00:05Sì, siamo qui oggi a parlare di un momento di un momento di un momento di sia di Thieves di
00:08sviluppo.
00:08La cross-play.
00:09Sì, sì.
00:10Perché non lo conosce la comunità che abbiamo avuto in questo settimana a Wednesday.
00:14Sì, abbiamo già trovato un hinto.
00:17Sì, anche 30 di noi abbiamo avuto in questo settimana prima, all'on PC,
00:22all'inizio di Xbox One Wednesday playtest e no-one non ha visto una differenza.
00:27I think that's what's so magical about the experience right Ted, is that just playing the game, being able to
00:33jump in on my laptop sitting there with my mouse and keyboard controls trying to figure out what they were
00:38and the players I was playing with were going do you need any help, do you want me to support
00:42you and play, you look like you're struggling a bit, but it's just so powerful, I think the opportunity we
00:50have for Sea of Thieves on both platforms
00:56and to bring all those players together, I think it's huge. Sea of Thieves has always been a game for
01:01a really broad range of players and I think it's equally suited to players on console as it is to
01:07players on PC, the style of game it is.
01:10A lot of people have said this game feels like a PC game, it's not to say it doesn't feel
01:14like a console game, it's just I think building this with the community and in a very much a relationship
01:21with them.
01:22Yeah absolutely, it's that community that already exists around Sea of Thieves.
01:26And they're so passionate, there's not a day that goes by where I don't jump into the community and that
01:31group of players that we have there are all incredibly passionate about their platform and that for them this is
01:39the game that they want to play with their friends not just on the same platform as them but on
01:43other platforms and they haven't always been able to do that so now it's like their opportunity to be able
01:47to play with their friend who's got a different device.
01:49We've got players in our community that are really good friends via the community but now they're going to get
01:54to play together, that's super cool even in that small microcosm of our community.
01:58And I think our Insider program shares a lot of similarities with the way a bunch of PC games are
02:03developed with early access, getting people involved early, getting their feedback, getting the game into players hands early and growing
02:08and building it with everyone.
02:09And because it's a shared world game, because it's multiplayer and you're so dependent on how players play and what
02:14they do with the features you give them and being able to react to feedback and also listening to what
02:18they want next and what they think is important and how to improve the experience.
02:21I think taking a lot of those goals of an early access title and bringing them to our Insider program
02:26was very much our thinking.
02:28And it's important as well that we've built these compatibility testing labs internally, we've got the broadcast labs as well,
02:33we're really trying to make sure that on a day to day basis we're always testing cross-play.
02:37Our goal throughout development has been that in early 2018 we deliver the game that PC players expect and all
02:45of these learnings that we're getting now, all of the adjustments to our roadmap, it's all so that we can
02:49deliver on that promise.
02:50And we know PC players have really, really high expectations so as we move towards early 2018 we might find
02:55there are specific options or settings that players really, really want.
02:59One of my favourites actually is the shanty volume slider which has made me smile, I know it's not PC
03:02specific but I also like the idea of a fish slider in the future, you know, things that we can
03:07actually have some fun with.
03:08I guess a bit like, I don't know if we want to talk about it, but I'm going to talk
03:11about it anyway, which is that we don't have min, low, medium, high, ultra, we have cursed, common, rare, mythical,
03:18legendary because it felt more fitting to see it.
03:21Absolutely, yeah. So basically like the minimum slider is cursed, love it, yeah.
03:26All the way through to mythical and legendary so that felt good.
03:31Yeah, it just feels right doesn't it?
03:33One of the comments we get a lot on the forums is why is Sea of Thieves not a port?
03:37I know that when we started on the PC side it was very much, we went over like what defines
03:42a port?
03:42And I think one of the things that was really key with that was that PC games have a tendency
03:46to come out after their console counterparts but we've put a line in the sand and said it will be
03:50day and day.
03:51Well it's basically, it's built from the same code base, right?
03:53And our system of getting the game releasable weekly, it's been really important to us that we can do both
03:58platforms and we get to that lockstep situation as soon as possible.
04:03I guess that's what makes going to Gamescom and showing cross-play on the show floor with monster PCs and
04:09Xboxes, it gives us that confidence that every single day we're doing this and we have been for months and
04:15we've built that confidence up over time.
04:16It's funny like for all of the events we go to and everything else usually the thing you worry about
04:21most is the build and the build stability and are we going to have both platforms?
04:24Are we going to have all this stuff? All that stuff just kind of like takes care of itself.
04:27Like obviously it doesn't but the fact that we're doing builds every day and releasing weekly on both platforms and
04:31stuff gives us that confidence, right?
04:33And we know that the code base is the same, the build's the same and it's like the PC's got
04:37its custom work done around settings or around controls or around whatever.
04:40And I guess last year we actually went to Gamescom with the same build that we took to E3 but
04:44this year we're now in the position where we can actually just take the most recent build and it will
04:49literally be hot off the press.
04:50People will be playing at home as well with the technical alpha at the same time. We've just been building
04:54this confidence.
04:55Yeah, it's super cool to be bringing that, you know, bringing a different experience to Gamescom, right?
05:00You know, like we've been making, yeah, yeah, like the different teams across game experience and quests and AI and
05:05everyone, they've all been doing their work, like, you know, in improving the experience, right?
05:08There's improvements to AI in there in terms of the skeletons, there'll be improvements to the game experience, some of
05:13the kind of the combat and everything, all of that stuff that we've been doing and looking at.
05:16I think what would be really cool as well is actually if we get the opportunity that someone who went
05:19to E3 also gets the chance to play at Gamescom and they come away with, oh, I've got different stories.
05:25Like, even in that short period of time, they can see that the features that we've added all add to
05:30this kind of eclectic mix of stories and ingredients.
05:33Yeah, yeah, absolutely. It's just a really strong position to be in.
05:36I'm definitely using eclectic again.
05:38Yeah, sorry.
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