San Francisco (PRWEB) May 30, 2014
The ability to design advanced games at a lower cost is a key growth area from the traditional cloud distribution angle.
William Rhys Dekle, Senior Director, Worldwide Business Development, Microsoft Game Studios, says: “Computationally intense tasks such as illumination, physics, destruction, AI, content generation — anything you could want during development can be delivered potentially at a much lower cost through the cloud.
“On the console side it will definitely help us control costs and boost innovation in this new generation.”
Publishers can also stand to gain big wins: “[They’re] able to reach more consumers on more devices; and these are users that you can grow to know more about over time, which has tremendous value both in terms of the games you build and your ability to sell back to consumers over time.”
That said, Dekle warns: “Publishers who don’t spend time and money investing and experimenting with the cloud and learning how to design for it today are going to find themselves increasingly behind their peers when compared to their competitors.”
Dekle adds that we are just at the tip of the iceberg in terms of what's possible in game design and user experience.
Read the full interview, including commentary from Chris Early, VP Digital Distribution, Ubisoft, here: http://bit.ly/1tOtKhe.
Tom Pycraft, Director, Video Games Intelligence, says: "Cloud Gaming has moved from a purely download and stream offering, to one that includes game design and multi-device strategies; this interview provides excellent insight into the scope of opportunities on offer today.”
This interview is commissioned ahead of Cloud Gaming USA 2014 (September 4-5). Cloud Gaming USA is an industry defining event for all games publishers, platforms and developers to discuss cloud distribution, monetization and development.
For more information, please contact Tom Pycraft Tel: US Toll Free: 1800-814-3459 ext. 4321.