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Phil Spencer
Former CEO of Microsoft Gaming, Microsoft Gaming

Phil Spencer Xbox Games Showcase Interview | The Official Xbox Podcast

🎥 Jun 15, 2025 📺 Xbox Series X ⏱ 25m 👁 20 views
On this episode of The Official Xbox Podcast, we sit down with the one and only Phil Spencer at the Fallout 76 booth at Summer ...
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About Phil Spencer

Phil Spencer, CEO of Microsoft Gaming, has stated that the company's primary use of AI within Xbox is for platform moderation, such as identifying and filtering offensive or spam-related content. He noted that AI is not currently used in the creative aspects of game development, saying he leaves those decisions to individual teams. Spencer also suggested AI could potentially be used in the future for game discovery and curation, acting as a personalized recommendation engine. Spencer has discussed the future of Xbox hardware, indicating that the company is working on new form factors, including a handheld device, and emphasized the importance of being able to play games locally. He stated that Xbox games will continue to appear on more platforms, including PlayStation and Nintendo Switch, saying the company wants its games to be available where people play. Spencer described this strategy as putting games first and not putting up walls around where people can engage with Xbox, while also affirming that dedicated Xbox hardware remains a fundamental part of the brand.

Source: AI-verified profile updated from Phil Spencer's recent appearances. Browse all interviews →

Transcript (23 segments)
J
Jeff Rubenstein0:00
Games in this podcast range from E to M. Hello everybody, welcome to the official Xbox podcast, the only podcast coming to you from inside Xbox, or outside of Summer Game Fest Play Days, where we are at the Fallout 76 Fishing Hole, or Fission Hole. Okay, we'll keep it. I'm Jeff Rubenstein, and along with someone who needs no introduction, Phil Spencer.
P
Phil Spencer0:26
Yes, I work at Xbox. First podcast you've ever done in a lawn chair, I believe, in a lawn chair and in front of a kiddie pool. I think both of those are true. Well, always trying to unlock achievements even when we're away from our console. So we're here, like I said, at Summer Game Fest Play Days, and just this past Sunday we brought to players two hours of games and hardware that they're going to be experiencing really already now. Yes, we'll be getting to that. Before we get into everything that we talked about on Sunday, I'd like to just talk more about Xbox in 2025, where things are as we got on a plane and flew down to LA. How are you feeling about the year?
J
Jeff Rubenstein1:08
I feel really good. I think 2025 is an exciting year for us. Maybe I'll start for us as a team. I think our first-party teams have done amazing work so far this year. When you think about the launches that we've had, we're investing in a new form factor piece of hardware for us with our partners at ASUS, which means on our side we have a lot of design work that we did with them. We did a lot of operating system work that continues the Xbox experience on that. These are areas we're investing. I think Game Pass is having an amazing year. When I look at Xbox Play Anywhere and how much that's showing up in the show, there's so many things that are working for us right now. Our jobs inside the company is to run a good business. We're accountable to Microsoft for running a good business, a healthy business that continues to grow at both top line and bottom line. That's kind of a foundation for us, and what that does is it allows us to continue to invest in Xbox for our community of players and creators. That we're doing it does mean we have to make trade-offs through the year on things that we're going to invest more in, things that we're not going to invest as much in, because it is kind of the business that we are. But the business is having really good success. I even think to the last quarter and some of the stats that Satya Nadella, my boss, the CEO of Microsoft, and Amy Hood, the CFO, went through talking about how the business is growing. I'm just really proud of the scale of the Xbox business right now. It's obviously never been as big as it is now, and how it's really delivering for our players, our creators, and the company. That's a strong position, and I don't think our players have ever had so much to play in a given year. Just so far this year we've experienced Avowed, South of Midnight, Oblivion Remastered. We got to surprise everyone and just have an amazing time reliving that world. Doom: The Dark Ages, and then next month we're going to have Tony Hawk's Pro Skater 3 and 4, followed by Grounded 2, Gears of War Reloaded, Ninja Gaiden 4, Keeper, and it goes on and on. It's an incredible year. It's something we're as a player I'm certainly enjoying. But is this the plan playing out before our eyes?
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Phil Spencer3:18
Yeah, definitely. Getting the first-party teams supported so they can go build the games that they envision, that they want to build at the level of quality. It's not just about quantity of games. I also love the diversity when I look at the portfolio that we have. For us in looking at the months and the year and making sure that we've got the right games at the right time, pacing the portfolio is always good learning and growth for us. But when I look at what the teams are able to deliver now, I'm just so proud. I think they're sharing ideas among themselves. They're learning and building on technology that each other's sharing, whether it's The Coalition doing Unreal work for so many teams or the id Tech work that gets shared between the teams, really allowing our first-party teams to deliver what I would say is some of the best games they've ever delivered. That is definitely the goal when you think about the pace and the quality that we want to be at. This is a great 2025, and I'm really excited about 2026 as well.
J
Jeff Rubenstein4:16
Do we see that? Do you see the studios talking to each other and sharing expertise and things like that?
P
Phil Spencer4:21
Yeah, I want to give kudos to Matt Booty and the leadership team of studios. One of the things, and I grew up here building games in first party, it's not always easy as a team to find the right forum to share your ideas in a safe way, because we know if we put it out there publicly then it's on display and it's going to get judged. It's been awesome to see the community of our first party come together on tech forums, on dev days, sharing their ideas with each other and getting feedback. When you look across the creative teams that we have, it's just an amazing group that in a safe way you can say, 'Here's something I'm looking at, here's what I'd want to do,' and get feedback from our other teams before you go public with something, and maybe you never go public with it. You try something, get feedback. I see that from a technology standpoint, the shared tech that our teams share across the different teams, whether it's Unreal Engine work or the id Tech work that you see moving around between the studios, the creative discussions that happen in the studios. I think it's leading to these teams—you think of something like South of Midnight, we think like Doom: The Dark Ages—these are amazing accomplishments that our teams are coming out with. I'm playing through Avowed right now. Fantastic game. I just love that these teams are realizing their full potential. I put about 65 hours into Avowed. I loved it. Coming into this weekend we knew we had The Outer Worlds 2 Direct, we were going to be seeing that. Got to have an amazing surprise. I was just watching the chat as Grounded 2 got announced and they're like, 'A third game, a third game.' Obsidian just having an incredible year.
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Jeff Rubenstein6:00
They are, they are. And you saw when they were talking about also in the Directs how they've leveraged other teams, they partnered with external teams. Capability that we've had as Xbox for a long time to allow them to increase their creative capability. So having Idos Montreal partner with us in building games allows them to up the output. Grounded 1 was one of those where the first one was like 12 people that built that game, and we knew we wanted to go bigger with Grounded 2. The mounts, the things that they've—I played a ton of Grounded 1. But Obsidian internally really has a culture of learning through shipping and growing and building on the successes that they have. I think Avowed was fantastic, and I thought The Outer Worlds 2 showed incredibly well in the show. Very cool that we get to play two games from them in like the next four months. It's great, really great. Looking forward to that. So I want to talk about inXile next. I was a big fan of Wasteland 3, put dozens of hours into it. There was so much flexibility and different ways you could change the outcome of the game with their decision-making. We knew that they're a strong team when it comes to writing. Then you see Clockwork Revolution, and I was reminded of the meme, 'I owe you an apology, I was not familiar with your game.' Did you know inXile could do this?
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Phil Spencer7:15
Yeah, it's one of those things. When you talk to Brian Fargo and the team, you knew that they were the ones that were going to set the bar very high for themselves. They had an aspiration that they wanted to hit creatively as a studio from our earliest discussions about them becoming part of Xbox. But it's hard being a small independent studio out there, looking for your next game while you're finishing your previous game, trying to make sure you've got the wherewithal to continue going. I just see them now with Clockwork Revolution, which I thought was just an amazing game in our show. The first time we started looking at that asset and just watching the video come together, the gameplay, the team—that is a team that sets an incredibly high bar for themselves. It's kind of a privilege to get to work with them at the level of expertise they have. We were able to partner with them to give them some tech support, time, resources, and I think what you see now is just the ultimate manifestation of an inXile game: a hard, gritty world, RPG mechanics, storytelling. I think the thing we all probably get a little blown away by is just the level of graphic fidelity that they're showing right now. The game looks amazing, and also a very memorable trailer. The meta game for us was scrolling the social feeds and watching people go, 'Okay, this is now moved to the top of my radar.' We knew that when we were looking at this, because we start crafting the show back in December, January, start looking at what might be in the show. When we first started to get some sight into what inXile was building, I knew it would be one of the real standouts in the show. It was a privilege, and we gave it a lot of time in the show. We wanted to make sure people saw gameplay, they saw dialogue, they saw the ability to build and craft weapons and the different choices and skins that people had there, and then you wanted the story to pop through and the writing. I'm glad that we gave it the time it had, and the response from the community has been fantastic.
J
Jeff Rubenstein9:19
Awesome. Another team that kind of keeps us guessing all the time: Double Fine. From one game to the next, we were talking earlier like the team that made Stacking also made Massive Chalice. These are games that everything is completely original and feels like Keeper is going to be another one of those in the pantheon from Double Fine.
P
Phil Spencer9:39
Yeah, I'm a huge fan. It was one of those when we were putting the flow, I wanted to make sure I got to talk about the game as we came out of the reveal for Keeper. I've known Tim since original Xbox, and a big fan of Psychonauts. In fact, when I was watching that game kind of come into focus for the show, I went back and reignited my Double Fine love. I went back and played The Cave, I went back and played Iron Brigade. It was just reminding me of some of the great things that that team—very diverse team when you think about the different mechanics and stories that they've told. That one just had such a soulful play to it as you watched, and I can't wait for people to get to play it. It's really great that we get to do new IP, which also showed up very well in the show when you think about Clockwork Revolution and Keeper, and enable teams to go and create new games. Another game we don't have to wait too long before we all get to enjoy. Something I love about these shows, and obviously there's a lot of focus on the big reveals, the debuts, the world premieres, is that we're able to make space for these games that have been building communities for years and have been adding new content and have now tens of millions of players. So we saw Season 17 of Sea of Thieves, ESO showed off new content for their 26 million players, new content for Age of Mythology which has been awesome to keep seeing that playing and including mythologies from all over the world, and Fallout 76. Are you going to be out taking up fishing?
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Jeff Rubenstein11:12
I love playing Fallout 76. I do have this issue that it's one of the games where I run around with my gamer tag in my head when I play the game, and the community is so inviting but I always end up with a big group of people around playing. But it's a really interesting point on how you balance the mix of new things in our show. These communities have millions and millions of players, and you want to be respectful of them and show the new content that's coming. The teams that do all the work on those franchises, I'm very proud of the success those teams have had in fostering and growing gaming communities around living games. It's not easy. You've had teams like Rare that this wasn't really in their background, and even when you watched at the launch of Sea of Thieves and now we're sitting here at Season 17, just an amazing accomplishment by that team and all they've learned and evolved and grew. It's another area where our teams share a lot of ideas and learning, because these are games that have a lot of players, the community is really strong, and we want to make sure we continue to support them. Something that you've been very vocal about over, I mean for many years, is just how important it is for you to ensure that Xbox players are enjoying the amazing games that come out of game creators in Japan. We saw a lot of that here in the Xbox Game Showcase. We want to run down through some of the games here. Ninja Gaiden 4, of course we got to see a pretty in-your-face list of 2025. We started the year obviously with Ninja Gaiden 2 the remaster. You just think about how Ninja Gaiden means so much to us on Xbox, and it was awesome seeing 4 in the show.
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Phil Spencer12:52
Sorry, I didn't mean to—
J
Jeff Rubenstein12:53
No, no, please, we're here to talk to you. So Square Enix, a great surprise drop of Final Fantasy 16, also the confirmation of Final Fantasy 7 Remake. That was fun watching the chat on that, a lot of OMGs. That was the most frequently seen thing. And even earlier in the week, during Jeff's show, we saw Final Fantasy Tactics is coming to Xbox. It's one of my favorite games of all time. Super excited. We did that for you. It was the—Jeff, don't think it didn't land. It was my birthday week and I was like, 'They knew, they love that.' And Persona 4 Revival. It feels like Persona and the Sega and Atlus team seem to have year after year really been showing up in our show. Game Pass is like the home of Persona these days. Also Metaphor: ReFantazio from Atlus was a big showstopper I want to say like two years ago and is now in Game Pass. Our relationship with the publishers that you're mentioning, whether it's the ones that are in our show, but even things like our relationship with Capcom. I got to sit here at Play Days and go through Resident Evil and see the new game. Scary, but amazing. In the history of video games, so many of our great franchises have come from Japan. The creator community there is very strong. I have a lot of friends there that have built games for years, and I always like going and listening to what they need from a platform. When they talk about here's what we need in order to see the growth that they're looking for, whether it's growth in creative or growth in the games that they're building. Going out on the road and spending time, two ears one mouth, I'm listening more than I'm talking on what they need from us. I think that's important, and gaining the trust. When a publisher decides to publish on our platform, to me it's really a sign of trust that they're going to treat their games the right way, that we're going to be a good partner for them, whether it's Game Pass or just a retail game on the platform, and helping them deliver what they need to deliver with their games. I love the support that we have. We're always there, getting on planes and going and having discussions. I go to TGS every year. These are important relationships for us to build, but I also hear from the Xbox community it's important to them, so it's important to me. You had mentioned stopping in and seeing Capcom yesterday. You actually—we were walking around and you got your hands on the sticks on quite a few games. You walked around with Matt Booty and Sarah Bond. Anything jump out at you that you got to see or even just walked by? There's a lot of games here at Play Days.
P
Phil Spencer15:24
The thing I'll just start with, because I'm becoming—I'm still going to call it E3 because I'm the old guy—but first is just seeing so many creators I've known for so long. We got to sit down with Remedy and talk about FBC: Firebreak and play. I think it's great to see teams that I've known for a long time doing new things. Saw Ratatan from the Patapon team. That was fun, getting to watch Matt play that one so I got to kind of troll him from behind. And then I have to go to Mixtape, not only because it has a soundtrack that I just love, but also we have a relationship with the creative team there for a while. It's a great Game Pass game for us, and the team at Annapurna has been great supporters. I love getting around, meeting people, talking to creators that maybe I only see once a year here or others that I see more often, and really getting from them what their ideas are and seeing so many great games here at the show.
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Jeff Rubenstein16:24
Yeah, it was really cool seeing the trailer for Mixtape in our showcase last year and then getting to see the actual game and getting the chance to play it. I was like, 'Oh no, this is what the game looks like.' That's right, and sounds like. I do think you can't—Mixtape in the soundtrack, I just talking to how they were picking—I won't unveil some of the tracks, but we were kind of riffing on some of our taste in music, and I think they really nailed it with Johnny Galvatron. That's right, very much a trip. We got to get him back on the show. Definitely one of the more gonzo interviews we've ever had on the—real thoughtful creator. When you talk to him about the game he's trying to build and the pacing and the flow and the emotion, it's just—you started this off, we're in the games industry. I think building an industry and platforms where games can be successful, supporting games in as many places that people want to go play, that's what this should all be about. I love that the shows here, I love that we're here, we're able to put on a show. It was a nice week: Summer Game Fest, Sony State of Play. I thought all of the shows had their unique and special takes, some great games to be shown. That's what this should be about: great games getting success, new and old. It's the signs of a healthy industry. So you mentioned still calling it E3. You're not the only one. I've probably watched every Xbox E3 press conference before I worked here, and then of course being involved in the last dozen of them or so. A few. And the trends stand out. I will note that it's been a long time since anyone rolled up their sleeve and there was a tattoo under it, so just for anyone keeping score at home, we're well overdue for something like that. That's a Peter thing only Peter can pull off. The trend that jumped out at me this year was the really front and center mentions of Xbox Play Anywhere in that program. We mentioned earlier this year there's over a thousand games that are Xbox Play Anywhere. It's something I avail myself of all the time. It's something that Final Fantasy 16, I'm going to be downloading it on my ROG Ally X and playing it on the way home. So I love that. I would like to just hear about the decision to make sure that was front and center in front of every new game that was shown in the showcase.
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Phil Spencer18:37
Yeah, we try to really be led by what the community is doing when they play. More and more we're seeing people play the same game in multiple locations, and making sure that my progress always counts. It's one of the things Ken Lobb, who's one of our creative leaders in our studios, always hits: 'Be respectful of every hour I spend in your game, it always should count.' Core to that is to make sure not only is my entitlement moving with me between the different devices that I play on, but that my progress moves with me and my community moves with me wherever I go. As you say, we started this a long time ago, really led with our first party. But one of the things I'm really proud of when I watch the show is how much third-party support we're getting for Play Anywhere. It's really because those creators are seeing that—what is it now, like 28% growth in our players playing multiple devices on our games year over year. That is a way that if your game is more accessible to more people, they're going to play it more often. If they play it more often, they're going to enjoy it. That really works. It doesn't mean everybody has to do it, but it means the players—if you only want to play on console, you only want to play on your PC or your handheld, awesome. But when you decide to move around, I want Xbox as a platform to make that seamless and delightful.
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Jeff Rubenstein19:58
So let's talk about one of the ways that people are going to be very much looking forward to playing some of those games across platforms this year. It wouldn't be an interview with you if there wasn't something on the shelf. You've got this here, it's not quite as—it was right behind the fish so maybe nobody noticed it. That is the ROG Xbox Ally.
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Phil Spencer20:14
That's right. You've been playing Balatro on it. I've been playing a ton of things on it. I do travel too much, and to be honest this one's not mine. I have the Xbox version. But I have found that getting to play my favorite games wherever I am just makes me enjoy them more. Again, going back to Play Anywhere, making sure that my games are always there. We're seeing from the work that Nintendo did on the Switch, even before that really if you think about handhelds and Nintendo's amazing track record there, Steam what they did with the Steam Deck, so many of the hardware manufacturers that are building—Lenovo, ASUS. So when we were on this path, we said let's find a partner who can do a great job on the hardware. We know we've got real software and platform work to do as Microsoft and as Xbox. I think this coming out this year with the partnership that we have with ASUS is going to be just a great addition to what it means to play on Xbox.
J
Jeff Rubenstein21:19
So one of the things that Sarah said during her segment where the ROG Xbox Ally was introduced was 'bringing together the power of Xbox and the freedom of Windows.' How are those teams working together to deliver that Xbox experience on what is a Windows device?
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Phil Spencer21:35
Yeah, there's probably three things I would hit on. I've been at Microsoft for a couple days, and I would say this is the tightest collaboration I've seen between the gaming organization and the Windows team in my three decades at the company. It's really amazing to see the teams focusing on opportunities for us to make the experience better, and working really as one development team to realize that. Now when you say the freedom of Windows, Windows is an open platform and we want to support that on this device. Meaning if you've got a storefront that you love, we want to make sure that's fully supported here. If you've got a social place that you go like a Discord or something that you use to do voice communication, text communication, we make sure that's supported. It's not a closed platform. But there's some uniqueness when you're supporting an open platform but you want it to work as a console-like game device. I think that's where something great comes together. The second thing is we've for 25 years almost been working on a console experience that you turn it on, it works, your games are there. How do we bring that to the Windows ecosystem so you get the freedom of Windows to use the storefronts and the applications you want to use, but it feels like a device that's purpose-built? And then under the hood, we also know there's work for us to do on battery life, on interruptions, on performance. I love just seeing the week-to-week grind the teams are doing. I'm sending my bug reports, here's the things that we need to work on, and the progress has been amazing between the two teams. And I hear it's going to play Silksong when it comes out.
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Jeff Rubenstein23:16
That's right, that's right. And it was—thank you. That was a good partnership to kind of feed them in and have them play a role in our hardware lineup. But it is really about playing the Windows games that you want to play. So if you're a big Roblox player, if you're a Fortnite player, if you're a Minecraft player, if you love Game Pass, we want to make sure the way you've built your library as a player and the games that you want to go play are available on this device and that they play incredibly well. So one of the things you hinted at, you had mentioned 25 years, and next year is the 25th anniversary of Xbox. You said something very notable at the end of your segment right before we got into Call of Duty: Black Ops 7, and that is that players everywhere are going to be celebrating the 25th anniversary of Xbox with games and experiences that have really been core to that Xbox experience for all of that time.
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Phil Spencer24:14
Yeah, you know, I wanted to make sure some of the franchises that we've talked about and maybe we're not showcasing here at this show, I wanted people to know. When you think about Fable, when you think about Gears, when you think about Forza, I mean these are franchises that have been really part of what makes Xbox today. It's going to be a nice lineup next year. I love the games that we've launched so far in 2025. I think as you already went through, we have a strong finish to 2025. And then when I look at 2026 and our 25th anniversary and the franchises that we're going to launch in that year, I think it's going to be a really special year for Xbox next year.
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Jeff Rubenstein24:52
I think that's a great note to go out on. So we will end it there. If you want to put your mic down and pick up your fishing pole, I'm sure I'd be more than happy to see that. This actually marks the midway point in our week of deep dive episodes for the official Xbox podcast. You've heard from The Coalition, you've heard from Obsidian. Well, for the rest of the week you're going to hear from Obsidian again, and then we're actually going to get the deepest dive you've seen yet in Invincible Versus, the upcoming fighter based on that awesome and quite gory series. So make sure you tune in to youtube.com/xbox and look for the podcast tab, or search for the official Xbox podcast on Spotify or wherever you find your podcast. Phil, thanks so much for joining us here. I think there's really just no other way to wrap up this podcast, but we're casting. Okay, thank you. See you everybody, see you.