Discussing Minecraft Dungeons' Xbox cloud streaming success with David Nisshagen
Recently, we caught up with David Nisshagen, executive producer at Mojang, to learn all about a major new tool for Xbox devs.
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Recently, we caught up with David Nisshagen, executive producer at Mojang, to learn all about a major new tool for Xbox devs.
Some tidbits :
Some games with touch controls are seeing 40% and above *Cloud* playerbases exclusively using touch:
About 40% of players that play Minecraft Dungeons do so on their phone with touch exclusively. That's 40% of players who never have to touch a controller. I was like, that's a dream number. That was above the goal we set for ourselves. And the coolest thing is we're not alone in this either.
Did you try Hellblade? Hellblade has seen similar numbers, great success with their work. Personally, I love how Hellblade's developer Ninja Theory took a different approach from Minecraft Dungeons, using contextualization. Hellblade is such an immersive game, and how Ninja Theory managed to take it and retain that immersiveness on a small screen, using contextual buttons, is impressive. Tell Me Why is another. If you haven't tried it, do it. Many of these games are seeing 40% and above playerbases exclusively using touch. It's impressive.
Precision:
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Took seven weeks for Minecraft Dungeons to feel like a mobile native version (compared to potentially years for a full mobile native version), the game streaming team at Xbox can make a console game playable with a standard overlay on a phone in "literally like 10 minutes":
The game streaming team [at Xbox] have done a great job at making it easy. They have a term called "lift and shift" to describe how it takes literally like, 10 minutes to get your Xbox One game and make it playable with a standard overlay on a phone. We did come in a bit early, so we had some extra hoops to jump around. We had time zone challenges too, given that we're in Europe and Microsoft's game streaming team is in Redmond. These things were overcome fairly easily.
We landed in about seven weeks. If you compare that to doing a full mobile native version, it would take years potentially, and then you wouldn't even be able to do some things. You can't run a peer-to-peer server on a phone easily, it would drain the battery in minutes. The cloud helps circumvent these limitations, and it just works. It's really quite something.
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On the shift with younger players that played mobile games growing up:
You touched on an interesting point when you said that the core gaming audience does tend to prefer controllers. Kids who are younger, they often tend to play with touch. To some extent that might be the sign of the times. We have an entire generation that has grown up with touch as the main input. That's the standard. For them, maybe controllers feel weird. That is something that is happening — a shift for players growing up. They've been playing games on their iPhones since the very first iPhone came out.
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On that new audience:
We're in the early stages of understanding the potential market right now, but if you think of the number — the sheer number of these devices — there's billions of mobile devices. Billions. Suddenly, you can go beyond the combined install base of all consoles over history — there's still probably more phones out there. Being able to go and reach that audience is great. It's cool, right?
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