PlayStation is a brand. People buy that brand even if they aren't buying Sony's own games. Why do people play Fortnite on PS5 rather than Xbox or PC? Can you explain it?
Court documents reveal that PlayStation 4 generated 46.8 percent of Fortnite’s total revenues from March 2018 through July 2020, while Xbox One, the second-highest platform, generated 27.5 percent. iOS ranked fifth, with just 7 percent of total revenue. The remaining 18.7 percent would have been split between Android, Nintendo Switch, and PCs.
You're both right. PlayStation is a brand but, it's in large part only such a brand because of what they've done to build up rapport with hardcore and core enthusiasts who set the pace for the mainstream and casuals (the types who only mainly play games like Fortnite, for example) to jump onto. And it could be argued that in terms of 1P exclusives, Sony haven't been doing as good a job as could have been expected from this so far this gen.
Not in terms of overall quality, but in terms of actually having genuine exclusives, and a nice supply of new 1P IP from internal studios. Their 3 biggest games so far this year are from a studio they don't own, and two 3P where they don't even own the IP. That's great to have but there not being a single game from an internal studio to complement it is sus.
If Sony didn't run away from AA titles, they'd of probably had such a game for the first 3-4 months of the year. I only bring this up because they've stated they want to rely less on 3P for profits, so how do you accomplish that when your internal studios can't provide a consistent flow of games? And we already know the GAAS push was over-aggressive and has been slowed down a ton, so what other options are there?
That's probably where transmedia licensing and merchandise opportunities come in. Which are neat side hustles, but don't really pertain to any new
games per se.
Sony is looking to turn PlayStation into a multimedia giant, that's the next ceiling. Once it achieves that, they can leverage PlayStation to do other things.
Yeah but they still have to keep their core constituency satisfied. If they fail to do that, it won't matter how much Sony wants to make PlayStation a multimedia power; they NEED their core audience there to help make it happen and alienating them will have those plans collapse.
Let's not forget, Microsoft wanted to do the same thing a decade ago, but forgot to satisfy their core audience first and foremost. That's why their multimedia plans collapsed and got delayed, because at some point they realized they screwed up and had to throw lifesaver vests at Xbox to keep it from completely drowning. I wouldn't say Sony are in the same spot Microsoft were, but they've been inching a little closer, bit by bit, into vaguely similar territory.
How? Well, a lot of their 1P focus the past few months have been on PC initiatives and PC ports, like PSVR2 compatibility, HFW PC port, and Ghosts of Tsushima PC port. They've been using 3P exclusives to satiate their hardcore & core enthusiast base but that can always come with a range of risks, most of which are outside of Sony's control unless it's a game where they were specifically involved in co-development and co-funding (a la Bloodborne). Those risks could range from quality issues to sales expectations not being met, which could affect future 3P exclusivity pushes.
Then there's the transmedia stuff which, as I've already said is a nice side thing, but it should always be balanced with something new on the gaming front as well (IMO). TLOU kind of got it right with TLOU Remake, though as a remake they probably could've done more with it. But for Twisted Metal, there was no game tie-in. No remake for the classic PS1 titles or Twisted Metal: Black. No new Twisted Metal game, either. We know now that they were working on a GAAS Twisted Metal but my question is why did they feel the need to make
Twisted Metal a GAAS? Maybe start off smaller for an IP that's been dormant for over a decade, no?
Look at Apple. They dominated the mp3 player market and leveraged that to dominate the cell phone market. Once they dominated the cell phone market, they leveraged that dominance to dominate the headphone market. They also leveraged it to dominate the in-car media market. They used all this leverage to create Apple TV+ and Apple Music.
But Apple is a hardware company. Sony may be a hardware company to a large extent as well, but SIE specifically are a video game subsidiary. Hardware is only a part of the total picture for them and only a means to an end. People are mainly into video games...to play video games. Sony already
have other divisions for non-gaming stuff like Sony Pictures and Sony Music; SIE does not need to necessarily grow massively into these areas (and potentially have internal conflict with those other divisions).
If anything SIE should be focused on expanding in the gaming market first and foremost. Which to a large degree, they are, but I think they could be more focused about it. If it's about relying less on 3P sales for profit margins, why aren't they trying to make their own JRPG? Their own fighting game? Their own arcade racer? Their own 4x strategy game? Their own card battler? Why not leverage mobile better to synergize some of these rather than risk making the console redundant with PC ports? A lot of these efforts could be done with 3P even, just preferably with IP that SIE actually own.
So yes, this is why buying Paramount helps them more than buying Square Enix. It gives them movies and tv and lets them use those IP and gaming, and let's them pump their songs into the movies, tv, and games to make them even more popular and financially successful.
This sounds a lot like the argument Xbox fans were using about MS acquiring ABK meaning more exclusives for Xbox and, well, we see how that's actually turned out :/ I don't think buying Paramount means much for SIE when SIE already have a lot of strong IP they can make games of themselves.
Off the top of my head the only two IP Paramount have that could be a major boon for SIE are SpongeBob and South Park. The latter because it hits the kid-friendly mass-appeal sector proven to work for transmedia including games, and the latter because while it's mature it's in a comedic way different from SIE's typical mature games, and also a massive IP in its own right. Those fill niches that SIE currently don't necessarily have.
Outside of that, the Paramount thing seems a lot more to the direct benefit of Sony Pictures and even Sony Music rather than SIE.
A Star Trek video game can make the tv series and movies more successful and vice versa.
That is how you lift ceilings.
Or, SIE could make Cory Balrog's sci-fi epic and spin that off into a movie or TV series, which is something I think a lot of gamers would prefer. What you're sayings suggests gaming needs Hollywood. IMHO, it's the other way around: Hollywood needs gaming to stay relevant. Why should gaming companies capitulate and give up on original IP of their own for hand-me-downs from Hollywood?
Besides, it'd just basically mean more licensed games, and while a big licensed game like Hogwarts Legacy is nice to have every once in a while, I don't think the industry needs to be flooded with them. There's also more room for creative freedom an original IP could bring, vs. taking on one with decades of established lore (and limitations) like Star Trek.
AND not to mention, we already have SIE studios like Insomniac who are going to be busy with licensed games for the next several years; do we really want more SIE studios to be in a similar position? I get the desire to leverage known IP for easy money, but there's a limit, and there needs to be a balance between that and having faith in original IP that can grow into something big. Perhaps even bigger.
You've made this claim yet you have no proof and just again assume causation rather than correlation.
Rift Apart was released and it was buggy and it had nothing to do with a PC release that wouldn't even start development until much later.
Microsoft's games lacked polish well before they started to port to PC.
TBF, Rift Apart's bugs weren't anything severe and were mostly minor graphical glitches. But I also doubt the PC version didn't begin dev until well after the PS5 version launched; if we know for a fact a game like Wolverine is being simultaneously developed for PS5 & PC (even if the PC dev progress is understandably behind PS5's), there's a chance Insomniac have had vaguely similar pipelines set up for other games.
Again, I doubt the total comprehensive porting costs are as cheap as even some of those leaked internal documents suggest, because I don't think those costs reflect the entirety of work for a PC build. But I'm not too interested getting into that particular topic right now, TBH.
Yeah, that's what I was thinking. Which would mean it's definitely well over 1 million at this point, over 2 years later. I'd guess maybe 2 million just about, 90% likely from PS5 (seeing that it didn't do very well on Steam, plus that version released later).