00:02We knew it was coming, it was just kind of figuring out when the right time was, and this feels
00:07like the right time to us.
00:09People are ready. It just feels right.
00:11It's been a while since we've, you know, worked on this title.
00:14People are starting to put their old consoles away.
00:16When we went back to play it, we discovered a couple things. How much fun it was and how much
00:20we loved it.
00:20You know, everyone on the team has been in bands since forever.
00:23How far short it fell of the original goals that we had for Rock Band.
00:28If you want a game about being in a band.
00:31Anytime we put out a game, half the responses are, this is great, where's Rock Band for?
00:35We're, you know, not being a good statistical, but we're obviously the people to make it.
00:40We're not doing Rock Band because we have to.
00:42We have 2,168 songs.
00:44We're not doing a new Rock Band game because someone told us to.
00:47That we're prepping to bring over.
00:49We're making a new Rock Band because we want to make a new Rock Band.
00:52It feels almost like coming home.
01:08The makeup of the team that we have right now feels a lot like it did back in, you know,
01:13the early 2000s.
01:14No one seems to have written down anywhere how all of this is supposed to work, so I don't know
01:18what to do.
01:19That is true, but...
01:21I've never felt more like I work at an indie studio than, like, right now.
01:25Questions like the mystery things.
01:27We could probably sit for an hour this afternoon and just power through them.
01:30Sure, that'd be great.
01:31We're driving towards all of our own decisions.
01:33We're choosing what's best for the projects of our own accord.
01:36Like, we don't have external people really driving those decisions for us.
01:39So, you know, even though things can get kind of crazy, it feels really good because we're still in control
01:43of it.
01:44Soon everything will be okay.
01:45I mean, it doesn't do anything else either, but, like, it pops up and the game keeps going and nothing
01:49explodes, so I'm going to consider that a win.
01:51Yeah, sure.
01:53The Apple Fritter is in my office.
01:55It's always right there.
01:56You can go to the office.
01:57It's allowed.
01:58The studio vibe compared to where it was a few years ago is unbelievably energized.
02:05Everyone in the studio has that kind of, like, that creative recharge where, you know, we don't, we're not responsible
02:10to anyone but ourselves.
02:11We don't have to answer to anyone but our own kind of, like, creative vision, creative mandates.
02:16We had a great relationship with MTV.
02:18They had a lot of opinions about where the game should go, and they were good opinions, but it also
02:23made it difficult for us to follow our instincts a lot of times.
02:28And one of the things that I'm most excited about is the way in which this game will reflect the
02:33character of the people that are working on it.
02:35To us, Rock Band 4 is about expanding on the feeling that you are playing with your bandmates and you're
02:42playing a live gig.
02:43You know, Rock Band's all about the fantasy of being a rock star and being in a band and getting
02:47to feel like you're playing music and being expressive.
02:49The stuff that we've been able to add to the core experience really is, like, a truer version of what
02:54we originally had in mind.
02:55Rock Band 3 had tons of things in it. It was something for everyone, basically.
02:59You know, in retrospect, I think we innovated in a lot of areas that were not necessarily the right ones.
03:07We're really trying very hard this time around to be very creative in ways that will impact everybody in the
03:13band.
03:13We are making an attempt to stay as focused as we can.
03:18I'm really, I'm hoping that we can surprise people with the kinds of things that we can accomplish.
03:23Rock Band has been kind of like the quintessential party game, and I think you'll see just, you know, a
03:28lot of energy around the gameplay that's in Rock Band 4.
03:31There's a lot of stuff percolating in our feature set that we really want to talk about.
03:38And figuring out how to do that, frankly, is, like, you know, a tremendous amount of work and work that
03:43we're still doing,
03:44which is why we're not talking about those kinds of feature details now.
03:48It's important to note, too, that the type of person that responded to this survey is probably a Rock Band
03:53fan anyway.
03:54So I wouldn't expect the results to be that different.
03:57The survey we put out has had over 67,000 people respond to.
04:02We actually got a lot of user info from not just the Rock Band community, which is nice.
04:08So if all of these folks own, you know what I mean, it's like looking at, like, who owns all
04:14the DLC and what consoles do they have?
04:18It's pretty clear that people want to use their existing instruments.
04:21That's fair.
04:23And it's pretty clear that people, like, if they purchase songs, they want access to the songs they already bought.
04:27We have so many users that, one, spent a lot of money, but, two, love our games so much that
04:32they have all of our content that is possibly available, literally all of it.
04:37And we want to be good by that.
04:38We have a brand new engine with a lot of new graphical capabilities and new audio capabilities.
04:43We've actually evolved the franchise.
04:45So we can push ourselves harder creatively.
04:47There is some evolution of the way that you play that's in this game that really wouldn't have been possible
04:53if we made the game a couple of years ago.
04:56Expectations are really complicated when it comes to Rock Band because our audience is so diverse.
05:02Now, we're very indie.
05:05In the past, we've had, like, bigger teams and sort of, like, corporate overlords and a lot of different masters
05:10that we had to serve.
05:10Video game industry is tough as hell.
05:13You know, the stakes are really high for this studio.
05:16That can be stressful for people, but I also think it brings out the best of people.
05:19Rock Band is a big bet for us because, you know, we think it has the potential to hit a
05:24lot of people
05:25and to improve a lot of people's video gaming experiences, you know.
05:33And we hope it does well.
05:34Thank you.
05:36Thank you.
05:40Thank you.
05:41Grazie a tutti.
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