Sony needs to wait at least 3 years to put a game on PS+, needs to stop copying MS

Yurinka

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if i were the next CEO:

immediatly stop the 'PlayStation Hits' initiative, it's unsustainable for this generation and even last gen (premium games need to have premium prices, lock that shit on 60/70)
PlayStation-Hits-Jogos-28-06-2019.jpg


put games on Plus Extra/Premium only after 2 and a half - 3 years after the release date
FpgJ1xxWAAIpmio.jpg


stop PC porting immediatly, put Nixxes to work on PS3 backwards compatibility and Remastered Collections / Remakes for the PS5
ps5-backwards-compatibility-can-you-play-ps3-ps2-and-ps1-games-on-playstation-5-2.large.jpg


work on a NATIVE handheld that is simply called PS6 portable, released TOGETHER with the PS6, running the same games and backwards compatible with the PS4/PS5 library + PS6 games, a premium device, designed for the japanese market, very powerful like the rog ally, priced at 600 dollars, sales of the device to be counted together with PS6 sales, same thing as PS5 Pro (the handheld could be called PS5 Lite or something similar)
google-engineers-hack-playstation-portal-to-run-emulated-psp_v33w.jpg
A CEO would tell you that around half of the money that a game mades is when discounted/price dropped, and they get discounted/price dropped when they no longer sell enough at full price. So you'd be losing half of the sales.

They'd also tell you that outside the HFW test, they basically already do the 2-3 years thing, and some games aren't even included there.

Regarding PC, they'd tell you it's a highly profitable and very cheap investment with an insane ROI that provides them hundreds of millions in profit per year, and that all console metrics have been improving since the ports. So they don't have any negative effect on their console business, if something they have a positive one.

Regarding PS3 emulation, they'd tell you it isn't technically possible on PS5 hardware on a decent way (without major bugs and at full performance). Regarding remasters/remakes of PS3 games, they'd tell you they already remastered/remade anything with enough sales potential to make them profitable. With maybe the exception of Uncharted Nathan Drake Collection remastered, which Iron Galaxy may alredy have in the works, or Uncharted 1/GoW 1 remakes, which may also be in the works or at least planned to be made somewhere in the future.

Regarding the native portable, they'll tell you it won't be realistic to run PS6 visuals natively on a handheld. But that for the PS6 generation they'll release a PS Player successor that in addition to remote play will also feature cloud gaming, and like a Steamdeck will be able to run their PC games (which at that point will be pretty much all their main PS4 and PS5 games, >2 year old PS6 games and day one PS6 GaaS, and may also include PS1/PSP/PS2 classics) at a lower spec than a PS6. And maybe also be able to run natively their mobile games.
 

Vertigo

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There are only oh so many older games you can put on the service. They surely have some kind of data on what players choose to try from the Extra catalog. But aside from their own internal catalog, these deals with pubs aren’t worth holding onto forever. So they cycle out or will.

Most “newer” releases given away on Essential… like a Callisto Protocol, Immortals of Aveum, etc… the games flopped. That’s post mortem, their run was over and sub feature gives them new life and some cash. You want devs to get paid.

They’re beginning to leverage promotional releases now. Foamstars and those two indie games… I don’t find this alarming or something controversial or new. They clearly have bigger expectations from their own publishing efforts like Helldivers or Ronin (reception aside) and why we pay premium.

Foamstars and Dave the Diver arguably get more exposure by being sub “freebies” and were negotiated as such don’t you think? Whether anything turns into a breakout hit is what all devs surely want… but if they thought that’s what would happen… they’ve wouldnt have taken a handout that ballparked its worth to begin with.

Sony doesn’t do business like Microsoft. They cannot risk things like Xbox can. And even then Xbox is changing course to third party publisher because of the gamepass disaster. Gamepass cannot fund AAA game development. That is no longer debatable and it seems to me that Sony has always understood this.

I don’t see cause for concern at this moment in time.
 

Yurinka

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Sony is literally going in the same direction as Microsoft and this is TERRIBLE.
No, they are going in different directions: Sony's console market keeps growing and MS console market keeps declining because of the differences on their strategies and quality of their games.

Foamstars and Dave the Diver arguably get more exposure by being sub “freebies” and were negotiated as such don’t you think?
Yes, they are negotiated as such. As happened with Stray or specially Fall Guys or Rocket League, who became super popular being at launch on PS+.

Including these games day one on a sub means more people will play it at launch that if only released in the store. But that doesn't automatically make them a hit: other factors should click, like players loving the games, highly praising it in social media and to their friends.
 
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rofif

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Sony needs to be confident and content about their games and output.
They always follow money/microsoft though and it's bad for everyhone.
Not a sony game but for example immortals of aveum - since day1, nobody bought the game and everyone was saying "I will play this when it hits ps+/Gamepass"
That mentality is ruining games. Especially single player games. How are the studios supposed to make new IP, new games if people are waiting for discounts or welfare pass
 
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Jim Ryan

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I actually agree.

Day 1 and even year 1 buyers of games need to be respected more and their purchases need to hold value longer.

If they devalue the meaning of owning and buying early, they will eventually kill if early and high priced sales.
 
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if i were the next CEO:

immediatly stop the 'PlayStation Hits' initiative, it's unsustainable for this generation and even last gen (premium games need to have premium prices, lock that shit on 60/70)
PlayStation-Hits-Jogos-28-06-2019.jpg

Well, this one is an iffy. Sony's had a Greatest Hits line ever since the PS1 and was usually for games that already cleared a certain sales threshold previously, and entered reprinting stages. It's a good way to boost sales but it seems less effective across the board as time goes on, partly because of the growing dominance of digital.

If it were me, I'd do what I've been suggesting they should do: implement a per-game subscription/payment system model. Let people buying the game have the option of doing so in cheaper installments from Day 1 and pay off the game over a period of some months while still getting the full game at launch. Instead of paying $70 in a preorder or Day 1, they can pay (for example) $12/mo for six months.

Every month the game checks to make sure they've paid their monthly installment and if so they can continue to access it as normal. If not they get a certain amount of time to make the payment else the system removes the game installation. All of this would require specific versions of the game to be purchased & installed, but once all the payments have been made another update can remove the check-in requirement.

Also, if at any point the game has an official price drop sustained for a certain period of time or longer, the user only needs to pay the amount reflective of the new price so if they've already done that with previous installments, they don't have to make any further install payments. Or, they could choose to continue install payments for the older price and have those additional install payments converted to Reward points or other stuff they can use in the ecosystem.

I think with this type of payment option, customers have more choice and flexibility in buying more games at any given time, and publishers can retain MSRP longer since the pay installment system already provides an economical choice for more price-conscious customers. They can even still tie specific cosmetics bonuses or whatnot in for Day 1 buyers (or those who buy within the launch period) who purchase the game outright as normal.

There's more detail on this in the megathread I made on future Sony/SIE business prospects for the rest of this gen and 10th-gen. But what I mentioned here is the basic gist of it. Also, I don't think this type of payment/installment system has to be limited to just PlayStation, but seeing as how reliant publishers on the platform are for B2P sales, and knowing trends in game spending industry-wide, I think it would be a major benefit. Nintendo could probably do something similar; same with Microsoft, though in their case they'd need to reverse years of value perception damage among what Xbox console owners remain who'd rather want their games in Game Pass than actually buy them.

put games on Plus Extra/Premium only after 2 and a half - 3 years after the release date
FpgJ1xxWAAIpmio.jpg

Yeah, I think this one's fair. We know HFW's quick rush into PS+ hurt long-tail sales of that game. No reason to do that to other games. When you combine an increased time window for putting games into PS+ with the payment system suggested above, it makes the longer time for PS+ inclusion more than justified.

Services like PS+ should really mainly be for legacy content, I'd say at least one gen behind current, when it comes to permanent or semi-permanent inclusions.

stop PC porting immediatly, put Nixxes to work on PS3 backwards compatibility and Remastered Collections / Remakes for the PS5
ps5-backwards-compatibility-can-you-play-ps3-ps2-and-ps1-games-on-playstation-5-2.large.jpg

Realistically, I don't expect the PC ports to stop altogether. HOWEVER, I do think SIE need to heavily adjust their current plans on that, if they haven't done so already. I think as a best compromise, most (not all) GAAS titles could probably benefit from ports to PC either as Day 1 or slightly after console launch.

However, non-GAAS AAA games IMO would need to be at least 4 years after console release, if not longer. Despite what talking heads or others want to suggest, exclusives DO matter for content differentiation, especially among hardcore & core enthusiasts who usually set the pace of a console's sales trajectory early in the gen, and even throughout the rest of the generation (when it comes to money spend within the ecosystem).

Given that up to now only a small handful of 1P games are even still exclusive to the PS5 whatsoever (and we're only barely midway through the generation), I think going forward Sony need to basically cease PC ports of any new 1P AAA games for the remainder of the generation. They really need to build back up total value proposition for PS5 through content differentiation, and there's not much sense relying on 3P timed exclusives to do so if your own 1P games don't maintain it in practice. Only a bit after PS6 releases (supposing it's a late 2028 release for that system), should they even begin considering some of their 2024+ non-GAAS AAA 1P PS5 games for ports to platforms like PC.

There's maybe a bit more leniency with AA games though, it would probably be very case-by-case. Even so, Sony have to show they have confidence in their own hardware and the rate in which they've been porting games (specifically non-GAAS) up to this point to PC, could be interpreted as a form of lack of confidence in their console market performance going forward. But I think this type of thing actually manifests that declining market performance through its being, in an ironic sense. Sony, hopefully, shouldn't be letting misguided talk from certain analysts or pundits spook them into thinking the console market is "stalling".

What they, Sony, really need to do is stop thinking of Xbox as their only competitor. As a console, Xbox is dying, but that doesn't mean Sony should stop trying to innovate with PlayStation or make it a truly competitive offering in the market. The actual bigger threat for PlayStation now is coming from more indirect competitors, like Nintendo (especially in markets like Japan) and Steam (whom Jim Ryan even admitted is a competitor for PlayStation).

While I can see Sony/SIE leveraging these various competing platforms for some type of growth/advertising to draw them in to PlayStation (again, I went through all of this in that giant megathread from maybe a month or so back), that should always be with the goal of bringing them over to the PlayStation console, and ensuring there's enough innovation (hardware features, pricing models, product variants, services, service options, QOL features etc.) and content differentiation (genuine exclusives) to make the console attractive within the market both compared to direct competitors AND indirect competitors.

But first, they need to (IMO) re-establish that innovation and content differentiation through action with the PS5. For the totality of what would need to be addressed on that front, it would take some time. The time to being doing that, however, is now.

work on a NATIVE handheld that is simply called PS6 portable, released TOGETHER with the PS6, running the same games and backwards compatible with the PS4/PS5 library + PS6 games, a premium device, designed for the japanese market, very powerful like the rog ally, priced at 600 dollars, sales of the device to be counted together with PS6 sales, same thing as PS5 Pro (the handheld could be called PS5 Lite or something similar)
google-engineers-hack-playstation-portal-to-run-emulated-psp_v33w.jpg

They are definitely going to need a native portable option for next generation. As much as I would have liked to see, say, an affordable next-gen PSVR3 entry-style headset included by default with PS6, I do think in the grand scheme of things a native handheld takes priority (if Sony are forced to choose).

Like you said it needs to be able to play PS4, PS4 Pro, and PS5 games natively. It also needs to be able to play PS6 games natively but realistically that can only happen if the graphical fidelity is scaled back significantly. To avoid a problem like with Series X & S, though, I think Sony need tech shared between a new PS handheld and PS6 that can basically auto-scale graphical fidelity and visual targets of native PS6 games to run on a new PS handheld effortlessly, with little to no effort required on the part of the developers.

Tech like PSSR (which they're introducing in the PS5 Pro) would help a lot in this area, but they'll probably need more stuff in addition to that. Silicon and packages that can do things like auto-adjust LOD levels for assets in a frame based on distance, for example. Which would mean other things like functionality to both scale down and scale up mesh detail for character & environment models, likely by leveraging AI & metadata (the latter being like code the dev can feed to some part of the processor, maybe would also require allowing them to program how that part of the processor functions with other parts of the hardware). Some of this could probably be done through the game engines but having tech within the system itself able to specifically handle these tasks or enforce them in a way that's engine-agnostic is always a plus.

There is the rumor of Sony working on a PS handheld for the PS6 gen which, hopefully, can do the things we're speculating on here. Hopefully the PS6 is using a more advanced chiplet-based packaging design with a highly scalable GPU. The goal should be that wafer allocations for PS6 & the handheld are shared, but the design of the systems being where you only need a single wafer type that both can utilize.

I do think this would mean a PS6 that isn't necessarily an SoC but rather a System in a Package (SiP) design. However, some aspects of the hardware (like specific custom technologies for AI and such) could still be designed in pairing with certain processors like the CPU or GPU in SoC packages in a SiP (at least to my understanding). Otherwise those components could probably be designed as ASICs connected to other components.

I'm under the impression that an SiP design can be thought of as a form of chipletization, and hopefully AMD have a flexible enough architecture design for a future GPU that can offer great granularity in shaders, fixed function, frontend geometry, and multimedia as blocks. Like for example, being able to use a single wafer that basically has all the necessary silicon for the PS6 console, but then Sony can assemble that silicon onto a larger block so each aspect (the shaders, the fixed function units, etc.) are treated as chiplet blocks. And, they can just pull however many of those chiplet blocks would be needed for a PS portable and assemble those on a larger block (a SiP) fitting that device.

They'd still need different wafers for the main silicon facilitating the SiP (unless that could also be designed in a modular/scalable way), but this approach would help a ton in maximizing every single wafer otherwise, and allow better flexibility in adjusting production targets for each device type based on supply needs.
 

Neversummer

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In their defense they have backed off on putting their games on PS+. Horizon Forbidden West was a trial and it backfired though they also used it as a eat to Stunt Game Pass which they successfully did.

But the real issue lies in putting games on PC that's where the real devaluation happens.
If I was CEO I would double down on console & double game output from first party. Many studios would have the same output as insomniac studios like Sucker Punch would create 2 new team & bring back Sky Cooper & inFAMOUS this multi team strategy will allow sucker punch to release 3+ games per generation instead of 1 studios like Naughty dog will be multi team & bring back Jak & Daxter & Uncharted, Bend studio would work on a new ip & bring back Syphon Filter Bluepoint would work on a new ip & Bloodborne remake Santa Monica would work on mainline GOW & spin offs in the veins of GOW 1,2,3 & a new ip Team Asobi would have Insomniac output but focusing on making AA games & trying to release 1 game per year I would bring back Ape Escape, Gravity Rush, Wild Arms, Legend of Dragon. I would also license out ip to 3rd party I’d tell Team Ninja to make a souls like using the GOW license id seek LVL5 to bring back Rogue Galaxy or Dark Cloud I’d seek Arc System work to make a smash competitor & a 2.5D Demon Slayer fighters game like the DBZ game they’ve made. I’d also seek opportunities to bring franchise to mobile like licensing out the Ratchet & Clank & Demon Souls/Bloodborne franchise to make rogue like games similar to Vampire survivors to expand onto mobile & also expand these ip to other platform. I would seek positive growth & posisitge profits w no negative effect under my rule PS hardware will never be put in a harmful position. (Also PS PC port not only effect there console but indirectly effects there other hardware like PSVR). I would make the PS6 a hybrid handheld you will be able to dock it to a tv & play it traditionally or on the go there would be 2 models day 1 a $500 that has all the bells & whistles big screen 1080p & then a $300 model that still outputs 1080 but a much smaller screen the screen size would be something similar to iPhone 15 max to lower the cost & make a PS6 console very accessible. I would partner w mobile publishers like Hoyoverse & Supercell to bring there mobile games day 1 whenever they release w mobile PS will now directly compete w mobile & to attract mobile gamers one way of getting them is getting there mobile games onto PS hardware that for $300 or $500 offers a better experience w a bigger screen & the ability to use a dual sense controller giving you the edge against a mobile gamer. Games like Pubg mobile, Free Fire & Cod mobile the are huge juggernaut would also be ported to PS6 console this is how PS gets mobile gamers no only making mobile games but making sure these mobile games that aren’t on your platform are on your platform to play (PS has done this w Hoyoverse which is great but needs to do it with other major mobile games at a larger scale).

PS+ would evolve it will now offer users exclusive cosmetic for all PS live service games (this will grow in value massively as more PS live service game become successful) pivoting PS+ away from online or soley a game library and more multiplayer centric. PS+ would be expanded to PC & Mobile but only offer exclusive cosmetic no game library PS consoles would be the only place to get a library thru PS+ making the hardware more enticing for users to jump in & jump off from other competitors platforms.

I would also add PS cosmetic crossover mtx on singleplayer games games like GOW ragnarok would receive a crossover with Demon souls & there would be multiple Demon souls armor for Kratos & Atreus sold for $10-$20 another would be Ratchet & Clank receiving a Jak & Daxter & Sly Cooper crossover where instead of playing as Ratchet you play as Jak & Daxter using Ratchet & Clank weapons sold for $10-$20 you can even bring some weapons from Jak & Daxter in a weapon pack into Ratchet & Clank & sell it for $3-$5 Sly Cooper & the gang would all be playable characters in Ratchet & Clank sold for $10-$20 similar price that you see for cosmetic in other games it would all be optional & not effect how the game is made players could chose to buy it or not & this would increase profits positively & not negatively effect long term profits or PS platform/storefront. This will all lead to a stronger & competitive PS & increase PS profits, position & expansion as a wall garden.

I didn’t even mention acquisition, cross media, park, toys or merch to increase expansion & profits
 
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Etifilio

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Every generation they upgrade their hardware accesories and service, learning from what's out there.

They saw that Microsoft's copy of PS Now had two good ideas: to bundle the cheap sub in the expensive one and to add a download only cheaper tier and to make a cheaper interemediate tier, which is a download only version of the PS Now copy. That's all they copied from GP so far.

Everything else Sony did it before, like including some games at launch or emulated games from previous generations in game subs. But in some rare cases, not always and not with their own games. Sony never will do it because that doesn't add to their business model: that would negatively affect it.

Sony uses PS+ and PC as secondary revenue source to mostly make more money with games that no longer sell anymore on PS. An extra on top of the normal sales, which is better than nothing having an old game sitting on the PS store getting ignoring and selling basically nothing.

When Sony did their game sub overhaul, their game subs were pretty much stuck and GP had a greath gowth. With the ovehaul, Sony's games sub revenues highly inceased and still today continue growing. And now it's the MS one the one who has been stuck since around a couple years ago, it only did grow when added the Gold subbers that didn't have it from GPU.
you can go on and try to circle around everything you want, the reality is one, and we even have it documented, Sony is afraid of Microsoft leap frogging them because of GamePass and these acquisitions.... they're taking DESPERATE decisions based on that, they have slides showing the effects of putting PS Plus on Smart TVs again after years of removing it and Fire Stick/Roku devices, they're not thinking not even once about the long term future of their brand and their hardware business, this generation has been very confusing, they don't have a clear message, they don't have a clear path that they want to follow, every step they're taking, based on what the competitor is doing, is taking them closer and closer to the same outcome: the death of their own console.

As part of their current gen PS Now refresh, also increased its quality going beyond the Xcloud one: up to 4K, 60fps, with HDR, 3D audio and Dual Sense features. PS Now expansion to mobile (announced before GP and Xcloud existed) pretty likely will wait a bit more, in a year or two once Sony had their GaaS and PC expansions pretty much fully implemented putting Sony a top GaaS and top PC publisher, a moment where I expect to swap to pushing their off-console growth efforts to mobile, starting to release their PS cloud version there, their mobile games and maybe their PSN mobile store too.


This is what Sony is doing.

The most recent meaningful strategy change Sony did was around 2018, when Shawn Layden was chairman of PS Studios, Shuhei Yoshida as president/head of PS Studios and John Kodera as head of SIE. They were the ones who decided and started to expand PS Studios to GaaS/MP, PC and mobile, not Jimbo or Hermen.

Jimbo and Hermen main changes have been relatively pretty minor, since what they did was pretty much to double down on things Sony already did before:
  • Highly grow the manpower of all their existing teams
  • Acquire many companies more, some organic growth, other to expand in new areas they want to grow like GaaS, PC or eSports
  • Unify and coordinate with a global vision certain teams that previously worked independently in each region (XDEV/2nd party publishing and support, marketing, PR, CM)
  • To improve and double down their efforts and performance in all areas they had: console hardware, accesories game subs, cloud gaming, number of 1st party games developed at the same time, budget for 2nd party, number of 3rd party exclusives, VR, PC, cinema/tv show adaptations, mobile
The next permanent CEO pretty likely will also have a continuist role following what Jimbo already did, releasing all the projects they had in the work and following the strategy they already had:
  • To double down in all areas mentioned before
  • To release the console games they have in the works, a majority being non-GaaS SP games but also including some GaaS heavy hitters
  • Window for PC port release as until now: in case of GaaS day one for most cases, for the rest 2 or more years since their original PS release (original not being possible remasters or remakes).
  • To release mobile games they have in the works
  • To release mobile + PS Portal + smart tv PS cloud gaming clients
  • Pretty likely to release PSN store for PC and mobile
  • Release next gen iteration of their console (PS6), accesories, game sub, cloud gaming, VR, etc.


They have been saying since 2013 that they plan to bring PS games everywhere (including PC, phones, tablets or smart tvs) via PS Now.

Sony has been making computer games since the first half of the '80s, basically when computer games started to be relatively mainstream. Sony also has been making mobile games since mobile games started in the 2000s.

Most of the most popular (by usage or sales) PlayStatation games always have been always multiplatform. Exclusive games represent a small part of the game sales in PS. And PS kept dominating the console market generation after generation.

Their plan is to make more money by reaching more people who only plays in other devices and neve would play on a console, and also to allow their existing customers to play their games in more places and in different ways.

Having more money will allow them continue making high end quality games, very expensive stuff, and increase the number of games they make at the same time. Having more exposure to more people makes their brand more popular, which makes their console more popular and help them sell more consoles and games.

i NEVER even mentioned Jim Ryan or Hermen Hulst in my thread, i know it was Shawn Layden the one responsible for the PC ports cause he revealed it himself on video, the rest of the things you mentioned is literally you making shit up, we have absolutely no data indicating Shawn Layden or John Kodera were responsible for the GaaS push or big acquisitions like the Bungie one, Shawn Layden has been public against big inorganic acquisitions due to the difficulty of integrating a big team with different culture of work/enviroment, the problems Sony is having now with their profit margins are happening because of this acquisition and Bungie completely missing targets YoY since the acquisition happened, if they continued with small acquisitions and investing the money on their own internal studios, these 900 layoffs were not going to happen and we would have multiple first party games releasing in 2024.
 
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Shmunter

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If I recall correctly, Sony did admit releasing horizon on the subscription early was a mistake. It was some kind of test?
 
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If I recall correctly, Sony did admit releasing horizon on the subscription early was a mistake. It was some kind of test?
In a leaked Sony Interactive Entertainment presentation, the company declares that including first-party games on PS Plus has had a “big” effect on “traditional sales.” As an example, the company mentioned that Horizon Forbidden West's sales “flat-lined” immediately after being added to PS Plus.
 
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Etifilio

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If I recall correctly, Sony did admit releasing horizon on the subscription early was a mistake. It was some kind of test?
just the fact that they were considering testing it with a 200 million dollar game like Horizon is already wrong on so many levels, it affected sales of the game and you can be sure, it had an effect on the layoffs at Guerrilla, if you don't sell the game, how will you be able to keep the jobs and the studio growing? again, they're taking desperate decisions and making desperate moves based on what a third place company has been doing since 2016, specially after these acquisitions, it's like they panic and don't even think about the talent of their own first party studios, they spent 2 years panicking about Call Of Duty and turns out, the first live service game they released from this new initiative, Helldivers 2, is on track to be as successful as an annual Call Of Duty release.
 
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Etifilio

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i'm sick of them making panic moves like this, i'm sick of them putting bungie, a studio that has been failing at meeting their targets since the acquisition to judge a naughty dog game and the viability of it, i've been playing the last of us factions for over 10 years and i know the potential a live service game of that universe had.
 
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Box

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i'm sick of them making panic moves like this, i'm sick of them putting bungie, a studio that has been failing at meeting their targets since the acquisition to judge a naughty dog game and the viability of it, i've been playing the last of us factions for over 10 years and i know the potential a live service game of that universe had.

Sony's current leadership is determined to destroy this company
 

Shmunter

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just the fact that they were considering testing it with a 200 million dollar game like Horizon is already wrong on so many levels, it affected sales of the game and you can be sure, it had an effect on the layoffs at Guerrilla, if you don't sell the game, how will you be able to keep the jobs and the studio growing? again, they're taking desperate decisions and making desperate moves based on what a third place company has been doing since 2016, specially after these acquisitions, it's like they panic and don't even think about the talent of their own first party studios, they spent 2 years panicking about Call Of Duty and turns out, the first live service game they released from this new initiative, Helldivers 2, is on track to be as successful as an annual Call Of Duty release.
Acknowledging the dumbass move, hopefully they’ve learned not to do it again
 

Yurinka

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you can go on and try to circle around everything you want, the reality is one, and we even have it documented, Sony is afraid of Microsoft leap frogging them because of GamePass and these acquisitions.... they're taking DESPERATE decisions based on that, they have slides showing the effects of putting PS Plus on Smart TVs again after years of removing it and Fire Stick/Roku devices,
This sounds like complete bullshit lies. Do you have any receipt to back these claims? Please share proper sources from them stating that.

Also, why Sony would have to be "DESPERATE" when they always have been dominating MS on console and game subs? In fact, Sony kept and keeps increasing their related revenues and profitability on both markets.

the things you mentioned is literally you making shit up, we have absolutely no data indicating Shawn Layden or John Kodera were responsible for the GaaS push or big acquisitions like the Bungie one, Shawn Layden has been public against big inorganic acquisitions due to the difficulty of integrating a big team with different culture of work/enviroment, the problems Sony is having now with their profit margins are happening because of this acquisition and Bungie completely missing targets YoY since the acquisition happened, if they continued with small acquisitions and investing the money on their own internal studios, these 900 layoffs were not going to happen and we would have multiple first party games releasing in 2024.
I'm not making up anything. Hermen Hulst became head of PS Studios in November 2019, which means all 1st party and 2nd games and PC ports greenlighted before that date were greenlighted by Shuhei Yoshida as head of PS Studios/WWS (and Shawn as chaiman of PS Studios from april 2016 to october 2019).

That includes GaaS titles like Destruction All Stars, Gran Turismo 7, Firewall Ultra, Helldivers 2, Firewalk's game, Horizon Online, London Studio new IP, pretty likely TLOU Online and who knows if the expansion to GaaS of MLB since the first GaaS one was released a year and 4 months after he became head of PS Studios. You can see the devs mentioning when they started the development of each game, or in case of teams who only work on a single project to look at when they did release their previous game, or in case of new studios when they did found the studio to work in that game funded by Sony.

Same goes with Jim Ryan, he became CEO in April 2019 so all the games greenlighted before him obviously were greenlighted by past SIE CEOs like John (Tsuyoshi) Kodera or Andrew House. That include mosts of the GaaS mentioned above (London Studio's previous game was released in 2019 so maybe he greenlighted it, and TLOU Online was also supposed to be branched out from TLOU2 during 2019 so maybe he also greenlighted it).

Regarding Bungie acquisition, I never said Kodera or Shawn were related to them. The acquisition started after them. But, Sony's relationship with Bungie started before the release of Destiny 1 (so before 2014), since Sony published both Destiny 1, Destiny 2 and related expansions in Japan and had a marketing deal with both.

The "Bungie is missing targets" thing isn't something confirmed, only a rumor. The only somewhat related thing we saw confirmed was The Final Shape delayed a few months from February to June, and delays are very common in games and doesn't mean they are doomed (see BotW, GoWR, HFW, GT7, etc).

Regarding growing their internal studios, it's also a fact we saw them growing all their internal studios. As an example, look at Bungie: they where 826 people when annoounced the acquisition and now seem to be over 1500-1600 people.

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https://icon-era.com/threads/bungie...ployee-count-by-28-last-year.4774/post-128068

We also saw many of their teams now working on more games being developed at the same time than befoer, with related manpower growth.

Acknowledging the dumbass move, hopefully they’ve learned not to do it again
I'd say that SIE has been growing all their existing internal teams during several years plus on top making acquisitions, making SIE multiple times larger in headcount as they were before 2019.

And now that "unexpected" inflation skyrocketed and covid made the shipments and hardware components more expensive over time instead of cheaper, affecting their profits (in addition to the already planned and expected acquisition costs) they had a good excuse to cut some fat with a big layoff of 8-9% of their manpower.

They mentioned to have plans of addressing profitability, in addition to their -already planeed before- GaaS and PC push, part of if was cutting the fat with the couple of studio closures, a few games canned and around a thousand people laid off. Before that they already mentioned that were going to pause acqusitions for a while, and I assume this profits thing would have doubled down their intentions of pauusing acquisitions for a while, because acquisitions means costs so short term lower profitability as an investment to chase potential future higher revenue and profit.

Like any company, they do all sort of experiments to test and double check different possibilities, theories, trends or possible variations on current plans. Sometimes they work, sometimes they don't. With HFW they did test to sacrifice game sales of a big title releasing it quicker in PS+ in exchange of getting more people paying subs and having a bigger userbase for the game's DLC. Seeing they didn't repeat it with games released after it, which had a larger window pretty likely they thought wasn't worth it.

I think it wasn't a dumbass move, but instead a test to maybe prove to those who thought that maybe it would be better to follow closer MS's strategy that it was wrong, and that it was better to continue Sony's strategy of waiting until way later to put a game in PS+, once the game is no longer selling a shit. Since companies don't have magic crystal balls to predict what is going to work, they have to do several experiments and look at their metrics to see what works and what doesn't having hard numbers from metrics to back these decisions on facts and not in guesses.
 
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