![]() Electronic Arts
1. If there were one moment from gaming you'd put in a time capsule to represent the 20th century of interactive entertainment, what moment would it be and why? Andy: Pong, closely followed by Breakout. It was from this moment that we learned how engrossing and immersive even the simplest of computer gaming experiences could be. I can't tell you how much of my life was expended moving that little paddle back and forth.
Andy: Online distribution. Forget retail. Sure, you can always go to the mall and get the "special gift edition" of your favorite game, complete with lots of trinkets and such that make it feel real as a gift. But real gamers will make their purchases online and software transfer will take place there. Maybe you'll download it, maybe it will arrive episodically, and just maybe it will happen on demand as it does with a browser and Web page. Best of all, you won't know the difference or care. Along with this will come different business models. In addition to the standard single-buy, infinite-play models will come with subscriptions that include updates, fee-based associations and persistent worlds, on demand pay-for-play, and so on. Ad-based revenue will subsidize fees on a number of free gaming experiences that will be quite engaging to mass market folks as an alternative to television. Dell is right; direct-to-the-customer is the way. Next: Andy Hollis (cont.)
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