Every argument clarity score on this site is built from rows on this page. Each
question and answer was assessed with names hidden, the host's own answers included, on
four things from 1 to 5:
directness (does it answer the question asked), coherence (do the ideas follow),
precision (concrete details and clear references), compression (says a lot per word). The weighted
mix (30/30/25/15) is the exchange score. A person's published score averages their exchange
scores on raw tape only, at least 8 of them, shrunk toward the cohort mean.
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Answered produced feed
D 5 · C 5 · P 5 · Cm 4 4.85
Q Great. And walk us through the process of how something like this comes to be. So, so what's your team structure? How was perfect created?
A So we have 50 people here, uh, probably about 38 of those are in development. Um, so we sit down, we brainstorm ideas. Ideas can come from literally anybody in the studio. We have great game designers, but, you know, coders, artists, producers, anybody can come up with the ideas. If we have one page ideas we like, we then get together, we work them out, we come up with sort of further ideas, pick ones that are promising, and then they go to sort of six page green light process where we, we do an ROI. We work out how much they're going to cost to make, what the sort of sales are likely to be. And if we like those, We'll put them into early development, and then we prototype the gameplay, the game. That's the really key bit, particularly with VR. VR's so different. There's a lot of things to learn. There's a lot of new skills, so it's really important to get the gameplay, the fun bit, up and running really early. Even though everything looks horrible and gray boxy and doesn't look pretty, if the gameplay's fun and it's great to play, you know, you're going to have something that works.
AI assessment note: “we have 50 people here, uh, probably about 38 of those are in development.”
Answered produced feed
D 5 · C 5 · P 4 · Cm 4 4.60
Q Is there anyone selling more VR apps than you are currently?
A Oh, that's a good question. I mean, we, I haven't heard anybody have announced quarter of a million units. I know that, um, you know, there's a couple of developers who've, who've done good numbers on high-end headsets and certainly revenue wise are probably at the level we're at, but not many. And one of the challenges actually is there's not a lot of openness in terms of data. It's really hard to find sales figures and revenue figures for VR, uh, software and also for VR headsets as well. Other than Samsung who announced it sold five million gear VRs at CES this year, there's nobody else Talking about their numbers, which, which means you have to kind of try and figure out and chat to people and work out what the installed bases are like.
AI assessment note: “I haven't heard anybody have announced quarter of a million units.”
Answered produced feed
D 5 · C 5 · P 4 · Cm 4 4.60
Q And how does a company like yours get valued? Is it just an install base kind of equation?
A No, I mean, we, we were, you know, we did the investments really before there was any VR market at all. So it is purely on what people think the market is going to be and what they, you know, where we think we're going to be in terms of sales and revenue over the next few years. It is difficult. You certainly can't value a company like ours on current revenue and current profit. I mean, not least because we're not profitable yet. You know, this is still so early. We're still seeing such small install bases that we're not quite at the point where we're making profit, although hopefully we will be by the end of the year.
AI assessment note: “it is purely on what people think the market is going to be”
Answered produced feed
D 5 · C 5 · P 4 · Cm 4 4.60
Q really up on Zynga and then they didn't do so well because people thought Zynga figured out, you know, a, a, a, a game plan to follow to keep releasing hit games. You're kind of now on the same stage early on, you know, early years of Zynga, except specifically for VR. Have you come up with a playbook? Can you actually predict which games are going to do well?
A Um, we're still, we're still learning. This is so early. No, I mean, we can't say definitively every game we make is going to hit, but we're doing, you know, eight to 10 titles a year, and we're learning. We're trying different genres out. We're seeing out, we're seeing what works and focusing on the stuff that does work. So we're certainly not Zynga after they absolutely know what they're doing. We're in the stages of learning what works well, and we've been doing that for a while, and we're doing that quite fast. VR's, you know, going to be around for the next five, 10 years, I think, growing very rapidly, and so we're just trying to figure stuff out quicker than anybody else.
AI assessment note: “No, I mean, we can't say definitively every game we make is going to hit”