PCG: Is seeing more of your core franchises come to PC dependant on Quantum Break doing well, and seeing that there’s an ecosystem there?
Phil: ...But no, the Quantum Break thing is definitely not a, ‘hey, we’re gonna try this out and see how it does.’ From the top of the company on down, we’re committed to making sure gaming is great on Windows, and we think first-party content has a role to play there.
PCG: Universal Windows Applications currently don't support a lot of the features PC gamers would expect, for instance multi-GPU support, exclusive fullscreen, modding, etc. What you doing to improve UWA functionality.
Phil: Yeah, well, we obviously have the same list, and maybe even a little longer than what the community has brought up around Rise of the Tomb Raider. Certain things will happen very quickly in terms of, like, mGPU support and stuff where there’s no policy, it’s just us working through the timeline of implementation. VSync lock, kind of the same thing. There’s specific reasons that it’s there, but it’s not something that’s kind of a religion on our side that this has to work. Modding, we’re focused on modding even on console with, like, Fallout. We obviously own Minecraft, we understand the importance of modding, and making sure that we support that in the PC ecosystem is critical to UWA success...
PCG: Why do that specifically? Why make the free curated version rather than just Forza 6?
Phil: We’re very transparent on this one. We shipped Forza 6 obviously in the fall on Xbox One, and the team started to look at could they build a 4K version of Forza with the assets that they had, because they capture and build their cars and tracks at very high resolutions. With their engine they were already supporting DirectX, obviously, from Xbox, so they were able to bring up the engine and bring up the assets, and show something that frankly when you see it is just stupidly stunning. It looks great. But we don’t think Forza 6 is what the PC racing fan thinks of as a racing franchise. If you look at the racing franchises that are on PC today and do incredibly well, they’re not, kind of, $60 shrinkwrapped products the way we built Forza 6.