Katie Stone Perez, Microsoft | E3 2018
>> [Announcer] Live from Los Angeles, it's theCUBE! Covering E3, 2018. Brought to you by SiliconANGLE Media. >> Hey, welcome back everybody. Jeff right here at theCUBE. We're at the L.A. Convention Center in E3. It's our first time coming to this convention. It's 68,000 people and every single hall and outside, inside hotels. It's pretty crazy--pretty crazy scene. We're happy to be here. Well, we've got our next guest. She's been coming for a while. It's Katie Stone Perez. She's the director of Mixer Interactive. From Mixer, Katie, great to see you. >> Thanks so much for having me! >> Absolutely. So before we jump into it, I'd love to get your perspective. You've been in this industry for-- >> 17 years. >> 17 years. I wasn't going to say that. I was going to say close to two decades. >> (Laughing) >> So as you've been in and watched this thing develop, what are your impressions today in 2018 and how it's transformed?-- >> Of the show? You know, the whole game industry has so fundamentally transformed over the last 17 years, right? I mean, at that point in time, we didn't even have services like Xbox Live where people were connecting and playing online together. Everything was really sold as a disc-based media. So you walked into a store to purchase your disk. Now we have so many digital purchases happening online. We had no player data. We had no way to actually know how far in the game our players were getting and all of this kind of stuff-- >> [Jeff] That's right. You just shipped the disc out, right? You didn't know. >> And now we have all of this telemetry, right? We have all of these experiences. You have the, you know, free-to-play has made a huge rise. We have mobile, right? Mobile gaming within the space. So the show has so transformed both from the people who are playing within the space, the technologies that people are using, and the growth. I mean, we can also just see-- years ago, it was really much more about a trade show so that the big people who are going to buy the disc can actually come to E3-- >> [Jeff] Right, right. >> Check out our games and place their disc orders. And now it's really much more of a consumer phenomenon as well. >> [Jeff] So I'm curious, we covered a ton of tech shows. Just I've been here before and data and the use of data is a huge part of the digital transformation story. >> Yeah. >> So I'm curious from your point of view from a game developer point of view, how did that change? Because you guys are a little bit ahead of the curve in getting the usage data, getting the tracking data. How did that impact the industry in the way you developed and shipped games? >> It's phenomenal. You know, all of a sudden, you can start to understand who your players are and so if you're gonna do an upsell offer, you know, you can understand, like, "Oh, this person has actually already purchased this type of material." So I'm gonna give him this type of upsell vs this type of upsell. Or, You know, "I see all of my players are really struggling on level three and no one is making it through. What's wrong with level three?" Let's look at changing that up a bit. >> [Jeff] Right. >> So data has actually really informed us in so many ways to re-look at our basic gameplay loops. Our retention mechanics and all of that kind of stuff and, you know, most game companies now have teams of data analysts who are just specifically focusing on those KPIs and just analyzing the data and learning. >> [Jeff] Right. >> But with that too, we've also then had to get more agile in our development and publishing processes because, you know, when you ship a disc and you just let it go, you can get data but then what are you gonna do about it, right? >> [Jeff] Right, right. >> Your next sequel is a couple of years out and so now, too, with the ability to push updates over the air and all of this kind of stuff, It changes it so we can actually take that information, have an immediate impact, and sometimes you can get that data within one or two days. Actually have an impact, you know? >> [Jeff] Right. >> So I actually work on mixer which is a game broadcasting platform so we have a live service. So we can just constantly update and make these changes. >> [Jeff] I'm gonna ask you a philosophical question that I'm always thinking about. In terms of difficulty and the right amount of difficulty, and just kind of generically but engage specifically-- >> Right. >> You want to be difficult enough so people feel challenged and want to continue the journey. >> Yeah. >> But obviously you can't make it so difficult that they just couldn't get through. So I just wondered if you had some-- >> Yeah! >> If there's some best practice or philosophy about what's the right level to the degree of difficulty? >> Yeah, you know funny enough, I gave a talk at GDC in, like, 2005 and it was called Let Me Win and so my background is actually in psychology and it was really as someone who has a psychology background who loves to play games. My issues of playing through so many games in our media because we're a very defeatist mentality. If you think about it, we started as an industry as this coin-op industry where we had to kill you off because we needed you to put another quarter in the machine. But now we carry that trope with us even though we have people put 60 quarters-- $60 worth of quarters in the machine in advance >> [Jeff] Right, right. >> But we're still killing you off in the same way. And so it's kind of crazy to me. And so we really as an industry, I do think, need to think about that more. Now there's certain games like Cuphead is one of my favorite games but it's really brutally hard but that was very much the intention, you know? >> [Jeff] Right. >> These dark souls and the cupheads in those games. Their genre is that they are super hard-- >> [Jeff] Right. >> So people kind of know that going into them. But I do think across our broader audience, we need to think about how we're being more inclusive in our design And that's everything from, you know, still giving people that harder experience but also an educational principal called scaffolding. So, you know, just like when you're teaching a kid to do something, you're not gonna say "Okay, do this and this and this and this and this." Because that's not fun. >> [Jeff] Right, right. >> So instead, if you can be, like, "Here's what the goal is. Here's your tools." And then within the game, we want to help do that. Now with data, actually, we can help scaffold better. Cause we can actually see "Oh, these players didn't do this" Or "This age group of players didn't do this." Or "This type of thing didn't do this." So we can actually use that to inform our decisions and actually do better scaffolding within the game. >> [Jeff] Okay, so before we get to mixer and streaming which is like the latest thing, I want to get to this middle step which was the Cloud. And really opening up the ability to do multi-player games, opening up the ability to go from just that consul out into the universe and play lots of other people. Again, how did that really transform the way you guys thought about designing and delivering games? >> I mean, fundamentally, you know, Xbox Live was a apart of our program. Very early on, Live came into the Xbox business and I think it was actually great because we had that as a Microsoft asset and strength that we can bring over that type of infrastructure. And we've seen it really just connect and bring people together in form community, right? And it's so much fun. There's some element that you get when you're sitting next to someone and playing but not everyone in the world has someone sitting next to them. >> [Jeff] Right. >> So we're doing that over Live by bringing people together and through different platforms and services like Mixer as well where we can bring these communities together. >> [Jeff] Right. >> So it's really, I really think about creating that essence of community. It just makes everything more fun. >> [Jeff] Right. So now we're in 2018 and actually, it's been going on for a little while which is a whole different level of community and that's streaming where someone's playing a game for those that aren't familiar and other people are invited to participate with them. >> Yeah. >> Again, another huge shift in the way that people interacting with the game. And more importantly, kind of the social aspects around their playing with the game. >> Yeah and that's what's so cool. So in traditional game streaming platforms too, there's quite a bit of latency so what the gamer-- the streamer's actually doing at the time, you know, by the time the viewers end up seeing it on a platform, and then, you know, they can comment on it and then the streamer kind of sees it. There's a lot of latency there. So Mixer was actually created by two young kids who actually were huge in the Minecraft community. They had already created a million dollar business actually hosting Minecraft servers and they had all these streamer friends that were Minecraft streamers and they were talking about how frustrating it was because they were streaming and people were like "Put the block over here, put the block over there." But by the time they saw that feedback from their fans, they had already moved on. They had already done something different. So Mixer created low latency streaming. So what we called our faster-than-light technology where we have sub-second latency. So exactly what's happening in the game, that's what people on Mixer are seeing. And then they can comment and the streamer immediately sees those comments and that then paved the way for this richer conversation. And from there, we had interactivity come about. So we have all of our new Mixplay experiences where people can actually come on to Mixer and not just watch. Now they are playing themselves. So you can actually be playing one of our games like Next Up Hero and I can actually choose to help heal you or I can choose to help throw in enemies. Then you'll see my gamer text "Sweets" go right across the screen, right? You can actually see as a gamer who's then broadcasting, you can see what I'm doing on Mixer and how that's having an impact within your game. >> Didn't the streamer kind of like the latency so that they had time to kind of split their attention between playing the game and interacting with the community? >> No because it's all->> streamers for them, It's all about community. Now there are certain competitive sports events and things like that that we do within the e-sports space, and so there might be certain instances in which you don't want to have low latency engaged. But for the most part, streamers want to be having that conversation and are faster- >> than-light technology on Mixer really enables that for them. >> [Jeff] Right. And it just seems like it's almost gonna come full circle so if I'm engaging with the streamer and I'm participating in the game to some degree, at some point, do I just step in and we're playing the game together? >> Yeah. I mean, really now, you can play on Mixer. That's really what we're talking about with our new Mixplay experiences. So we even have games that are playable only on Mixers so these games aren't even-- we were talking about distribution, right? These games aren't even shipping. There's no disc. They're not even shipping on any of these other platforms. They're playable only on Mixer and so you can actually go to mixer.com today and check out several of these game experiences and you can actually look for Mixplay experiences. We have filters and so you can actually find all of that content. >> [Jeff] Alright. So to get your perspective before we let you->> you've been at this for a while. So as storage and compute and networking, it gets infinite in scale and asymptotically approaches zero in cost. As you look forward, where do you see leveraging some of this new horsepower? >> Well, I think again, you know, Microsoft actually just had this amazing acquisition of PlayFab technology and I love seeing what they're doing within this space and bringing that into our portfolio of content as well. Because again, it's about having this data and being able to really respond and change your game instantly to really make sure that you're doing the best things for your business. And so it really just makes developers be informed and be able to be much more agile in their approach. And it's also democratizing that opportunity. Previously years ago, to get some of these insights, you would have had to be one of the largest game companies on the planet. And now with the democratization of these different game engines, and then then the democratization of this type of tooling and online services that are available, with things like Azure and things like PlayFab, it really creates an amazing opportunity for all developers everywhere. >> [Jeff] And to me, the democratization, the thing where you're over and over-- >> Yeah. >> More of data, more of the tools, and more of the ability to do something about it is distributed to a broader audience. Alright Katie, well thank you for-- >> We get more voices with that, right? >> Right, right. >> You get a much broader set of content that ends up like the content that you see here today is much more diverse and much broader. You know, we still have a long way to go as an industry but it's very different than my first E3 17 years ago. >> [Jeff] 17 years ago. Alright Katie, well thanks for taking-- >> Thank you! >> a few minutes out of your day and congrats on all the success. >> Thanks! >> Alright, this is Katie and I'm Jeff. You're watch theCUBE from E3, L.A. Convention Center. Thanks for watching. (upbeat, techno music)
SUMMARY :
Brought to you by SiliconANGLE Media. and outside, inside hotels. So before we jump into it, I was going to say close to two decades. So you walked into a store to purchase your disk. You just shipped the disc out, right? You have the, you know, free-to-play has made a huge rise. And now it's really much more of [Jeff] So I'm curious, we covered a ton of tech shows. How did that impact the industry in the way you developed you can start to understand who your players are and, you know, most game companies now have teams and sometimes you can get that data within one or two days. So we can just constantly update and make these changes. [Jeff] I'm gonna ask you a philosophical question and want to continue the journey. So I just wondered if you had some-- because we needed you to put another quarter in the machine. but that was very much the intention, you know? These dark souls and the cupheads in those games. And that's everything from, you know, So instead, if you can be, like, the way you guys thought about and strength that we can bring over and services like Mixer as well So it's really, I really think about and that's streaming where someone's playing a game And more importantly, kind of the social aspects the streamer's actually doing at the time, you know, and things like that that we do within the e-sports space, really enables that for them. and I'm participating in the game to some degree, and so you can actually go to mixer.com today So to get your perspective As you look forward, where do you see leveraging and bringing that into our portfolio of content as well. More of data, more of the tools, and more of the ability that ends up like the content that you see here today [Jeff] 17 years ago. and congrats on all the success. Alright, this is Katie and I'm Jeff.
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