Greg Zeschuk and Matt Scott
Name: Greg Zeschuk
Title, Company: President, Bioware
Company's previous work: Baldur's Gate, MDK2
FS: Now that details of the Microsoft X-Box are out in the open, what
are your initial impressions?
Greg: Everyone I know is impressed with the X-Box, and our initial impressions are certainly positive. A number of both business and development questions remain about the system, but it certainly looks like Microsoft is going to make a serious dent in the console business.
One concern I do have involves the target market of X-Box. Is the target market the console hardcore or is it PC players that want a more streamlined experience? Or is it targeted as a set-top box that can also play video games? Until this is clarified it will be difficult to know what type of games to make for the X-Box.
FS: What do you think are the advantages and disadvantages of
developing for the X-Box as opposed to other consoles like the Playstation
2?
Greg: The PC-like hardware will certainly attract a lot of PC developers to the X-Box. I don't know that this is a good thing as console games have a certain style to them that is seldom captured in PC releases. Given that the hardware is essentially PC-derived, it should also cost a lot less for X-Box development stations than PS2 and Dreamcast.
FS: We all know that Bioware is developing for Dreamcast already (MDK2). Would you consider developing games for the X-Box? Why or why
not? What about the Playstation 2 or Nintendo Dolphin?
Greg: We would absolutely consider developing for X-Box. And Playstation 2 and Dolphin! We're already doing PC and Dreamcast for MDK2, as well as PC, Mac, Linux and BeOs for Neverwinter Nights.
One of BioWare's goals is to develop for all platforms internally. We want all of our games to appear on every platform imaginable.
Name: Matt Scott
Title, Company: Lead PSX2 Lithtech Programmer, Monolith
Company's previous work: Shogo
FS: Now that details of the Microsoft X-Box are out in the open, what
are your initial impressions?
Matt: Obviously, the specs that MS let out at GDC are very impressive.
It is amazing how far consoles have come in just a sort time and
this announcement just confirms that this is going to be the most
exciting time ever for console developers. For the X-Box, the
questions now become when and how much.
FS: What do you think are the advantages and disadvantages of
developing for the X-Box as opposed to other consoles like the Playstation
2?
Matt: I have always considers console development to be embedded systems
programming as opposed to the more familiar programming environment of
a general purpose computer with "boundless" resources.
Embedded systems always have significant restraints on what the programmer
has available to them. These restrictions force a parsimonious attitude
toward programming. When every byte counts and nothing is "virtual", you
really learn to pay attention to detail.
I don't think that the X-Box changes any of this. It will still have
restrictions. However, MS is planning to ship a full OS and use its
common Dev Studio development environment. This will allow programmers
familiar with this environment to do console development in the
comfort of their favorite Integrated Development Environment. However, the
issues imposed by an embedded system are still there. This just means that
the best games and technology will come from those individuals that
understand that there is a difference between developing for a general
purpose computer and developing for a specialized device.
FS: We know about Monolith's endeavors in the Playstation 2 platform with Lithtech. Would you consider developing for the X-Box? Why or why
not? What about Nintendo Dolphin?
Matt: We will support LithTech on platforms that our licensees are interested in.
Microsoft's focus on D3D with the X-box fits perfectly into the design of
LithTech.
As for why? We want licensees to gain the most by licensing LithTech and
having a broad platform base allows for greater cost savings and
flexibility. A company will be able to license LithTech, and become
proficient in the uses of its API's and Tool set and then be able to
reuse that knowledge across projects and platforms. By not limiting
the platform choice, we enable the license to develop specifically
for the platform of there choice or even to create cross platform
content.