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Fable & Project Gotham Racing für Xbox2

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Microsoft bestätigt Nachfolger

In einem Interview auf der offiziellen Xbox-Website bestätigte Shane Kim (Manager der Microsoft Game Studios), dass auf der Xbox2 Nachfolger zu Fable und Project Gotham Racing erscheinen werden.
 
Hier das komplette Interview:
 
 
 
[quote]
[i]In a little more than a year since Shane Kim took over as head of Microsoft® Game Studios (MGS), he has led some of the largest and most successful game launches in the publisher’s history, including Fable® and Halo® 2. Kim manages the first-party development teams and basically works with some of the most talented people in the industry.
 
We were able to book some time on this busy guy’s schedule to talk about his thoughts as he looks ahead at the next-generation console race.
 
Xbox.com: Since taking over for Ed Fries as head of MGS last year, what has been your biggest learning experience?
 
Kim: When I took over for Ed, I had some big shoes to fill. I’ve had to learn a ton about what it takes to lead a creative organization, especially one that’s as large and spread out as MGS. We have 10 studios and many partners all over the world, and all of these teams are filled with incredibly talented and creative people. Putting this talent in the best position to succeed is my most important responsibility as the head of MGS. I realized in this transition that leadership isn’t as much about having control as it is about empowering and supporting the people who work for you, and I’m very grateful for the other managers and leaders we have in MGS.
[b]
Xbox.com: What has been your most significant accomplishment?[/b]
 
Kim: In 2004, MGS launched a number of incredible titles, especially Halo 2 and Fable on Xbox®, both of which were very important for MGS and the Xbox platform as a whole. I’m really proud of those titles and the teams behind them. All of the titles we released in 2004 required an enormous, almost indescribable commitment of energy and enthusiasm to finish. And, in this process, we started to remake MGS into a true first-party organization that will drive our platforms’ successes in the future with exclusive franchises that showcase our platforms’ differentiation. As great as the titles have been, I actually believe that building the organization and partnerships required to create the best content in the industry has been our most significant accomplishment in MGS.[b]
 
Xbox.com: What are some of the things you think that MGS could do better as a group, particularly as you head into development of next-generation Xbox games?[/b]
 
Kim: At Microsoft, we understand very well that software drives hardware, and for the next generation of Xbox, that means the titles must drive our success. We also know that the best content comes from the best talent, so we must continue on our quest to make MGS the best home for the best talent in the world. There is so much for us to learn about how to manage creative organizations within Microsoft and how to work with world-class partners like BioWare and Bizarre Creations. We’ll have to do this as the titles themselves become bigger and more complicated and the definition of interactive entertainment continues to evolve. I’m convinced that this will always be our biggest challenge and the thing we will be relentlessly focused on doing better in MGS.
[b]
Xbox.com: What is going to give MGS the competitive advantage moving into the next generation of video games? What are the challenges of realizing this?[/b]
 
Kim: Our wealth of creative talent is really what stands out in my mind—that and the next-generation platform. I love our internal studios and the incredible partners we work with, so marrying this talent with the best next-generation platform will creative a tremendous competitive advantage for the next Xbox. And, we’ve also built some great franchises that customers love and look forward to playing for many generations of Xbox, like Halo, Fable, Project Gotham Racing®, and the upcoming Jade Empire™ and Forza Motorsport™.
 
Besides the fact that successful titles are becoming bigger and more complex with online capabilities and greater personalization, our business is still very hits-driven. As the first party on Xbox, MGS needs to have a higher batting average when it comes to creating hits for the platform to succeed, yet creating breakthrough titles will continue to be more art than science. So, making the magic happen will always be the toughest challenge. The best thing we can do is make smart strategic decisions, partner with the best talent possible, and put them in the best position to succeed.
[b]
Xbox.com: What is your portfolio strategy as you head into next-generation gaming?[/b]
 
Kim: Our strategy has a two-pronged approach. On the one hand, we will continue to focus on creating exclusive titles for the core gamer audience, showcasing the unique advantages of the next-generation Xbox and Xbox Live™. We will build on the franchises that we’ve established in the current generation and continue to invest in creating new and unique intellectual properties like Jade Empire and Forza Motorsport.
 
The second part of our strategy will be to lead the broadening of the Xbox audience. We’ve done a great job in this generation with the core gamer audience, and now we need to extend that success and the appeal of the next-generation Xbox to more of the mass market. While there are many aspects of Microsoft strategy to accomplish this, content will once again be central to our success. MGS will lead the way with great titles, especially from Rare, that appeal to more people than our very loyal core gamer customers.
[b]
Xbox.com: One of the issues that has plagued MGS in the past is the cancellation of titles. How are you going to combat this moving forward?[/b]
 
Kim: It’s important to understand that canceling or delaying the release of a game is not something we take lightly, and when it happens, it’s obviously a very tough decision. Yet, it’s a necessary evil in our business because we have to be willing to take chances on new and risky ideas. Our strategy has evolved to focus on a smaller portfolio of titles and teams that can make a bigger impact and a bigger difference. This means we’ll start fewer projects, but we’ll also be able to focus our attention and resources better, which should also increase the success rate of our titles.
[b]
Xbox.com: Given the growing costs for developing games, how can MGS continue to produce quality work without raising the price tags of the games themselves?[/b]
 
Kim: There are many ways to attack this problem. For example, I believe that our strategy of working with the best talent possible will lead to a greater share of hits in our portfolio. This doesn’t reduce the cost of developing the games, of course, but it’s critical to producing quality video games because mediocre titles don’t sell, don’t drive the platform’s success, and certainly don’t make any money.
 
That said, we also have to address the issue of growing development costs. Like everyone else, MGS is looking at middleware solutions more than ever and also trying to leverage technology and tools across our portfolio as intelligently as possible. But, we need to do more, and this is where the Microsoft XNA platform is vital. It’s our initiative to help all game developers address the rising costs and complexity of creating next-generation games, and I’m especially excited about XNA Studio, which we just announced at the 2005 Game Developers Conference.
[b]
Xbox.com: Let’s talk about Japan. What do you think MGS needs to do to win the hearts and minds of Japanese gamers? Are there titles in the works that you think will really resonate with them?[/b]
 
Kim: Japan is where the industry has its deepest roots, so naturally, we want our games to evoke a passion and a following from the creators and consumers who were there from the start. For us, it means developing titles that incorporate Japanese sensibilities in terms of story line and gameplay. Just because we’re living in a global society does not necessarily mean that all game content has universal appeal. In the Japanese market, I think it needs to be culturally relevant. Partnering with Hironobu Sakaguchi, Tetsuya Mizuguchi, and Yoshiki Okamoto—all legendary game creators in Japan—is just one way we’re committed to winning the hearts and minds of Japanese gamers. The insight of these star Japanese developers, combined with the next-generation Xbox platform, is going to produce some very exciting results that gamers will be able to experience in Japan and around the world.[b]
 
Xbox.com: How does this strategy take your Japanese competitors into account? Do you think it’s possible for Xbox to unseat Sony?[/b]
 
Kim: Absolutely. Xbox has incredible momentum right now, and we are well-positioned heading into the next generation of consoles. Xbox outsold PlayStation 2 in the U.S. during holiday 2004, Xbox Live is the world’s leading online gaming service (with nearly 1.5-million subscribers), third parties and retailers are supporting us enthusiastically, and we’ve created some terrific franchises in MGS that will provide us with exclusive competitive advantages in the next generation. We will give game creators the best platform on which they can realize their visions in the next generation.
[b]
Xbox.com: How important will new intellectual property (I.P.) be for MGS moving forward?[/b]
 
Kim: New I.P. is essential to our growth as a publisher as well as the growth of the industry as a whole. We certainly have the tools and the resources to innovate for the high-definition era we’re living in. And, we definitely have the talent and the willingness to create new breakthrough intellectual property. I’m actually very proud of our track record here, as we have invested significant resources into creating new I.P. in this generation, with titles like Fable, Jade Empire, and Forza Motorsport. There’s a collective vision at MGS about what we need to do to be creating truly original material, and yes, it will be central to how we move into the next generation.
[b]
Xbox.com: What about existing franchises—will we see those on the next-generation Xbox?[/b]
 
Kim: That’s probably the most-asked question I get right now! The short answer is yes. Without giving away all the surprises we have in store, gamers that love franchises like Halo, Fable, and Project Gotham Racing can safely assume we will continue to invest in them as we move into the next generation.
[b]
Xbox.com: What makes a successful videogame developer? Is there a certain set of criteria?[/b]
 
Kim: There is no formula for success. If it were that easy, everybody would do it, right? When we look at a new concept, we have to love the idea as well as the team behind it. Then, you have to ask if the team has its own passion for the idea. Finally, we need to be sure that the team can actually pull off the idea. Can they bring design, art, and programming together to capture lightning in a bottle, making something special and magical? This is where we have to apply our experience and judgment. There are so many great ideas and so many terrifically talented teams out there—we need both to win.
[b]
Xbox.com: What is your game of choice these days?[/b]
 
Kim: Racing is my preferred genre. I’m a big fan of Forza Motorsport, which I believe will eventually become the definitive racing simulation. I think gamers will be very pleased with the game once it’s released. We have a ton of respect for Gran Turismo, but all of those gamers that want to take their skills online should check out Forza Motorsport on Xbox when it hits store shelves in May.
[b]
Xbox.com: Final thoughts?[/b]
 
Kim: I think this is an exciting time to be an Xbox gamer. Like I said, we have a ton of momentum right now, and we have a significant amount of investment going into the next generation. Things are just going to keep getting better and better for Xbox and our gamers. Thanks for your support, and I look forward to hearing what everyone thinks about how we’re doing for you!
[b]
Xbox.com: Thanks for the interview, Shane. We'll look forward to following up with you again soon.[/b][/i][/quote]
 
 
 
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