IGN: Who are you technology partners then? How do you handle licensing?
J Allard: The licensing thing will be handled partner-to-partner. Some vendors will go Source-code license, some will go binary obejet6 only, some will do a hybrid, and some will do custom deals. I think it's imperative that you leave the tools' system in a very competitive state. It's a meritocracy today. No one game is developed on one tool and that's not going to change. We just want to make it a lot easier. The business model will remain very different depending on who you are and how you're licensing.
I can be clear about our business model. We're not building a tools business -- it's about licenses. On Dean's side of the house, it's about selling Windows licenses; one my side of the house, it's about collecting game licenses. That's our business model. By rationalizing our platforms, we're hoping to increase the flow of triple-A content on both platforms and allow the creators to take the most advantage of their respective platforms.
IGN: How do Sony and Nintendo fit in to this?
J Allard: They haven't called.