 Live from Los Angeles. It's theCUBE. Covering E3 2018, brought to you by SiliconANGLE Media. Hey, welcome back everybody. Jeff Frick here with theCUBE. We are on the ground at the LA Convention Center at E3, 68,000 people, building every hall, hotel, LA live. The place is crawling. We're excited to be here. There's a lot of things going on. And we're here with Matt Fyror and he is the game director for Xenomex Online Studio. That's correct. And we're launching Somerset. Yeah, it launched last week. It's been crazily well received. We're super happy with how it's done. It's probably some of the best content we've ever done in Elder Scrolls Online. So why is it some of the best content? Is it new gameplay? Is it using new technology? What makes this something different than you've launched before? It's basically we do rolling content updates every quarter and every year we do one big one. And this is the second big one that we've done. So really this one is set in the home of the high elves. So it's kind of really high fantasy. And so it's green lush environments and big tall white castles in town. So it just feels epic just going into it. And the story is really good, which I'm not going to spoil. But the story is really good. Right. So this online game, very different kind of challenges and opportunities than you get in a kind of a classic console game. So how do you address some of those things? What are some of the things that you can do that you're excited about that you couldn't do on kind of a traditional console game? And then what are some of the real challenges that you got to overcome to deliver on that promise? Yeah, well, we started developing this game nearly nine years ago or eight years ago. It's been launched for about four or four years now. Right. But it was funny when we were in development, we were right at the edge of when cloud technology was becoming available. But it wasn't quite there yet when we were making all the important launch decisions. So we built our own private clouds for this. So we have a private cloud in Europe and a private cloud in North America. So you run this on your own infrastructure? Oh yeah, we run it totally on our own infrastructure. And we've gotten up to 500,000 concurrent users on our tech. So it's really robust. And the cool thing is, is it hides the server structure from the players. So they just make a decision do they want to play in North America or Europe. And then after that, they just log in and play and they don't worry about servers. Wow. Love to advance the technology. It's come a long way, like you said, since you guys have started. So as kind of compute store and networking, continue to increase to infinite capacity and asymptotically approach the cost to zero. Not quite there yet. We would make different decisions if we were doing it today. Yeah, exactly. But I mean, how do you look at the increase in horsepower, the increase that you have available from an infrastructure point if you hadn't working that back into the game design? Yeah, I mean now you can start developing in the cloud and then when you launch, you just get more of it from whatever cloud provider you're using, right? We didn't do it. We actually have an iron. We actually have hardware in data centers. So it has its advantages because we're completely in control of everything. But I think now with the technology going the way it is, you just don't need to make the big investment in hardware up front. You can solve all the problems in a cloud solution and then deploy either privately or publicly. It's much more flexible now than it was. So yeah, I mean, I've been in the online gaming industry for decades and obviously the change has just been amazing, especially the last three or four years. And we till 5G comes out in a couple of years. That's going to take it up a whole nother level of that. Yeah, my last big game, we had to work on 288 modems. So that was a long time ago. So I'm curious just in terms of how you prioritize the additional horsepower that you have to work with between better graphics, faster play, latency, story. I mean, obviously you can't optimize, you can't maximize all those variables. You're always in kind of an optimization play. So how do you think about those things? Well, fortunately the latest console generation is really PC based, they're DirectX based. So we really have a PC development technology that is easy to port to Xbox and PlayStation. So they solve a lot of those client, frame rate, API problems for us. And we do the back end ourselves. So yeah, and every year, new stuff rolls out, there's a new slightly newer Xbox, slightly newer PlayStation, better PCs. So we just stay up to date with the drivers and make sure that we support whatever crazy hardware is coming out. And it all works. Right, but then as you said, at the end of the day, it's about the story. And people probably put up with a little bit less on the graphics if the story is there. Yeah, it used to be gamers played games because of the technology, and now they play games because of the games. Because no one cares about the technology anymore. Because you can do almost anything on any device now and now so it's really important to us as game developers to hide the technology from players and just give them a great experience. So you've been at this for a while, just love to get kind of your perspective on E3 specifically, where the show is today, where it's come from, and looking down the road, what do you say? Yeah, it's funny, us old timers, when we go to E3, we all try to figure out how many E3s we've been to. And I actually don't know, but it's got to be 20. Like I went to the Atlanta ones in the late 90s. And so the change, it's funny, everything's changed and nothing's changed. Like people are always super excited, there's always gamers that want to see the newest stuff, that hasn't changed at all. But just the sheer technology differences, monitors are thin now, they were giant CRTs back then. Just the funny, it's much easier to load in and out because all the technology is much smaller. The booth, there's a lot of open space in this booth. It used to be you needed whole rooms of technology driving everything and you don't need that anymore. And that's before you brought the chillers in, right? To get the stuff from blowing up. Yeah, we still have those. They just don't need to be quite as big now. All right, so Matt, give you the last word on Somerset. What should people know? Where should they go? What should they jump in on? So the Elder Scrolls Online is a phenomenon, right? So it's, Somerset's the latest chapter for it. You can get it on Xbox, PlayStation or PC. We roll out content every quarter. So we have a dungeon DLC coming up next called Wolf Hunter and then a story DLC coming out fourth quarter. And we're working on huge plans for next year. All right, and hang out with 11 million of your closest friends. And hang out with a huge community. 500,000 of them concurrently. This community, which is awesome. Yeah, it's all about community, right? All right, Matt, well, thanks for taking a couple of minutes of your day. Thank you. All right, he's Matt, I'm Jeff. You're watching theCUBE from E3 at L.A. Convention Center. Thanks for watching.