If you are not embarrassed by the first version of your product, you've launched too late.
As always, we prepare for all sorts of contingencies. And the first few days of the flight up until docking on Day 3 are all spent really in the rendezvous because we launch at a time that puts us in an optimal position to catch up to station.
We're going to do something that's really unprecedented in the industry by launching the console in all three major markets for the same holiday. It's never been done before.
The most frequently asked question I hear first-time entrepreneurs ask is, 'How do I know when to launch my product?' The answer, more often than not, should be: 'Now!'
Things are going very smoothly. As expected, there are some minor glitches, and the eight minutes that it took us to get to orbit, we trained months and months for, and didn't have to use any of that preparation, other than being aware and ready.
It's really kind of a challenge to keep coordinated with the two station crews that we'll be interacting with. And of course one of them launched quite some time before our mission.
From a marketing point of view, you don't introduce new products in August.
Games take years to make, and it's important that when we launch, it can't just be a great launch catalog and then a desert for a really long time. To be honest, for a lot of developers, they'd rather not be competing at launch with all this other software.