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 you think about the history of the PC industry, the PC industry has essentially been nothing but acquisitions by one company or another. Dell is the outlier. Dell built its own culture. They automated themselves to be the most efficient manufacturer.
The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC.
We can take absolutely anything that runs on PC or high-end console and run it on Tegra...I didn't think that we'd be at this level on mobile for another 3 - 4 years.
We do not see the PC as the leading platform for games. That statement will enrage some people, but it is hard to characterize it otherwise; both console versions will have larger audiences than the PC version.
Steve Ballmer never used to be someone who let facts speak for themselves. In the 1990s, he was the hyper-energetic Microsoft exec yelling 'Developers! Developers! Developers!' at an all-hands meeting in Safeco field.
Here's the problem right now; the person who is savvy enough to want to have a good PC to upgrade their video card, is a person who is savvy enough to know bit torrent to know all the elements so they can pirate software. Therefore, high-end videogames are suffering very much on the PC.
People often say that videogames made by Western developers are somehow different in terms of taste for the players, in comparison with Japanese games. I think that means that the Western developers and Japanese developers, they are good at different fields.
For most developers, that kind of situation - a player figuring out how to do something that the designer didn't intend - to most developers, that's a bug. For me, that's a celebration.
Steam is not really leading the PC in any creative way, but it certainly has proved that the PC is a viable commercial platform by having a product that is amazingly easy to use for the end user, to the point where it's easier to buy a game on Steam than it is to pirate it.
Apple has always leveraged technologies that the PC industry has driven to critical mass - the bus structures, the graphics cards, the peripherals, the connection networks, things like that - so they're kind of in the PC ecosystem and kind of not.
People get really attached to it: many of our players have played for four to five years, and our developers range in age from eight to 80. Some of the top developers are 18 or 20, and we have kids in high-school who are making two, three or four thousand dollars a month.
I think there's that widespread sentiment that game developers need to be quiet unless they're talking on-message. I think that's changing a little bit; Twitter has helped, with developers sharing personal opinions on things.
I'm exploring this world of game development and GPU and getting involved in any capacity that I can to meet talented artists and programmers and developers. That's what you're gonna need to get a high-end experience done.
I think the PC will continue to be around for a long, long time to come. We see a new range of products evolving around the PC, but it's not going away.
For the first time we're allowing developers who don't work at Facebook to develop applications just as if they were. That's a big deal because it means that all developers have a new way of doing business if they choose to take advantage of it. There are whole companies that are forming whose only product is a Facebook Platform application.
We're passing milestones all the time on the amount of money our community developers are making. And we're seeing developers that are making $250,000 a year.