So are most of these going to be Linux-based Steam Boxes?
We’ll come out
with our own and we’ll sell it to consumers by ourselves.
That’ll be a Linux box, [and] if you want to install Windows you can. We’re not going to make it hard. This is not some locked box by any stretch of the imagination. We also think that a controller that has higher precision and lower latency is another interesting
thing to have.
Speaking of controllers, what kind of creative inputs are you working on? Valve has already confessed its dissatisfaction with existing controllers and the kinds of inputs available. Kinect? Motion?
We’ve struggled for a long time to try to think of ways to use motion input and we really haven’t [found any]. Wii Sports is still kind of the pinnacle of that. We look at that, and for us at least, as a games developer, we can’t see how it makes games fundamentally better. On the controller side, the stuff we’re thinking of is kind of super boring stuff all around latency and precision. There’s no magic there, everybody understands when you say "I want something that’s more precise and is less laggy." We think that, unlike motion input where we kind of struggled to come up with ideas, [there's potential in] biometrics.
We have lots of ideas.
I think
you’ll see controllers coming from us that use a lot of biometric data. Maybe the motion stuff is just failure of imagination on our part, but we’re a lot more excited about biometrics as an input method. Motion just seems to be a way of [thinking] of your body as a set of communication channels. Your hands, and your wrist muscles, and your fingers are actually your highest bandwidth — so to trying to talk to a game with your arms is essentially saying "oh we’re going to stop using ethernet and go back to 300 baud dial-up." Maybe there are other ways to think of that. There’s more engagement when you’re using larger skeletal muscles, but whenever we go down [that path] we sort of come away unconvinced. Biometrics on the other hand is essentially adding more communication bandwidth between the game and the person playing it, especially in ways the player isn’t necessarily conscious of. Biometrics gives us more visibility. Also, gaze tracking. We think gaze tracking is going to turn out to be super important.
Do you envision a Steam Box connecting to other screens outside the living room?
The Steam Box will also be a server. Any PC can serve multiple monitors, so over time, the next-generation (post-Kepler) you can have one GPU that’s serving up eight simultaeneous game calls. So you could have one PC and eight televisions and eight controllers and everybody getting great performance out of it. We’re used to having one monitor, or two monitors — now we’re saying let's expand that a little bit.
So how does mobile fit into your plans?
So this [Steam Box] is called "Bigfoot" internally, and we also have "Littlefoot." [Littlefoot] says "what do we need to do to extend this to the mobile space?" Our approach will be pretty similar. We also think there’s a lot that needs to be done in the tablet and mobile space to improve input for games. I understand Apple's [approach]; all the way back in '83 when I met Jobs for the first time, he’s was so super anti-gaming.
In one of the designs that we’re building on the controller side, it has this touchpad and we’re trying to figure out where that’s useful. We don’t want to waste people’s money by just throwing in a touchpad. Once we understand what the role is of multitouch in these kind of applications then it’s easy to say you can use your phone for it.
Do you think you can really disrupt the home entertainment space and compete with Microsoft and Sony?
The internet is super smart. If you do something that is cool, that's actually worth people's time, then they'll adopt it. If you do something that's not cool and sucks, you can spend as many marketing dollars as you want, [they] just won't.