"We are absolutely firm that we are not, will not, and will never release a console," he tells GamesIndustry.biz.
The company positions it as "a new generation platform, rather than a next generation platform," one that can evolve as technology improves and its data centres evolve without the need for the end user to invest in new hardware.
"We're not breaking from the past or trying to distance ourselves from the history of the industry, because without that rich history that I've been intertwined with all my life, we wouldn't be stood here today," he says.
"But for the last 40 years of games, the industry has been device-centric. As a developer, I build for a device. It's been package-centric -- I either ship the game on a disc or a cassette tape or a cartridge or increasingly now I download that package. But it's still that mental model of a package for a thing. As of 10am yesterday, we just broke through that glass ceiling and said to developers, 'The internet is your store and the network and the data centre is your platform.'
"I think that's a really exciting moment for the industry. The whole world isn't going to shift to that new model overnight, and it will take time for us to realise every aspect of the promise. But it's a fundamental and, I passionately believe, an inevitable and one-way direction that the industry is moving."
"As I said, [the industry is] not going to change overnight. I don't believe we're going to shift every gamer from the platforms they love today to our platform tomorrow, but we think this is a very significant change of direction for games."
"For the Project Stream test we did at the backend of 2018, the recommended bandwidth that we asked gamers to have was 25mbps in order to have 1080p, 60fps," he says. "In actual fact, we used a lot less than that -- it was actually closer to 20mbps. For our launch this year, we have made some very significant improvements in our streamer, our codecs, our hardware and software services, which means we can get to 4K 60fps at around 30mbps. 30mbps doesn't exclude a huge segment of the population. We think we can reach a very significant part of the world with that kind of performance. It's not a gigabyte downstream."
"[Internet Service Providers] historically have a proven track record of adjusting to consumer demand," he says. "When music streaming started, bandwidth caps lifted. When video and TV streaming started, bandwidth caps lifted. We expect that to continue.
"ISPs are in a competitive market. There are new entrants all the time that are looking at 5G and other technologies without any bandwidth cap. So I think that, while I completely understand the concern, I think the reality will be very different."