: you've got the expertise here and maybe there's a cheaper option somewhere else,
- 43:32SPEAKER_01: but is it the better option?
- 43:34SPEAKER_01: And in this market, you've got to pick a better option if you can, right?
- 43:37SPEAKER_01: That's one of the conversations we've been having.
- 43:42SPEAKER_01: Douglas, we've had two Star Wars games in less than two months.
- 43:45SPEAKER_01: Both are quite similar in a way,
- 43:47SPEAKER_01: even if they're not, but in the sense they're both from independent developers.
- 43:50SPEAKER_01: Both those developers are famous for a certain genre
- 43:53SPEAKER_01: and they've made Star Wars versions of that.
- 43:56SPEAKER_01: Is this part of the strategy now?
- 43:58SPEAKER_01: Should we expect more Lucasfilm projects to receive sort
- 44:01SPEAKER_01: of high quality AA executions from veteran independents,
- 44:05SPEAKER_01: as somebody called it on LinkedIn?
- 44:07SPEAKER_02: No, it very much is part of the strategy.
- 44:10SPEAKER_02: Obviously,
- 44:10SPEAKER_02: making the big,
- 44:11SPEAKER_02: huge AAA games like Battlefront and other kinds of things,
- 44:14SPEAKER_02: they're always going to be a central part of the strategy.
- 44:19SPEAKER_02: But one of the great things about Star Wars,
- 44:20SPEAKER_02: it has all kinds of other opportunities to tell stories in different genres.
- 44:27SPEAKER_02: If you can imagine it in the real world,
- 44:28SPEAKER_02: you can find an application inside Star Wars And so the goal has really been find
- 44:34SPEAKER_02: the best partner who makes that experience come alive inside the galaxy far,
- 44:38SPEAKER_02: far away.
- 44:40SPEAKER_02: And it doesn't have to always be AAA.
- 44:41SPEAKER_02: Sometimes it can be AA.
- 44:43SPEAKER_02: And it's really about the experience that we're delivering and the fantasy we're fulfilling.
- 44:48SPEAKER_02: And sometimes those fantasies aren't AAA fantasies.
- 44:51SPEAKER_02: Sometimes they're smaller in scale, smaller in scope.
- 44:53SPEAKER_02: They're more narrow in their ambition.
- 44:57SPEAKER_02: But it gives us the ability to take something You know,
- 45:00SPEAKER_02: there's a very iconic moment from the movies that people love and then pick it out
- 45:05SPEAKER_02: and pull it and express it in a different way where people can be part of it
- 45:10SPEAKER_02: and learn something new about the galaxy far,
- 45:12SPEAKER_02: far away in ways that the rest of the franchise will up to.
- 45:16SPEAKER_02: And we have that ability to do that.
- 45:18SPEAKER_01: Obviously, both these games have been really well received.
- 45:21SPEAKER_01: What does success look like when it comes to a project like this?
- 45:24SPEAKER_02: To me, success is, is it a great game?
- 45:27SPEAKER_02: Everything flows from did you make a great game that feels authentic to
- 45:31SPEAKER_02: the Star Wars universe and it is something that the fans want to play.
- 45:36SPEAKER_02: So it's really not that hard.
- 45:38SPEAKER_02: I mean, we've kind of really boiled the strategy down to something that's find
- 45:41SPEAKER_02: the best partners to make the best games and kind of all
- 45:43SPEAKER_02: the business-y stuff will,
- 45:45SPEAKER_02: for the most part,
- 45:46SPEAKER_02: sort itself out because we're fortunate enough to play in a You know,
- 45:51SPEAKER_02: in an IP where we have lots of fans ready for us to make things that they want
- 45:55SPEAKER_02: to enjoy.
- 45:57SPEAKER_02: So just give them great things that they want, and it gets a lot easier from there.
- 46:01SPEAKER_01: Yeah.
- 46:02SPEAKER_01: Well, I think the scores for both of these games must be
- 46:04SPEAKER_01: the highest-scored Star Wars games for 20 years.
- 46:08SPEAKER_01: Obviously,
- 46:09SPEAKER_01: in my head,
- 46:10SPEAKER_01: this is,
- 46:10SPEAKER_01: you know, from Star Wars Galactic Racer, that's why I was surprised by the price.
- 46:16SPEAKER_01: Looks AAA.
- 46:17SPEAKER_01: It plays like one of the best racing games you can get.
- 46:19SPEAKER_01: Zero, you know, it looks like a really high quality XCOM-like sort of strategy game.
- 46:24SPEAKER_01: It's up there with those sort of top, top games.
- 46:28SPEAKER_01: Obviously, because they're more focused and they're More genre specific.
- 46:32SPEAKER_01: But I still think the quality is sort of AAA.
- 46:34SPEAKER_01: And I think when we use the terms AA, sometimes it can get confused.
- 46:37SPEAKER_01: We're talking really budgets.
- 46:39SPEAKER_02: No, no, that's exactly the way.
- 46:41SPEAKER_02: We don't think of it as AA in terms of its execution of a great Star Wars experience.
- 46:46SPEAKER_02: To the team's credit, it is very much a AAA experience.
- 46:49SPEAKER_02: It is the best expression of Star Wars racing you could probably imagine.
- 46:54SPEAKER_02: But its scope is different.
- 46:56SPEAKER_02: Its budget is different.
- 46:57SPEAKER_02: And so we have to try and find,
- 46:58SPEAKER_02: I think,
- 46:59SPEAKER_02: some language to describe these things differently because I do think this world
- 47:03SPEAKER_02: where titles are 59, 69, 79,
- 47:06SPEAKER_02: they are lower priced and lower scope to deliver a thing very well and then to stop.
- 47:11SPEAKER_02: Like, you don't have to have everything in the kitchen sink in one of these experiences.
- 47:15SPEAKER_02: They can be just really good, tight, well-scoped, well-delivered games.
- 47:20SPEAKER_01: Maybe if we get rid of the labels entirely.
- 47:24SPEAKER_01: If you can figure out a way to do that, Chris,
- 47:26SPEAKER_02: you will be a
- 47:27SPEAKER_02: hero among many.
- 47:30SPEAKER_00: That's an us thing, isn't it?
- 47:32SPEAKER_00: It's us that's labeling in those particular ways.
- 47:35SPEAKER_00: I think we want to operate at the highest possible level of our craft and
- 47:39SPEAKER_00: to Douglas's point of make the best thing we can possibly make.
- 47:43SPEAKER_00: And of course, along the way, there's compromises.
- 47:45SPEAKER_00: Are you making the right ones?
- 47:46SPEAKER_00: Do you have that tightness of vision?
- 47:49SPEAKER_00: Do you have something compelling from a creative perspective?
- 47:52SPEAKER_00: And I think that's the thing that's bringing in the surprise people because
- 47:56SPEAKER_00: the obvious thing here would be for us to have made a Star Wars racing game.
- 48:02SPEAKER_00: But actually we both wanted to do more than that.
- 48:06SPEAKER_00: Why can't you do that and push the genre forward and take some bold creative choices
- 48:12SPEAKER_00: and sort of bring something new and fresh and contemporary
- 48:17SPEAKER_00: A beloved genre that we felt could do with some shaking up.
- 48:23SPEAKER_00: And so that's where the belief comes in and the support.
- 48:29SPEAKER_00: And I think that's then reflected in what people are telling you about it
- 48:34SPEAKER_00: when you go and execute against a very clear vision.
- 48:37SPEAKER_01: Douglas,
- 48:38SPEAKER_01: I've got a sort of nuts and bolts question to follow up on all that,
- 48:40SPEAKER_01: which is Some independents are obviously not necessarily set up to work
- 48:45SPEAKER_01: with someone like a Lucasfilm or Disney, right?
- 48:47SPEAKER_01: Maybe they don't have the right legal teams or that kind of thing.
- 48:51SPEAKER_01: Fuse is, I imagine, a bit of an exception here.
- 48:54SPEAKER_01: Because you want to work with these sort of people, how do you manage that?
- 48:57SPEAKER_01: Is that where a middle partner like an EA or a secret mode come in?
- 49:00SPEAKER_02: So yes, I mean,
- 49:01SPEAKER_02: we're obviously a licensing business,
- 49:03SPEAKER_02: so we're not the publishers anymore of products.
- 49:05SPEAKER_02: Our goal is to try and find a publishing partner and a developer or a publisher and a developer.
- 49:11SPEAKER_02: Sometimes it's a little bit of grab Grab tab A,
- 49:13SPEAKER_02: grab tab B, combine a secret mode with a fuse and let the magic happen, so to speak.
- 49:19SPEAKER_02: I think we've tried to be more flexible about like who we're willing to take pitches
- 49:24SPEAKER_02: from and who we're willing, like good ideas can come from a lot of different places.
- 49:28SPEAKER_02: You don't have to necessarily be a top five publisher to make a great Star Wars game.
- 49:33SPEAKER_02: There are some hurdles in terms of like we have a high quality bar and we want
- 49:36SPEAKER_02: to make sure they're excellent experiences.
- 49:38SPEAKER_02: And that means typically you work with more experienced teams than new teams
- 49:42SPEAKER_02: who have no track record of making great things.
- 49:46SPEAKER_02: But we're exploring all kinds of things that large and small with partners
- 49:50SPEAKER_02: that I think are going to continue to surprise folks who are like,
- 49:53SPEAKER_02: oh, they're doing a thing with them.
- 49:54SPEAKER_02: Like that might be interesting to see how that turns out.
- 49:57SPEAKER_02: Because again,
- 49:57SPEAKER_02: the goal is to is to try and find a way to express Those Star Wars fantasies with
- 50:03SPEAKER_02: the people that are best capable of doing it.
- 50:06SPEAKER_02: And they don't necessarily have to be the biggest and most expensive studios in the world.
- 50:11SPEAKER_01: My next question is going to be, what makes a good partner for an IP like Star Wars?
- 50:14SPEAKER_01: But you kind of answered it there.
- 50:17SPEAKER_00: Go on, Matt.
- 50:17SPEAKER_00: Sorry, I was interrupting you.
- 50:18SPEAKER_00: No, I was just going to follow up on that.
- 50:21SPEAKER_00: I think it will surprise you when
- 50:25SPEAKER_00: Actually, well, this collaboration with Lucasfilm started from week four, really.
- 50:33SPEAKER_00: And that was before we had any of the structures in place.
- 50:37SPEAKER_00: But what we did have was an understanding of the relationship and how to operate within that.
- 50:42SPEAKER_00: So because we have an understanding of what it takes to work with Douglas
- 50:47SPEAKER_00: and his team and in this incredible galaxy,
- 50:50SPEAKER_00: You just have to build that into your way of working.
- 50:54SPEAKER_00: It's like any other constraint, really.
- 50:57SPEAKER_00: You can't fight it.
- 50:59SPEAKER_00: You're working with it.
- 51:03SPEAKER_00: And it's an honor and a privilege to do so.
- 51:04SPEAKER_00: And they are the experts.
- 51:07SPEAKER_00: They're the experts in Star Wars and there are game makers there
- 51:12SPEAKER_00: and that's incredibly valuable because you're not...
- 51:15SPEAKER_00: I've worked with other licensed partners in the past and it's an approval transaction model.
- 51:21SPEAKER_00: This is not that by any stress of the imagination.
- 51:26SPEAKER_00: And so you go in understanding what that's all about and you don't need Perhaps all
- 51:31SPEAKER_00: of the mechanisms and machinations that you might think,
- 51:35SPEAKER_00: you just need to have an understanding of how each other operate and what
- 51:38SPEAKER_00: the expectations are, and then you build that into your operating model.
- 51:42SPEAKER_00: It's worth noting, Matt, that you helped launch
- 51:44SPEAKER_01: FIFA.
- 51:47SPEAKER_01: You know a little bit about this space.
- 51:51SPEAKER_00: No, I was very young in my game-making career when that design happened.
- 51:59SPEAKER_00: There wasn't many people involved in that as there are now, that's for sure.
- 52:04SPEAKER_00: I would imagine it's significantly more complex than I can possibly imagine now, that thing.
- 52:09SPEAKER_00: But the thing remains true.
- 52:12SPEAKER_00: If you want to be making something with somebody else's property,
- 52:16SPEAKER_00: in particular,
- 52:17SPEAKER_00: like such a beloved thing,
- 52:19SPEAKER_00: as we're talking about here, there's a responsibility to that.
- 52:21SPEAKER_00: So you need to take it and operate accordingly.
- 52:25SPEAKER_01: Okay.
- 52:25SPEAKER_01: So what now, right?
- 52:26SPEAKER_01: Are we talking Galactic League esports tournaments?
- 52:29SPEAKER_01: Are we going Galactic Racer, Toy Range?
- 52:31SPEAKER_01: We're through stage one.
- 52:33SPEAKER_01: What's next?
- 52:34SPEAKER_00: Well, it's launch week.
- 52:36SPEAKER_00: We haven't even had our first weekend yet.
- 52:38SPEAKER_02: We're not going to get a week to like bask in the glory, man.
- 52:41SPEAKER_02: It's like, what are you going
- 52:43SPEAKER_00: to do?
- 52:43SPEAKER_00: What now?
- 52:45SPEAKER_00: Yeah, come on.
- 52:47SPEAKER_00: Surely you know everything else.
- 52:51SPEAKER_00: I'm not being flippant,
- 52:52SPEAKER_00: but it's really important that we are going to learn more in the next 72 hours
- 52:59SPEAKER_00: than we ever will have done.
- 53:02SPEAKER_00: Throughout the development of this game,
- 53:04SPEAKER_00: we're going to get a few hundred thousand hours worth of play on Saturday,
- 53:10SPEAKER_00: I would imagine.
- 53:11SPEAKER_00: And you ain't never testing for that.
- 53:13SPEAKER_00: So there's going to be things that you discover from a play and a
- 53:22SPEAKER_00: Profile that you haven't seen before.
- 53:25SPEAKER_00: So it's important for us to respond to that.
- 53:28SPEAKER_00: So clearly, yes, we've got ideas of where this can go and what we want to do.
- 53:31SPEAKER_00: We certainly don't want this to be launch it and that's it.
- 53:34SPEAKER_00: We're done.
- 53:35SPEAKER_00: We're off onto something else.
- 53:38SPEAKER_00: Modern games and modern gamers expect there to be extensions and enhancements to something.
- 53:45SPEAKER_00: And we hoped to be able to do things like that for this game.
- 53:48SPEAKER_00: But the true thing is,
- 53:50SPEAKER_00: We need to do that in concert with the community and we don't have all the answers.
- 53:57SPEAKER_00: So we need to see,
- 53:58SPEAKER_00: we need to reflect,
- 53:59SPEAKER_00: we need to watch,
- 54:00SPEAKER_00: we need to hear,
- 54:01SPEAKER_00: we need to listen,
- 54:02SPEAKER_00: we need to participate together with players and that will help inform some of
- 54:07SPEAKER_00: the ideas that we've got and it will help Determine where we go next and when.
- 54:13SPEAKER_00: We've certainly got some ideas and we've got plans in place and we're going
- 54:16SPEAKER_00: to be talking about them, I would imagine, in the coming weeks and months.
- 54:20SPEAKER_00: But for the most part,
- 54:21SPEAKER_00: we've got to go and see how people are reacting and responding to what we've made.
- 54:29SPEAKER_02: Yeah, I think Matt had done something really important,
- 54:31SPEAKER_02: which is you think you know the thing that is going to resonate with fans,
- 54:35SPEAKER_02: you know,
- 54:36SPEAKER_02: as you're making it,
- 54:36SPEAKER_02: and then you get surprised by something that turns out to be,
- 54:40SPEAKER_02: you know,
- 54:41SPEAKER_02: way more fascinating and interesting to the fans than you expected them to be.
- 54:45SPEAKER_03: And the good news is, you know, Star Wars doesn't just disappear
- 54:48SPEAKER_02: three weeks after launch.
- 54:49SPEAKER_02: We have a whole ecosystem of potential ways of taking these characters and stories
- 54:54SPEAKER_02: and applying them to a whole bunch of other expressions that we know our fans love
- 54:58SPEAKER_02: to see the gaming The experience and the characters they played with show up
- 55:03SPEAKER_02: in other places doing other things inside the Star Wars galaxy and it rewards
- 55:08SPEAKER_02: that connected fandom in a very unique way that we're fortunate to have.
- 55:12SPEAKER_02: So we're always looking for like, okay,
- 55:14SPEAKER_02: what worked and what excited people,
- 55:16SPEAKER_02: let's lean in and try and give them more of what they want.
- 55:20SPEAKER_01: I just want to skim speed a Lego set.
- 55:23SPEAKER_01: Well, somebody's already
- 55:24SPEAKER_00: done that.
- 55:25SPEAKER_00: You can go online and someone will show you how to make your own with the bits
- 55:29SPEAKER_00: that you might have knocking around.
- 55:30SPEAKER_01: Is it you?
- 55:31SPEAKER_01: No, it's not me actually.
- 55:32SPEAKER_00: Someone came with that really quickly and I looked at it and I went,
- 55:35SPEAKER_00: wow, that's actually really good.
- 55:37SPEAKER_00: But this is the wonderful thing that you've got with an engaged set of fans
- 55:41SPEAKER_00: that love the thing that you've made.
- 55:43SPEAKER_00: I'm thrilled with what I'm already seeing,
- 55:45SPEAKER_00: how people are hooking with the characters that we've all created together.
- 55:49SPEAKER_00: I mean, we came at this, we wanted to tell a sports story in Star Wars.
- 55:54SPEAKER_00: We knew that racing as an activity and as a sport has existed in Star Wars for a long time.
- 55:59SPEAKER_00: There wasn't anything that sort of joined those two things together.
- 56:02SPEAKER_00: And with the Galactic League, we've kind of got that.
- 56:04SPEAKER_00: And here we've got these races and these rivalries and these characters that are new
- 56:10SPEAKER_00: and interesting and fall into this wonderful galaxy and are already creating people
- 56:20SPEAKER_00: that are going to fall in love with some of these new characters from after.
- 56:25SPEAKER_00: I think we made our Slash Liverpool with Hippie, the Scouse mechanic.
- 56:33SPEAKER_00: And then we've got Orion Purr, who's one of my favorite, or Biddy Blaze.
- 56:36SPEAKER_00: There's some characters that people are going to see that they're going to fall in love with.
- 56:40SPEAKER_00: And that's why we love working in Star Wars.
- 56:43SPEAKER_00: Wow.
- 56:44SPEAKER_01: I'm out of questions.
- 56:46SPEAKER_01: Congratulations on the launch so far.
- 56:49SPEAKER_01: I'm pleased to know, Matt, I'm a lot better at it
- 56:51SPEAKER_00: now than I was in the summer.
- 56:53SPEAKER_00: Well, that's good.
- 56:55SPEAKER_00: That's the game loop we've got going on, you know, it's practice and mastery.
- 56:58SPEAKER_02: Congratulations, we succeeded in the roguelite die down.
- 57:02SPEAKER_02: Yeah, that's right.
- 57:08SPEAKER_01: Yes.
- 57:09SPEAKER_01: So congratulations on it.
- 57:10SPEAKER_01: I think it's an excellent game and it's wonderful to see.
- 57:12SPEAKER_01: And I hope that you get the audience
- 57:14SPEAKER_00: success that matches the critical success as well.
- 57:17SPEAKER_00: Yeah.
- 57:17SPEAKER_00: Thank you very much, Chris.
- 57:18SPEAKER_00: I appreciate that.
- 57:19SPEAKER_00: Thanks, Chris.
- 57:20SPEAKER_01: Thank you to Matt and Douglas there.
- 57:22SPEAKER_01: And indeed, thank you to Tyler early on in this episode.
- 57:25SPEAKER_01: Right.
- 57:25SPEAKER_01: All that's left for me to do is to wrap up the news.
- 57:27SPEAKER_01: And oh my goodness, there's a lot of AI news this week.
- 57:31SPEAKER_01: Fries the brain.
- 57:32SPEAKER_01: Xbox has formed Xbox Labs.
- 57:34SPEAKER_01: It's in response to the recent explosion in AI game modding ports
- 57:37SPEAKER_01: and recompilations,
- 57:39SPEAKER_01: including big games remix into the source code of other titles, all using AI.
- 57:43SPEAKER_01: In an email to staff,
- 57:45SPEAKER_01: Xbox boss Asha Sharma wrote,
- 57:47SPEAKER_01: these experiments challenge long held assumptions about our industry,
- 57:51SPEAKER_01: the tether between software and hardware,
- 57:53SPEAKER_01: the boundary between creation and play and how people discover and experience games.
- 57:57SPEAKER_01: While it is hard to predict the future of gaming,
- 57:58SPEAKER_01: it is easy to see the possibilities in making great games easier to access,
- 58:02SPEAKER_01: giving old games new life and allowing more players to become creators
- 58:05SPEAKER_01: and co-creators.
- 58:06SPEAKER_01: These are unmistakably good outcomes for players,
- 58:10SPEAKER_01: even when and sometimes because they challenge our existing business models.
- 58:13SPEAKER_01: As a result of all this,
- 58:14SPEAKER_01: Xbox has formed Xbox Labs,
- 58:15SPEAKER_01: which is,
- 58:16SPEAKER_01: according to Asher,
- 58:17SPEAKER_01: a small group of game makers,
- 58:18SPEAKER_01: engineers and scientists whose job it is to turn emerging ideas
- 58:21SPEAKER_01: into things our players and developers can experience.
- 58:24SPEAKER_01: So Xbox has launched a sort of experimental group looking at these AI,
- 58:28SPEAKER_01: could be compilations to see what they can do.
- 58:31SPEAKER_01: Speaking of new Xbox divisions, Xbox has also revealed its XP business unit.
- 58:35SPEAKER_01: It's a division all about extending the Xbox franchises outside of games.
- 58:38SPEAKER_01: That's film, TV, merchandise, events, all that sort of thing.
- 58:42SPEAKER_01: It's basically stuff it was already doing,
- 58:43SPEAKER_01: you know,
- 58:43SPEAKER_01: it's already doing the Minecraft movie and the Fallout TV show and a Call
- 58:46SPEAKER_01: of Duty movie and a Diablo TV show and partnerships with Ikea for Xbox furniture
- 58:52SPEAKER_01: and events like BlizzCon and,
- 58:53SPEAKER_01: you know,
- 58:53SPEAKER_01: they already do this stuff,
- 58:55SPEAKER_01: but this division sort of gives it all a bit Xbox does say it wants to be
- 58:59SPEAKER_01: the number one entertainment company in the world.
- 59:01SPEAKER_01: It's a very Xbox ambition, I have to say.
- 59:04SPEAKER_01: Kayleen Walters has been named the president of XP.
- 59:06SPEAKER_01: She was doing a similar thing before,
- 59:08SPEAKER_01: but actually she was also president of Mojang and has been a bit of a moving around
- 59:11SPEAKER_01: of people there.
- 59:12SPEAKER_01: So it's not a massive story really, but it shows how important that division has become to Xbox.
- 59:19SPEAKER_01: Well, we've got some layoff news.
- 59:21SPEAKER_01: Ubisoft has proposed the closure, finished studio Red Links.
- 59:23SPEAKER_01: That's the studio famous for the Trials games, which are great.
- 59:27SPEAKER_01: And it's also making job cuts at Skull and Bones developer Ubisoft Singapore.
- 59:31SPEAKER_01: There are 52 employees affected at Red Links and 70 in Singapore.
- 59:35SPEAKER_01: One of the big conversation points this week has come out from Epic.
- 59:38SPEAKER_01: So Epic Games is shifting to an AI-first development model,
- 59:42SPEAKER_01: which is impacting its upcoming Disney collaboration according to Bloomberg.
- 59:45SPEAKER_01: The whole thing is that they're really, really trying to push AI.
- 59:48SPEAKER_01: Now Epic boss Tim Sweeney said,
- 59:50SPEAKER_01: we have a huge pivot underway here at Epic,
- 59:52SPEAKER_01: moving developers around to retool for maximum AI acceleration.
- 59:56SPEAKER_01: The aim isn't to do the same stuff with fewer people,
- 59:58SPEAKER_01: but to enable everyone here to build more and better stuff and to bring the benefits
- 1:00:02SPEAKER_01: to all teams using Unreal.
- 1:00:04SPEAKER_01: He responded to a few people on Twitter and one of the things he said was,
- 1:00:08SPEAKER_01: our more modest aim is to survive the AI revolution and help other developers do
- 1:00:12SPEAKER_01: the same and come out the other end making better code and content faster.
- 1:00:17SPEAKER_01: I do think making games faster is very important.
- 1:00:18SPEAKER_01: I think AI can definitely play a role in that.
- 1:00:20SPEAKER_01: I'm not entirely convinced that there's going to be space for all of these games.
- 1:00:24SPEAKER_01: In fact, we already know there isn't.
- 1:00:26SPEAKER_01: A few other stories.
- 1:00:27SPEAKER_01: One of a game developer,
- 1:00:28SPEAKER_01: used to be former Karma Sutra if you remember,
- 1:00:30SPEAKER_01: the sort of GDC owned games media publication.
- 1:00:32SPEAKER_01: Very, very good.
- 1:00:33SPEAKER_01: Chris Kerr,
- 1:00:34SPEAKER_01: who was the senior editor there,
- 1:00:35SPEAKER_01: he's launched a new subscription funded publication called Vertical Slides,
- 1:00:38SPEAKER_01: which wants to deliver incisive,
- 1:00:40SPEAKER_01: bold reporting for video game industry professionals.
- 1:00:42SPEAKER_01: He's sort of leaning very heavily on subscription for its business model.
- 1:00:47SPEAKER_01: It's big.
- 1:00:48SPEAKER_01: Lots of cool people are doing this at the moment,
- 1:00:50SPEAKER_01: but I'm not sure it can scale beyond one or two people.
- 1:00:54SPEAKER_01: If you're going fully subscription only, at least that's in my experience.
- 1:00:58SPEAKER_01: But good luck to Chris, very good journalist, very exciting.
- 1:01:00SPEAKER_01: Power Out Pictures is adapting a live action film set in the Cyberpunk 2077 universe.
- 1:01:05SPEAKER_01: The project will be co-produced between CD Projekt Red
- 1:01:07SPEAKER_01: and Transformers producer Lorenzo D. Bonventura.
- 1:01:10SPEAKER_01: Some big names involved there.
- 1:01:13SPEAKER_01: Elsewhere, Sony will transfer 419 global VR patents to Meta.
- 1:01:17SPEAKER_01: The firm is winding down its VR efforts.
- 1:01:18SPEAKER_01: They've been backing away from the technology ever
- 1:01:21SPEAKER_01: since they launched PlayStation VR 2 basically in 2023.
- 1:01:24SPEAKER_01: Another Ubisoft story, Rainbow Six Mobile is shutting down less than a year after it came out.
- 1:01:28SPEAKER_01: The tactical shooter will be available to play until January 15th, 2027.
- 1:01:31SPEAKER_01: The team will now move on to other projects.
- 1:01:33SPEAKER_01: And finally,
- 1:01:34SPEAKER_01: in sort of depressing US console sales news,
- 1:01:37SPEAKER_01: console sales fell 15% year on year to 559,000 units in August.
- 1:01:41SPEAKER_01: It's the lowest August total since 2013.
- 1:01:44SPEAKER_01: Xbox hardware unit sales declined 31% year on year.
- 1:01:47SPEAKER_01: PlayStation fell 11% and Nintendo hardware sales decreased 15%.
- 1:01:50SPEAKER_01: What I will say is the UK numbers for September are already in.
- 1:01:54SPEAKER_01: And it's that, it's a far more positive picture.
- 1:01:56SPEAKER_01: We saw a big uptick in the UK as a result of the GTA Netflix reveal and
- 1:02:01SPEAKER_01: the Zelda Ocarina of Time reveal on Nintendo Direct.
- 1:02:04SPEAKER_01: Both of that caused a bit of a surge in interest around consoles.
- 1:02:06SPEAKER_01: I don't know if that's happened in the US yet.
- 1:02:08SPEAKER_01: September data will come in later in the month.
- 1:02:10SPEAKER_01: So hopefully it's just a bit of a summer blip.
- 1:02:13SPEAKER_01: And we'll see,
- 1:02:13SPEAKER_01: obviously,
- 1:02:14SPEAKER_01: there's been loads of price rises on the consoles,
- 1:02:16SPEAKER_01: which is having an adverse effect.
- 1:02:19SPEAKER_01: Right, that's it for me.
- 1:02:21SPEAKER_01: Now, we recorded this episode,
- 1:02:22SPEAKER_01: by the way,
- 1:02:23SPEAKER_01: on Wednesday morning,
- 1:02:23SPEAKER_01: so there may have been a few news stories that slipped through the graph
- 1:02:25SPEAKER_01: that isn't here.
- 1:02:26SPEAKER_01: If you want to make sure that we didn't miss anything, you can check the newsletter.
- 1:02:29SPEAKER_01: The newsletter will be fully up to date.
- 1:02:33SPEAKER_01: We'll all be talking about some of those news stories.
- 1:02:34SPEAKER_01: So, all that's left for me to say is thank you for joining us.
- 1:02:37SPEAKER_01: We will be back next week with more big interviews,
- 1:02:39SPEAKER_01: including, hopefully, an interview of Ken Kutaragi, the father of PlayStation.
- 1:02:42SPEAKER_01: In fact,
- 1:02:43SPEAKER_01: by the time you listen to this,
- 1:02:44SPEAKER_01: I would have just got off stage having interviewed him in the UK.
- 1:02:47SPEAKER_01: I hope it went well.
- 1:03:03SPEAKER_01: And if it did, you'll be watching it on Tuesday next week.
- 1:03:06SPEAKER_01: But until then, thank you for tuning in.