The older
we get, the more we here at Level Up believe that everything happens for a reason. In
January, we spoke with Game Developers Conference executive director
Jamil Moledina in our New York offices. During the intervening weeks,
we fully intended to transcribe the interview so that we could post
excerpts on the blog, but things kept getting in the way. But on our
flight to San Francisco for GDC, we reviewed the notes from our chat
with Moledina, and realized that it still held up extraordinarily well--and that it would be perfect timing to begin posting the interview today.
In Part I of our three-part Q&A, Moledina talks about the parallels
between the iPhone and the Wii, defends the game industry from our
charge that their user interfaces are an afterthought and discusses the
sessions at this week's conference. (Note: some of the information in
the interview was embargoed at the time of the interview in January,
but said embargo has since been lifted.)
It's never as good the second time,
but you were relating a funny story about the iPhone before I turned on
my digital audio recorder.
I was exchanging an email with Sibel [Sunar] and some of her team at
our PR agency, fortyseven communications. You know how when you send a message from your
BlackBerry, at the bottom of the message, it says "Sent from my
BlackBerry wireless device"? I was at my desk, where I could actually
affect the signature block, so I copied that, and replaced BlackBerry
with iPhone. I had just seen the keynote and I was very jazzed about
it. And someone from Sibel's staff emails back and says, "Wow, are you
serious? Do you really have an iPhone?" I was still in a glib mood, and
I replied, "I didn't know it was sending the signature block like that.
That's interesting." So I didn't actually deny it. [Laughs.] Because
you don't know what the BlackBerry is sending as its signature when you
send it on the road. Then it gets around to Alan Yu over at EA--he's
the former GDC director--and he says to Sibel--what did he say?
Publicist: He said, "Did you see Jamil's iPhone?" And I said, "Yes, it looked a lot like a BlackBerry." [Laughs.]
I guess a little bit of mischief goes a long way in the Internet age.
And what do you think of the iPhone?
I think it's a spectacular device. The remarkable thing is that Apple
has succeeded in combining three separate devices into something that
people are clamoring to use, that they will find has a user interface
that is compelling to them. It's the kind of thing that Apple does
phenomenally well. They have the ability to capture the public
fascination with gadgets and have an implementation that is relatively
flawless. People now really understand that. From 1984 to 2001--two
very important dates to me as a science fiction fan--also happen to be
the dates that the Mac and the iPod were introduced. So for that whole
long period, few people understood that interface between hardware and
software that Apple did spectacularly well. The iPod broadened it out
to a whole new audience. So I think the public has a much greater sense
now of how well it can work when you blend hardware and software in a
near-flawless execution.
Do you see any parallels between what
Apple has done so far with the premiering of the iPhone and what
Nintendo has done with the Wii?
I think there's a very strong correlation. The parallels between what
Apple does with its iPod and now iPhone and what Nintendo does with its
DS and Wii are very striking. They've both created devices that are
aesthetically pleasing--speaking of the DS Lite, specifically--and also
a very close blend of how the software works and the platform that it
runs on. When Wii Sports debuted, people in the industry kind of knew
what it was leading up to the release of the platform, but after
that--we're fairly familiar with the response from consumers, but what
happened with developers was phenomenal. They were astounded. They were
playing with their children, with their families; a very similar
story to what we've all heard from the main consumer sector. The
interesting thing is that it's not actually the traditional, bounded,
cozy $11 billion gamer audience that we typically talk about in the
game industry. It's a much broader audience. The ability to bring in
new people who may not otherwise have an interest in games is a
phenomenal thing that Nintendo has accomplished.
That is one of the parallels with Apple. Bringing in people that might
not otherwise want to have a music player with them wherever they go.
It's become something that has a life of its own, beyond the sum of its
parts.
You've spoken about the relevance of what Apple's done to the platform
side of the game industry. What do you think the lessons of the iPhone are for game developers? I know that it's a hardware device, but what
should game developers take away from what Apple has done with the
iPhone and its other consumer products?
It's a difficult question, because the iPhone is a closed platform. And
most developers are looking to work with open platforms. The DS, the
PSP and the three new-generation consoles are all accessible to
developers in some way or another. The lesson of the iPhone is probably
best heard by the platform manufacturers who have the ability to blend
hardware and software seamlessly in that fashion. I think we are seeing
the lessons of that come to life. For example, Xbox Live Arcade on the
Xbox platform, and their recent introduction of television and movie
downloads into a single device that, lo and behold, is already in many
people's living rooms. So I think you are seeing the lessons being
learned. It's just that Apple is the master of this. They're ahead of
the game. So they can introduce a spectacular device, like the iPhone.
But as you know, they had to do an announcement before the release of
the device. So this is new for Apple. It's uncharted territory for them.
The only other example I can think of for them was the Apple TV, which
was only a couple of months before. They're tipping their hand a little
earlier. So I think it's going to be interesting to see how the rest of
the market responds.
You said that Apple's ahead of the game. Why isn't Sony ahead of the
game? Sony is a company makes movies. They make PCs. They invented the
Walkman. They introduced audio CD playback into the PS1, DVD movie
playback into the PS2. Looking at the PSP, it had Wi-Fi before the
iPhone; it can play video, audio and it has a wide screen. Why would you say
that Apple is the master of those things and not Sony? Why did the PSP
not capture the public's imagination the way that the iPhone seems to
be?
Well, it's very easy to capture the public's imagination when you don't
have a product to show for it. You can say and show anything about it
and people are going to be amazed by it. Once the thing comes out, I
think we'll have an apples-to-apples comparison. Until then, my hat's
off to Apple. But as you pointed out, Sony has all the components
available. Not to be too partisan about things, we're going to see some
things at GDC that might alter your perception of the general success
of Sony in this area.
For good or bad?
Well, from my perspective, good. Speaking as a consumer, which is the
only detail I can really go into. The first
keynote is [Playstation worldwide studios chief] Phil Harrison. We'll announce that next week. What he's
going to be talking about and showing is something that gives me
tremendous confidence in the Playstation 3 platform. I haven't been
worried about them ever since I saw the content.
What is it?
I can't tell you. [Laughs.]
Or you'd have to kill me?
I would be the one in trouble. I do have permission to tell you that he
is speaking. And I can tell you the other keynote, which is from
Nintendo. [Senior managing director] Shigeru Miyamoto. It'll be his first time in eight years. He
rarely does presentations about development or theory. Most of his
appearances are more promotional or in a marketing context, like at an
E3 or so. This is Miyamoto on stage for an hour, talking about his
creative vision, from the very beginning through to implementation of
the DS and the Wii. We're also awarding him
the Lifetime Achievement Award at the the Game Developers Choice
Awards. Another key recipient in that is Alexei Pajitnov, who will be
receiving the First Penguin Award.
What's that?
That speaks to people that are in uncharted territory, do something
brand new. Innovator. We have another award called the Maverick, which
is at first a little bit confusing, but refers to someone who does
something that everyone says you can't do. The one who refutes the
naysayers. We like to have two categories, because we're a bunch of
goofballs.
Going back to something you
were saying earlier, about the lessons from Apple being more applicable to
the hardware manufacturers. But from the software side of things,
and specifically interfaces, I would say that when I look at games'
interfaces and front ends--menus, navigation, etc.--interfaces in games
still seem to be further behind and not as innovative or intuitive as
they could be. Why do you think that is, and is that something we're
going to see change and improve?
Can you give me an example of an interface that you think is ahead of game interfaces?
Look at the iTunes Music Store. I forget the name of the interface, but
it's the one where you can flip through album covers and movies--
Yes.
--when I look at that--now obviously the caveat is that it's intended
for mouse and keyboard navigation. When I look at the interface on Xbox
360, PS3 and even the Wii, they're very flat interfaces, very 2-D, with
a bit of the third dimension as you go deeper. But as spectacular as
games are supposed to be--they're supposed to be the medium of the 21st
century--I don't think the interfaces capture that. And within the
games themselves; take a game like Fight Night Round 3. The interface
has a bit of atmosphere, it looks like something you'd paste up outside
a seedy boxing club. But overall, I don't know that it really sparks
the imagination or draws you in or really amps you up to play the game.
I feel as though with a lot of games, the interfaces seem very
perfunctory, and very much an afterthought.
Well, game interfaces occupy different points on a continuum, just like
personal computer interfaces. You're citing one example, the iTunes
Music Store. Or are you speaking about the music management side of it,
where you're flipping through the album covers? Is that what you're
referring to?
Yeah.
Yeah, so that's one spectacular example. If we think about it, we could
probably come up with some spectacular game interfaces. One of the
things that's capturing a lot of people's attention right now is the
ability to create Miis, and the way that you get into one's own
collection of Miis--that's an interface that's quite compelling. You
can organize a lot of fun, playful information and connections with
other people through the Mii. You're talking about 3-D elements--the
kind of waveform that undulates on the Playstation 3 when you turn it
on, and the orchestral chord that plays, for me, that's very much an
Apple-ish level of sophistication in a user interface. The Xbox Live
Dashboard has those sounds that whoosh as you go left and right and the
tones are subtly different as you go deeper into and out of menu
trees--there's also a kind of ascending and descending scale. There's a
lot of really subtle things that I think we take for granted as players
and as professionals in the gaming industry. But if you go back to
playing on the Xbox or the PlayStation 2, as some of us still have to
do, do a compare and contrast. You do see that new level of
sophistication arise.
As you pointed out, Apple is phenomenal at this. Steve Jobs is a genius
at what he's been able to create. But you may also find stories coming
out of Apple, that it's a management structure of having one person
manage every element. This is contrasted to Bill Gates, who has more of
a theory that manages all of Microsoft, and then he enables people to
step forward and create new ideas like [James] J Allard and so forth.
And we end up with numerous wonderful results. It would be a shame if
all companies acted on the Apple model, or the Microsoft model, or the
Sony model. Instead, we consumers end up with a great variety of games
and interfaces and experiences. Personally, I think the three-console
structure, or three-major platform structure benefits gamers immensely
for that reason.
Part II: Moledina responds to our charge that last year's keynotes were more position papers than developer-centric talks, explains where GDC fits into the post-E3-collapse conference landscape, and mentions some more of the sessions that we should all pay attention to.