WEBVTT

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>> Hi, my name is Adam Tuliper.

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Welcome to GDC, this is an exciting week.

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We have lots of very exciting interviews.

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That we're going to be doing this week,

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across mixed reality,

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across game development. You name it.

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We're going to be talking to folks here.

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All the interviews are going to be

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doing here live at GDC

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are going to be posted online afterwards.

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You can stop by our booth

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and join us for some of this, as well.

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I think we have some exciting times coming ahead.

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So I look forward to seeing you all this week.

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Today I'm here with Brendan Vanous from PlayFab.

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There's has been some recent exciting news

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that's happened at PlayFab.

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I was excited to hear this.

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So, back in January there was

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an acquisition that happened and

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PlayFab is joining Microsoft.

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Can you talk about what is PlayFab?

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What makes up PlayFab? What's so exciting about that?

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>> Yeah absolutely. So PlayFab is,

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effectively, a complete back end for video games.

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It's everything that's fundamental to

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the needs of game developers, in the cloud.

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So you've got authentication systems,

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you've got data systems,

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catalogues of goods, in

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app purchasing, receipt validation.

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And then, layered on top of all of those,

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what you might think of as the fundamental components,

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we've got what we call playstream,

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which is all the event data coming in for your game.

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Coming in in real time. The events

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are coming from clients,

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from servers, from third party integrations,

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and it's sort of

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if you think of the modern serverless computing model,

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it's all of this event data that flows in,

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and then there's consumers on

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the stream that are there to

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be enable a wide range of LiveOps capabilities.

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So that games can be engaged with their players and,

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you know, make the game experience

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new and fresh all the time.

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>> To the next level.

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>> Yeah exactly.

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>> Interesting you mention the term

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LiveOps and so this is

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a term that you started to hear more of now in

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game development and game operations.

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What exactly is LiveOps?

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>> So LiveOps it's short for live game operations.

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And it's everything that you

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do with your game that's not like,

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it's not about new features.

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It's more about the things that you

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do that are there to make

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the experience continuously updated

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and fresh and personalized.

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So in part, it's things like,

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you know in-game events.

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Like you know hey we just had a bunch of

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games do St. Patrick's Day that's right

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>> Yes true.

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>> So you know there are special St. Patrick's Day

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and maybe there were new

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costumes that are available for that.

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Things that you can only get during

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the brief window of time.

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So it really incentivizes players to jump in and

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be part of the experience

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during that window of opportunity.

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But it's also about

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focusing on the different ways that people play games.

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So user segmentation is

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a common term that you hear in live game operations.

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And it's all about finding

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all the different ways that people engage with the games,

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categorizing them and then

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using all the different segments that a player

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is part of in order to

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personalize the experience as much as possible for them.

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And the goal. I mean the big goal we talk about is

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getting to the segment of one. Which has been.

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>> Segment of one, whats that?

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>> Yeah its being able to say that

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I have identified enough things about you.

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That I can treat you as an individual player.

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There might not be another player in

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the entire game that

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plays the game the same way that you do.

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I mean, that's pretty

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high reaching blue sky kind of goal.

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But you know that is the idea.

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>> And so then you can tailor the experience for

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that particular type of user, that single user.

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>> So a simple example of that would be.

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Like we have a store system.

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So you would have a catalog goods and

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then for the catalog you have a set of stores.

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And each of the stores has

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a different way to represent some set of items.

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And so what you can do is you can change

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which stores are showing to players

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based on what user segments they are in.

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So, the comparison is

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to like the concept of a grocery store.

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The grocery store has like an eyeline.

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The eyeline is where they put the product that they make

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their most profit on

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because that's they want to sell to the most.

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But in the case of players,

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different players want to see different things.

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Like a player who's never really purchased as much.

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He probably want see just a couple of 99 cents items.

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Whereas somebody who spends a lot of money in

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games frankly doesn't want to sell 99 cents items.

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They want to sell at ninety nine dollars thing that has

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a million gold and the Sword of

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Doom you know that's because.

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>> We have a lot of users right.

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>> Yeah.

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>> Interesting. So tailoring

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the experience for that user

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to maximize their engagement.

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Hopefully if you have the net purchases kind of pull a

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little bit more of that out of them

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for that particular user types.

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Some might be into that that some might not interested.

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Now, as part of the Microsoft acquisition,

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we'll take a step back.

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I'm a developer, I love development technologies

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and I think one of the things that we try

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to focus on in Microsoft is really supporting developers

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anywhere regardless of your platform.

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>> Yes.

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>> We want to support developers on iOS.

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We want to support developer on Android.

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We want to support

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developers if you're developing on the switch.

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So as part of

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this acquisition will you be

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dropping any of your platform?

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>> No, no absolutely not.

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We've worked closely with

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our partners at the various platforms to

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make sure that we will continue to

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support them in the same way that we have to date.

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Because frankly, we want to

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be there for all games, all platforms.

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We are you know, platform agnostic.

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>> It's good.

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>> And we just want to be the thing that you're able to

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use to drive those experiences

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regardless of where you are and where your players are.

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>> That's great whatever tools whatever development

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technologies you want to support them wherever we are.

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So we are- we are aligned in

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that- in that vision which is

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amazing for right developers.

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>> Thats great.

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>> Now also as an indie developer myself.

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For me things that matter a lot

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were free tiers of products.

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>> Uh yeah.

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>> And so, will you be keeping your free tier.

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>> Exactly, Yeah yeah.

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The free tier is really important to us.

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I mean. When you look at

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the games industry in general you've

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got a range of different developers.

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And fundamentally, in order to have

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a healthy you know game development environment

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across the global scope.

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You need the support indie developers.

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Indie developers are where you're going to get some of

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your craziest freshest new ideas.

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>> Absolutely.

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>> And some of the most interesting

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new developments in game play,

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right and game play models.

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So yeah, we really want to encourage

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indie developers and so we will

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always be keeping our free tier.

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You know, we we're- we're doing what we can to

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expand the capabilities of it as much as possible.

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Obviously you know, we've got to

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control costs a little bit.

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But it's always going to be there

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so the developers will be able to

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get their games to market and not have to worry about,

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you know ah my god my my game got

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featured on this really popular site.

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Now I've got a million users.

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How to pay for this. We don't

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want to have people have to worry about that.

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>> That's good. Well so

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speaking of tiers you have a free tier.

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Can you walk through

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what the other tiers that are involved?

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>> Sure. Yeah. So in addition to the free tier,

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we actually also have an indie tier which is

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specifically for small indie companies.

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They need a little bit

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more and then they can get

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in the free tier.The free tier,

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I mean it's- it's you know it's a little

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limited in terms of the resource availability,

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but it's not limited in terms of number of users.

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I need to be clear about that.

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No tier is limited in number of users.

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But yeah in the indie tier

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it gets them some higher limits.

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It still doesn't provide

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the same private support

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for example the professional tier does.

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But it get a little bit more resource capability.

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The professional tier then

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is for companies that are established,

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they've already had submitted titles and that's

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where we introduce a MAU base.

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So per MAU, monthly active user base,

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is the way we do pricing on that.

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We keep those prices as low as we possibly can.

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We're always looking for ways to optimize.

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But in the pro tier that's where we

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then have private support.

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We have a service level agreement things like that.

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And of course our largest customers,

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we have an enterprise tier 'which is really,

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that's more about sort of custom relationship

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between us and our biggest customer.

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>> So is it really based on all MAUs.

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I've heard that term a lot

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lately has it all based on MAUs,

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the monthly active users.

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>> The core services are all MAU based.

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Yes, when you talk about the professional tier.

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And but in addition to the core service,

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we have a few things that are usage based cost.

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Which is really it's dedicated server hosting,

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its CDN usage and of course we have

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a whole addon marketplace of

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third party technologies that we integrated into PlayFab.

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So that we make those available to developers.

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>> That's really true.

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>> A lot of those are free. I mean all of the platform

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iOS and Android and all of those platforms are free.

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But there's a few where there's

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some charge from the third party

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like Catalpa for example.

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>> Now at Microsoft we've been pretty

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focused over the years on Windows and XBox.

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Now we try to enable developers anywhere.

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What assurances do developers

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have that are currently on PlayFab,

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that the support for them is going to stick around,

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that PlayFab is going to stay around?

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>> I mean, I hear that a lot.

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I mean I'll be honest. I hear that from a lot of people.

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But fundamentally, if you look at

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the gaming market and you look

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at the addressable space in the market.

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You can see that it's you know, there's console,

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there's steam, there's HTML five web games

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there's mobile games.

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It's all part of the total economy space of games.

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Microsoft is clearly committed to being across all of it.

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I mean if you look at the blog posts by Creme,

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Crème Chowdry our Executive Vice President,

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by Phil Spencer, our ADP excuse

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me and even if I have to search an [inaudible].

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Look at the quarterly business reports right.

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They're all calling up the same thing.

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That games is now a fundamental pillar of Microsoft.

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>> Absolutely.

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>> So it previously was part of the windows organization.

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But now it still reports directly to [inaudible].

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So there's a level of investment there that

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makes it clear that Microsoft is all in on us.

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>> So, again as

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a developer and loving Game Dev technologies,

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being part of Microsoft, I can't tell you I'm super

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excited to see the engagement

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that we've had in gaming platforms.

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Kind of this new game killer that's

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been focused and the resources

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assigned to it is super exciting.

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Now, from a game standpoint,

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any exciting games that you guys have seen

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lately that use some really neat

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services is really neat integration.

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I've heard Fluffy Fairy for example,

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we're going to be interviewing later on

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this week as well and maybe

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talk about some of the services they've used on playFab.

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>> Yeah, that's the one I would have pointed to because

00:09:36.860 --> 00:09:39.370
so the Fluffy Fairy guys are going to be doing

00:09:39.370 --> 00:09:42.680
a talk here at GDC this afternoon specifically about

00:09:42.680 --> 00:09:44.990
their LiveOps strategy that they used for

00:09:44.990 --> 00:09:47.550
their game and how they've developed it.

00:09:47.550 --> 00:09:50.425
And that game was put together in eight weeks.

00:09:50.425 --> 00:09:50.985
>> Eight weeks!

00:09:50.985 --> 00:09:51.635
>> Yeah eight weeks.

00:09:51.635 --> 00:09:53.050
>> That's amazing.

00:09:53.050 --> 00:09:55.200
>> Yeah, I know it's like a game jam right.

00:09:55.200 --> 00:09:59.800
They did a little rapid approach

00:09:59.800 --> 00:10:00.960
to getting the game out to the market,

00:10:00.960 --> 00:10:02.480
put it on iOS and Android and

00:10:02.480 --> 00:10:04.010
then just really organically grew

00:10:04.010 --> 00:10:06.010
their user base and took a lot of feedback from

00:10:06.010 --> 00:10:08.225
the users and developed the game,

00:10:08.225 --> 00:10:09.650
tweaked into with it and

00:10:09.650 --> 00:10:11.475
then introduced their LiveOps program.

00:10:11.475 --> 00:10:13.955
And so as part of this, what they're using us for,

00:10:13.955 --> 00:10:16.415
what they're using PlayFab for specifically

00:10:16.415 --> 00:10:19.410
is the obviously authentication and data systems

00:10:19.410 --> 00:10:21.805
for players being able to have the data that you save

00:10:21.805 --> 00:10:23.610
and you can save the game on one device

00:10:23.610 --> 00:10:25.675
and move to another device and continue the game.

00:10:25.675 --> 00:10:28.845
But also the in-app purchasing,

00:10:28.845 --> 00:10:31.560
the analytics of the data

00:10:31.560 --> 00:10:34.775
coming in for the player using user segmentation.

00:10:34.775 --> 00:10:36.305
All kinds of things, right?

00:10:36.305 --> 00:10:38.180
And it all comes together where they're

00:10:38.180 --> 00:10:40.950
using the fundamental components of the service and

00:10:40.950 --> 00:10:43.000
then also the LiveOps layer in order

00:10:43.000 --> 00:10:45.640
to constantly reengage their players

00:10:45.640 --> 00:10:46.980
and make the game more and more popular.

00:10:46.980 --> 00:10:48.210
And Bill, you'll see a lot of

00:10:48.210 --> 00:10:49.500
details about that today in their talk.

00:10:49.500 --> 00:10:51.670
>> That is it, absolutely amazing.

00:10:51.670 --> 00:10:53.820
Well, that's a lot of services and I

00:10:53.820 --> 00:10:55.860
think how easy that it makes it for development right?

00:10:55.860 --> 00:10:58.270
Again, having developed things over the years,

00:10:58.270 --> 00:11:00.550
as developers we like to create things but

00:11:00.550 --> 00:11:01.520
sometimes if it already

00:11:01.520 --> 00:11:02.750
exists it makes sense to use it right?

00:11:02.750 --> 00:11:04.580
Things that have been tested and develop and so,

00:11:04.580 --> 00:11:06.020
the fact that we can take these services

00:11:06.020 --> 00:11:07.810
integrate it and make it easy is amazing.

00:11:07.810 --> 00:11:09.290
How do we developers get started?

00:11:09.290 --> 00:11:10.580
>> How they get started.

00:11:10.580 --> 00:11:10.780
>> Yup.

00:11:10.780 --> 00:11:12.335
>> It's easy. They can just come to

00:11:12.335 --> 00:11:15.700
developer.playFab.com, create an account.

00:11:15.700 --> 00:11:17.980
Automatically that means they've got a studio,

00:11:17.980 --> 00:11:20.025
they can create titles, they can start development.

00:11:20.025 --> 00:11:22.320
I'll be honest, when you first create

00:11:22.320 --> 00:11:24.930
a title you're in our free tee automatically.

00:11:24.930 --> 00:11:26.930
We've actually had people who create

00:11:26.930 --> 00:11:28.580
their games and then

00:11:28.580 --> 00:11:30.570
get them out to market and they start having customers,

00:11:30.570 --> 00:11:32.600
their games are live and we didn't even

00:11:32.600 --> 00:11:34.780
know they were there because they'd never spoke to us,

00:11:34.780 --> 00:11:35.940
they never posted anything

00:11:35.940 --> 00:11:37.450
to our forums asking for any help.

00:11:37.450 --> 00:11:39.230
They just got their game out there and running.

00:11:39.230 --> 00:11:39.680
>> Wow.

00:11:39.680 --> 00:11:41.985
>> So, yeah that's a fantastic.

00:11:41.985 --> 00:11:44.400
>> So, Overnight Booth there's

00:11:44.400 --> 00:11:46.580
this actually two things you guys have over here right?

00:11:46.580 --> 00:11:49.250
The PlayFab definitive guide to LiveOps.

00:11:49.250 --> 00:11:50.600
So, if you happen to be at GDC,

00:11:50.600 --> 00:11:52.235
come and by, check this out.

00:11:52.235 --> 00:11:54.590
Brendan I'm going to ask you in closing here and it might

00:11:54.590 --> 00:11:57.010
be trying to choose the favorite amongst your children.

00:11:57.010 --> 00:11:58.780
Do you have any favorite,

00:11:58.780 --> 00:12:00.540
a favorite service or favorite services?

00:12:00.540 --> 00:12:03.270
>> I'm going to have to go with play stream because

00:12:03.270 --> 00:12:08.520
the play stream is the thing that powers the most.

00:12:08.520 --> 00:12:11.295
To me, what's the most exciting technology that we have?

00:12:11.295 --> 00:12:12.935
The thing that drives all the LiveOps,

00:12:12.935 --> 00:12:14.850
is all these events and being able

00:12:14.850 --> 00:12:16.645
to hook into it and do everything with it.

00:12:16.645 --> 00:12:18.640
You can set up rules where if an event

00:12:18.640 --> 00:12:19.810
comes in and it's got certain

00:12:19.810 --> 00:12:20.980
parameters you fire things [inaudible].

00:12:20.980 --> 00:12:22.585
>> When kind of event when you say event?

00:12:22.585 --> 00:12:23.130
>> I'm sorry.

00:12:23.130 --> 00:12:24.520
>> When you say event, what kind of event?

00:12:24.520 --> 00:12:26.255
>> Oh it's anything that happens in the game.

00:12:26.255 --> 00:12:29.740
So, when you look at all of our core technology,

00:12:29.740 --> 00:12:31.725
log ins and purchases and things like that,

00:12:31.725 --> 00:12:33.210
all of those things automatically

00:12:33.210 --> 00:12:35.360
generate events into the place stream.

00:12:35.360 --> 00:12:36.865
And it's got all the data about it.

00:12:36.865 --> 00:12:38.465
So, log in event for example,

00:12:38.465 --> 00:12:39.640
has the IP address,

00:12:39.640 --> 00:12:42.055
it has Geolocation of the user,

00:12:42.055 --> 00:12:45.825
and you can use all that to then, again like I said,

00:12:45.825 --> 00:12:48.045
drive user segmentation or

00:12:48.045 --> 00:12:50.790
any kind of rule system that you want to set up to it.

00:12:50.790 --> 00:12:52.730
It's really that's the thing. It's wide

00:12:52.730 --> 00:12:54.350
open to however you want to use it.

00:12:54.350 --> 00:12:56.190
So, in some ways it's like we have a lot of

00:12:56.190 --> 00:12:58.680
best practices in the LiveOps book and a lot of things

00:12:58.680 --> 00:13:02.010
we advise people to do and we like to see people use it

00:13:02.010 --> 00:13:04.080
because they're proven techniques that

00:13:04.080 --> 00:13:06.170
help to make your games more successful.

00:13:06.170 --> 00:13:09.320
But also, I don't want to limit

00:13:09.320 --> 00:13:13.790
people because it's Greenfield,

00:13:13.790 --> 00:13:15.130
you can do whatever you want with this time.

00:13:15.130 --> 00:13:16.720
I want to see the kinds of

00:13:16.720 --> 00:13:17.710
interesting things that people are

00:13:17.710 --> 00:13:18.780
going to use this technology

00:13:18.780 --> 00:13:21.035
to do that I didn't even think of because that's

00:13:21.035 --> 00:13:22.630
part of what really excites me about

00:13:22.630 --> 00:13:23.730
being in this industry in general.

00:13:23.730 --> 00:13:25.400
>> I didn't think of that scenario. That's amazing.

00:13:25.400 --> 00:13:27.110
Now, is this available

00:13:27.110 --> 00:13:28.985
online as well or do you have stop by here to get it?

00:13:28.985 --> 00:13:30.980
>> That will be available after GDC.

00:13:30.980 --> 00:13:33.075
We didn't want to steal our own thunder.

00:13:33.075 --> 00:13:34.695
So, we're giving out here at GDC so

00:13:34.695 --> 00:13:36.620
folks here will be the first ones to get a hold of it,

00:13:36.620 --> 00:13:37.690
have a grip to it.

00:13:37.690 --> 00:13:39.845
Starting next week are going to be sending it out.

00:13:39.845 --> 00:13:42.765
We've invited people through our newsletter,

00:13:42.765 --> 00:13:44.355
to write to us and let us know

00:13:44.355 --> 00:13:46.330
if you guys want to get a copy of it,

00:13:46.330 --> 00:13:50.720
you could write us at devrel@playFab.com

00:13:50.720 --> 00:13:52.515
and just let us know you want a copy of it.

00:13:52.515 --> 00:13:54.610
We'll send out e-copies next week and we'll be making it

00:13:54.610 --> 00:13:56.815
available on our site not long after that as well.

00:13:56.815 --> 00:13:58.330
>> Awesome. Well, Brendan

00:13:58.330 --> 00:13:59.840
this has been super exciting and thank you very

00:13:59.840 --> 00:14:01.360
much for joining us and I'll be

00:14:01.360 --> 00:14:02.680
excited to see what you guys have going forward.

00:14:02.680 --> 00:14:03.280
Thank you very much.

00:14:03.280 --> 00:14:05.170
>> Fantastic. Thank you.

