We feel confident that, were Apple and Adobe to work together as we are with a number of other partners, we could provide a terrific experience with Flash on the iPhone, iPad, and iPod Touch.
Our developers are constantly thinking about, 'How do I bring new and novel experiences to our platforms?' whether it's the Switch, 3DS, or even a smart device. So that is just part of the way our developers think.
I've never made a game for a high-definition platform. That's definitely something I'm interested in.
In the touch-based mobile device era, folks need to think of ways to have a single technology stack married to the ability to create unique experiences for different devices.
We think Android is very, very fragmented, and becoming more fragmented by the day. And as you know, Apple strives for the integrated model so that the user isn't forced to be the systems integrator.
When it comes to the mobile web, the technology industry seems to be split between two camps - native apps and HTML5 web-based apps.
Being a director, I've had the privilege of heading a PS3 launch title. Looking back, I think the PS4 has made the development cycle much easier.
In addition to that, Mono has produced a very large set of extra libraries.
This notion of universal Windows apps is a very powerful concept because we're now aggregating the 300-plus-million-socket run rate of Windows into one opportunity for our developers.
You just have to adapt, and you have to realize where people are going to actually play their games. It used to just be Nintendo and PlayStation, and now it's all kind of devices. So you've got to learn to adapt what you know from the technology into those areas... I've been wanting to do a mobile game for a long time.
It may be that other developers are finding that their games play better on one platform over the other, so they're choosing to migrate to that platform.
My impression is that a really, really high-order concern for the whole development community is interoperability and consistency.
When I talk about that Apple ecosystem, the ability to get one application to run across those five platforms is very difficult. In the future of Microsoft, using HTML5, IE9 and 10, the scalable OS, the ability to do that gets much, much easier.
I was interested in Java the beginning, but the problem with Java is you do have to switch your platform.
Epic Games and Microsoft have been close partners for more than 25 years.
I find that if somebody is writing and drawing a comic book, planning it to be a movie and a game at the same time tends to lead to a pretty lame job.
AppStudio is a native app builder that allows you to build the app and automatically deploy it on Android, iPhone, and Windows. It lets you design it once and then implement it anywhere.
Companies with aspirations to be larger publishers - Kabam, Kixeye, even Zynga - are moving aggressively off the Facebook platform to mobile and the open Web. Publishers aren't convinced that the costs of being on Facebook are worth it.
It's very hard to cheaply build anything significant in a multi-platform, mobile world.
Having followed the wireless industry long enough, I can tell you that building and supporting an application for different platforms is as tough as climbing a straight wall of rock.
I think that that multiplatform development is what's on the mind of most high-end PC developers now... this is really the first time in the industry's history that we've had console machines that can handle all that PC developers can deliver.
If we see an opportunity in the software/hardware seam, we're going to take it.
When I am starting a new game, I have to program it for the Apple, because I want to get all of the markets.
Our developers will make great games for whatever high-end platforms exist.
And besides, if Perl really takes off in the Windows space, I think the rest of us would just as soon have a double-agent within ActiveState.