It's Time To Look At SIE As a Publisher First, Platform Holder Second. What Does That Really Mean?

What do you think SIE will do within next 4 years (choose your Top 3)?

  • Day 1 PC for non-GAAS/single player AAA games

    Votes: 4 22.2%
  • Day 1 PC for non-GAAS/single-player AA games

    Votes: 6 33.3%
  • Day 1 Switch 2 for non-GAAS/single-player AA games

    Votes: 1 5.6%
  • Day 1 Xbox for non-GAAS/single-player AAA games

    Votes: 0 0.0%
  • Day 1 Xbox for non-GAAS/single-player AA games

    Votes: 0 0.0%
  • Cancel PC ports

    Votes: 3 16.7%
  • Extend stagger window for non-GAAS PC ports (4-6 years vs 1-3 years)

    Votes: 6 33.3%
  • Shorten stagger window for non-GAAS PC ports (6 mo-1 year)

    Votes: 4 22.2%
  • Shorten stagger window for non-GAAS PC ports (3 mo-6 mo)

    Votes: 2 11.1%
  • Remember mobile exists outside of Sony Aniplex games

    Votes: 8 44.4%

  • Total voters
    18
  • Poll closed .
24 Jun 2022
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6,897
LEGO Horizon getting a Switch announcement of all things is just the icing on the cake, the final proof of what I've been sensing is a shift for SIE going forward. However, their PC initiative was already strongly suggesting this to be the case. I have since come to terms with what this new direction for SIE means and, yes, it does mean Sony Too™, in a sense.

I think the days of SIE prioritizing their own platform to the absolute limits, are over. We can speculate why, for any myriad of reasons, but what SIE of today is doing with games like LEGO Horizon, the SIE of even a generation ago would never have done, let alone prior. There are both positives and negatives to this, and I think those should be touched upon.

I'm beyond the point now of arguing in favor or opposition of any particular aspect of their strategy. Similar to Microsoft, I have simply just come to acknowledge this is the path SIE walks. That does not mean I necessarily approve the path they are choosing to go; just simply means I accept this is the reality and won't complain as if it isn't.

And, like Microsoft, I hope it works out for the best for them...I just also hope they know what the inherent risks are.

So let's take a brief look at the good and the bad...

[THE GOOD]

1: "MORE GAMES TO MORE PEOPLE"
-Gamers are not locked down to only PlayStation hardware to play PlayStation games​
-More choice in where to play provides more options for people to have games meet them where they already are​
-Customers who felt they were for some reason legally barred from buying a PlayStation to access its games, will no longer have to pretend to feel that way*​
*Speaking of gamers in territories where PlayStation hardware, PS+ and PS Store have been readily available for years if not decades
2: INCREASED REVENUE STREAMS & PROFITS
-Gives SIE increased profit margins across the subsidiary​
-Allows studios to float their worth among SIE, avoiding cutbacks, firings, and closures​
-Provides more room for larger investments for game and hardware budgets​
3: INCREASED USER METRICS (MAU)
-Shareholders/investors interested in growth can be easily pleased with increased MAU metrics​
-More user data allows SIE to better discern what games are performing, which aren't, and decide on funding & development opportunities in light of such data​
4: INCENTIVIZES FULLER DAY 1 ACROSS MULTIPLE PLATFORMS
-Growing sales of published games on other platforms will encourage shorter delay windows across platforms like PC (non-GAAS)​
-Encourages more Day 1 support across PC and even other platforms (i.e Nintendo Switch/Switch 2, Microsoft Xbox)​
5: MAXIMAL USE OF MARKETING BUDGET/FOCUS
-A more full multiplatform release strategy gets "more bang for the buck" when it comes to advertisement dollars​
-Reach the most platforms possible while spending the least amount of money to advertise to customers where they already are​

[THE BAD]

1: NO MORE 'LIMIT-PUSHING' 1P EXCLUSIVES
-Increased multiplatform strategy inherently works against focus on very specific PS hardware configurations​
-Multiplatform approach might incentivize creatively safer works, to better contend with both 1P and 3P offerings on non-PS platforms​
-Lack of needing to push a single platform in the market might decrease incentive to leverage 1P software to push it creatively & technically​
-Removal of single-console confines has real risk of removing impetus to make new industry-defining experiences that also showcase specific hardware​
2: POTENTIAL INCREASE IN DAY 1 BUGS/GLITCHES, LACK OF POLISH
-Optimization/QA budgets are not infinite. More simultaneous/near-simultaneous platforms = smaller slice of optimization/QA "budget pie" each​
-Stressed QA budgets could lead to oversight, more Day 1 bugs & glitches, and longer wait times for patches to fix problems​
-This in turn can affect overall product quality​
3: LONGER WAIT TIMES FOR PS CONSOLE OWNERS TO GET 1P GAMES
-Already evidence by games such as Insomniac's 'Wolverine' from the ransomware hack, due to simultaneous PS5/PC development schedules (likey asynchronous)​
-Console owners will likely end up with less 1P games over the course of a generation due to increased dev times required for multiplatform development &​
optimization efforts​
4: THERE WILL BE SOME IMPACT ON PS CONSOLE ADOPTION RATES
-Cadence of 1P ports (GAAS & non-GAAS) to platforms like PC, likely more frequently-accounted future platforms like Nintendo & Xbox, combined with potentially shorter​
stagger windows in some ports plus Day 1 for others, could affect future PS console sales​
-A segment of the high/mid/low high-ARPU hardcore/core gaming enthusiast market might option to buy other platforms and get SIE games there instead​
-Personal estimate of this slice of high-ARPU hardcore/core enthusiasts: ~ 2-3 million (of typical 100 million PS console gen install base)​
-This slice is very likely within the MOE (Margin of Error) for total install base size, but has a disproportionately high rate of spending in the ecosystem vs. their own segment size​
-Risk of this slice opting for other platforms like PC (Steam) could convince them to purchase both future 1P and 3P games on those platforms​
-Some portion of the slice may not renew PS+ subscriptions, or buy MTX for new games on PS hardware, or buy PS peripherals. However, calculating this is very difficult​
-Main impact of this slice changing buying habits would be in early adoption of new hardware (i.e PS5 Pro, PS6 etc.), which could be a bit slower and, in a worst-case, slow influence of future hardware sales to a portion of latter-day console buyers (i.e among a portion of casual & mainstream customers)​
-However, this could be offset by converting enough current lower-ARPU casuals and newcomers to PS hardware brand into higher-ARPU enthusiasts & early adopters.​
-Could also be offset in other ways i.e large enough growth of brand & IP to customers on other platforms to generate the desired profit targets​

[THE MESSY]

1: POOR TRANSPARENCY IN OVERALL MULTIPLATFORM STRATEGY
-No clarity in official brand marketing as to release strategy for game types across multiple platforms​
-Lack of official clarity could negatively impact customer purchasing decisions in deciding best place for them to access games​
2: MULTIPLATFORM PRICING DISCREPANCIES REAR UGLY HEAD
-GAAS multiplat console/PC strategy will eventually cause issues due to free online for PC vs. paywalled online for PS console users​
-Online MP pricing discrepancy must be resolved one way or another​
-Options are:​
1: Retain paywalled MP for console owners via PS+, but provide free perks (mainly cosmetic, nothing balance-breaking) to PS+ subscribers to compensate​
2: Get rid of paid online requirement for non-F2P games (find other value drivers to justify PS+ subscriptions instead)​
3: COMMUNITY IN-FIGHTING RUNNING RAMPANT
-Much online toxicity between PlayStation and Steam customers due to various aspects of SIE's current PC porting strategy​
-This online toxicity negatively affects genuine discourse around the games and the brand​
-No central corporate-level figures (community or not) to unite customers across the platforms and harmonize discourse allows toxicity to fester & grow​
-Any true multiplatform strategy will require SIE to engage more directly with community across platforms and harmonize players, turn dissent into more positive engagement​
4: 3P EXCLUSIVITY SHRINKS AS 1P MULTIPLATFORM GROWS
-Increasing multiplatform focus for 1P games will signal to 3P to engage in less exclusivity (timed deals, co-developed/co-funded games, etc.), with or without SIE IP involved​
-3P publishers should not be burdened with pushing console exclusives if SIE themselves are moving further away from that​
-3P exclusivity deals will likely become replaced with bigger focus on 3P marketing deals of otherwise multiplatform games​

So, that's my perspective on SIE's strategy in a nutshell. I do personally think they are now moving towards shorter stagger windows for tentpole ports to PC, and those games will probably be Day 1 by the end of the generation. Those of IP they own, but made by 3P, like Death Stranding 2, could even be Day 1 PC as soon as next year. I also personally think, that they'll be publishing more games on Nintendo & Microsoft systems, just not to the degree or speed they will on PC.

It feels much like SIE want to move PlayStation into being a brand where the console is just one of many access points to get their gaming content. Not really any different from Microsoft's shift, in all honesty. The main differences for SIE are in keeping tentpole single-player games from their internal studios timed exclusive to their console, and porting less games to other consoles than Microsoft are. However, over time, this could easily change, if SIE are influenced by the sales success of ports to other platforms and see increases in revenue & profit tied to releasing versions closer to each other timing-wise.

And ultimately, that's the main reason both SIE and Microsoft are doing what they're doing: they want to increase profits and revenue. However, Microsoft were (IMO) forced into their path because their console brand tanked in value; SIE feel PlayStation as a console is big enough to weather any negative impacts and still sustain itself even if they become more multiplatform. I guess, for the kind of games SIE produce/want to produce, they feel this is a justified approach. They may also feel that for the games they and most of the 3P industry make, the hardware isn't the big driver in game design innovation.

Personally, I wouldn't agree with that perspective. I don't agree with the idea that AAA games need to be multiplatform in order to justify themselves. I don't even agree with the idea that GAAS titles need to be, either. And, there are plenty of examples already out there which support my viewpoint. But ultimately, as I've come to find out, it isn't about what I think. For companies like SIE, it's about what their shareholders, investors, & board of directors want. And, giving them that while trying to satisfy as many customers as possible.

Again, I do not necessarily approve of this multiplatform strategy by SIE, or what it will very likely evolve into as time goes on. I feel that on the side of game creativity, pushing specific hardware to its limits, and fostering innovative strength through genuine competition, this strategy will have heavy negatives. But for SIE, I guess if it ultimately means record revenue and profits, especially if its more than enough to offset 'only' a couple million or so diehards phasing out of the ecosystem WRT PS hardware & services, then it'll be worth it. Much like how, I'm sure, Microsoft feel their multiplatform strategy is ultimately worth it for them (particularly since in their case, the console is practically dead commercially).

Well...what do you all think?
 

Say1nMan

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Yeah, Sony's approach is definitely all over the place or more likely they've taken a case by case approach. It looks like Sony has placed their strategy into categories and depending on the categories they'll determine whether what platforms the game will be launched on. GAAS going day n date, standalone single players remaining first on PS console, and then there's games like Lego Horizon which I guess would be a strategy of Sony licensing their IP to other big interactive/entertainment companies like Lego for this instance that has mindshare of their own. And I guess with Sony being ok having Lego Horizon on Switch it shows that Sony really doesn't considered Nintendo/Switch to be in the same lane as them. That Nintendo is in their own separate space. And more importantly that Xbox is no where in Sony's plan. Sony is flat out telling Xbox that their base is a barren wasteland that don't buy games.
 

Yurinka

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I think to consider Sony a "publisher first, platform holder second" is a fantasy totally unrelated to the reality. Publishing games is a small part of their business.

Their main business by far is being a platform holder and all the direct and indirect money that comes from it.

As platform holder their platform is more successful than ever: they have the biggest active userbase they ever had, their userbase has the biggest engagement they ever had, are growing in all the related areas and as result this generation they are having record revenue and profit. Most of it coming from 3rd party revenue from their console, not first party.

Expanding their game publishing business to GaaS and other platform helps them to generate more revenue and profitability to their game development and publishing side, which since AAA budgets skyrocket every generation are becoming a too risky business and in the long term a suicide if limited to non-GaaS for released in a single console.

In the future Sony 1st party AAA single player games outside the few top selling IPs won't be able to exist without the money from GaaS, PC, mobile, movies, etc. Games with the sales of titles like Death Stranding or Days Gone wouldn't be profitable with >$300M budgets this generation, and even less in the next one once the budgets grow again. Somebody has to pay these games.

I think they have to expand not only there, but also to bring these SIE IPs to toys, model kits/figurines, apparel, comics, manga, novels, audio books, documentaries, table games, pen & paper RPGs and beyond when it makes sense for each IP. To make games is too risky, so they have to milk and support these IPs from any area they can, also using them not only to producing them as secondary revenue and profit sources, but as ads to sell the games (plus indirectly consoles).

Regarding Sony publishing games on PC or Switch, I'd continue doing it only in a per case scenario. Switch only for exceptions like MLB or Lego, targeting specific audiences and maybe because VIP partners require them do so and the ton of money they'd make from it is worth it.

I wouldn't release all games on PC, I'd continue keeping some of them in PS unless Sony releases their own PSN PC store and PC handheld. But keeping GaaS day one on PC and porting most SP games around 2-10 years after their original release seems to be working well so I'd continue with it, maybe moving it to a 3 years distance. The day Sony would release their PC handheld then they should stop making Switch games. And once their PC PSN store grows enough they should stop selling games in other PC stores.

Regarding Xbox, don't give them anything, even water.

I was writing the post xD
 
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Cool hand luke

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Tl;dr. Their publishing moves are in service of their platform holding. You may disagree with their tactics (I do - I would recommend building and incentivising an in-house/exclusive audience for those markets they're trying to expand their IP into over giving them samplers) but there's no doubt what the goal is.
 
OP
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thicc_girls_are_teh_best
24 Jun 2022
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I think to consider Sony a "publisher first, platform holder second" is a fantasy totally unrelated to the reality. Publishing games is a small part of their business.

Most of their gaming money comes from publishing games so it's just outright incorrect to claim that's just a small part of their gaming business. And going forward, seems it'll be the main focus. SIE seeing themselves as a platform holder as the most paramount position in their gaming business structure, IMO, will likely decrease over time.

Their main business by far is being a platform holder and all the direct and indirect money that comes from it.

Their big money as a platform holder really just comes from the 30% cuts they get from 3P sales (B2P, MTX etc.) on the platform and peripheral sales, most of those peripherals usable on non-PlayStation devices (DualSense, soon enough PSVR2).

Console hardware sales may contribute a good chunk of revenue but profit margins are very small. The profits they get from PS+ are less than what they get from the 3P cuts in software & MTX sales. Sony's own 1P games only account for 10% - 20% of total B2P & MTX sales revenue on PlayStation consoles.

So considering the direction it seems SIE are going in, which is the direct stream and which is the indirect stream?

As platform holder their platform is more successful than ever: they have the biggest active userbase they ever had, their userbase has the biggest engagement they ever had, are growing in all the related areas and as result this generation they are having record revenue and profit. Most of it coming from 3rd party revenue from their console, not first party.

Your last sentence there just proves the point I was making directly above.

As for the revenue/profit side of things...well yeah that would go up when PS+ costs increase by 33%, games increased by $10 on average and hardware costs increased. They've also been getting a lot of peripheral sales.

Expanding their game publishing business to GaaS and other platform helps them to generate more revenue and profitability to their game development and publishing side, which since AAA budgets skyrocket every generation are becoming a too risky business and in the long term a suicide if limited to non-GaaS for released in a single console.

Right. And, the success they end up seeing from GAAS and smaller games being multiplat, will very likely convince SIE to also bring the non-GAAS AAA titles to other platforms Day 1 like PC. Or at the very least, with shorter stagger windows than are current. What they'll likely do is start with games that are 1P IP-wise but made by 3P devs, like Death Stranding 2, being a Day 1 PC release.

It's going to be a while of them conditioning people, and probably by the end of the generation, that'll include 1P internally-developed games. Also likely they might take an approach similar to Microsoft, and start bringing even some non-GAAS AA & AAA games to Xbox after a year or so, provided the next Xbox is not positioned as a competing platform to PlayStation (very likely it will not be positioned in the market as a direct competitor anymore for the next hardware generation).

In the future Sony 1st party AAA single player games outside the few top selling IPs won't be able to exist without the money from GaaS, PC, mobile, movies, etc. Games with the sales of titles like Death Stranding or Days Gone wouldn't be profitable with >$300M budgets this generation, and even less in the next one once the budgets grow again. Somebody has to pay these games.

The strategy you suggest is just one option. It is not the only option for SIE. However, like I said before, I'm not going to vehemently argue against it anymore. That strategy is one SIE clearly want to pursue, and I have no power in convincing them otherwise.

There's no point in disputing on something that's clearly going in a specific direction anyway. Again, I don't approve of the strategy the way SIE seem to be going about it...but I accept that is their strategy. Which means, I am willing to accept that the strategy will likely evolve over time into something even more obviously multiplatform.
 

Muddasar

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Agree Sony are all over the place.

They could have kept it simple with GaaS and Mobile too.

Mobile is a better platform to support than PC and other consoles.

It’s a bigger market plus it does not compete directly with PlayStation. The fact that Sony don’t have a handheld and are currently non-existent in Japan makes it even more appealing to release Mobile games.
 

Yurinka

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Most of their gaming money comes from publishing games so it's just outright incorrect to claim that's just a small part of their gaming business.
This is completely wrong, 1st party revenue is a small portion of their revenue. The reality is this one:

They sold 40M first party games on PS5 this FY, out of a total of 286M units sold when also including 3rd party. When also including 3rd party, that was around half of the revenue made by SIE this fiscal, the other half being PS hardware+accesories+services+others.

And well, first party games made 105B Yen ($674M) outside PS.

Meaning, first party game revenue is a small portion of the SIE revenue. It's even a small part of the total game revenue on PS.

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And going forward, seems it'll be the main focus. SIE seeing themselves as a platform holder as the most paramount position in their gaming business structure, IMO, will likely decrease over time.
Yes, Sony said their main focus will continue being their console even if they will continue growing off-console.

Their big money as a platform holder really just comes from the 30% cuts they get from 3P sales (B2P, MTX etc.) on the platform and peripheral sales, most of those peripherals usable on non-PlayStation devices (DualSense, soon enough PSVR2).
Yes, almost half of SIE revenue comes from the 30% cut they get from the 3rd party game revenue sales.

And yes, making these accesories (PS Player being the exception) compatible with other devices help them sell more of them, helping them to make more money.

Console hardware sales may contribute a good chunk of revenue but profit margins are very small.
True, hardware is around 1T Yen of the 4T Yen ($27,3B) they made this FY, a meaninful portion. But we know that since component cost grew they are being sold at a loss (and even considering that they discount it).

The thing is, even if they lose money selling the console hardware, later on average the player spends a record amount of money on games, subs and accesories, which are sold at a profit (maybe not in case of PSVR2) and in the long term that profit compensates the loss they had selling the hardware.

The profits they get from PS+ are less than what they get from the 3P cuts in software & MTX sales.
They said multiple times that PS+ is profitable, but never mentioned any number.

But we see in the table posted above that its revenue is around a quarter of the game revenue they make on PS. So yes, pretty likely produces less profit.

Sony's own 1P games only account for 10% - 20% of total B2P & MTX sales revenue on PlayStation consoles.
This FY they sold 39.7M first party game units on PS5, out of a total of 286.4M game units sold for PS5 (13.86%). P.S.: this percent higher or similar than it was generations ago.

We have no info about the game sale revenue or add-on revenue of PS5 first party game, we can't compare. But we know most top GaaS are 3rd party, so pretty likely the addon revenue from first party is a very small portion of the total.

So we don't have enough data, but I'd say aprox. around 10% of the game sales + addon sales revenue of PS are from 1st party. Meaning, aprox. around 5% of the total SIE revenue.

So considering the direction it seems SIE are going in, which is the direct stream and which is the indirect stream?
Their direction continues being the same: use their game IPs combined with 3rd party exclusives and multi games to bring players to their console, which is sold at a loss.

Once players are there they get monetized geting profit from them mostly from the sale of games+addons (mostly 3rd party), game subs, etc.

1st party games also play a secondary role of showcasing the possibilities of their hardware to the other devs, to show what its possible with their console.

Your last sentence there just proves the point I was making directly above.
Yes, and conflicts with your sentence "Most of their gaming money comes from publishing games" because 3rd party games means aren't published by the platform holder.

As for the revenue/profit side of things...well yeah that would go up when PS+ costs increase by 33%, games increased by $10 on average and hardware costs increased. They've also been getting a lot of peripheral sales.
Yes, to increase price is to improve their profitability. Because every generation the price kept the same (in reality got cheaper due to inflation) while the costs increased proportionally way more than the sales. So at some point they had to rise prices.

Right. And, the success they end up seeing from GAAS and smaller games being multiplat, will very likely convince SIE to also bring the non-GAAS AAA titles to other platforms Day 1 like PC. Or at the very least, with shorter stagger windows than are current. What they'll likely do is start with games that are 1P IP-wise but made by 3P devs, like Death Stranding 2, being a Day 1 PC release.
I don't know. They seem very happy with their current approach, so I assume they'll continue with it.

But at the same time, I think they'll continue doing some tests (like with Lego Horizon), they'll analyze the results and they'll choose whatever works better for them. They'll keep fine tuning.

But regarding their tentpole SP games (including both 2nd party and internally developed 1st party) I'd cpntinue keeping them either PS exclusive or with a timed exclusivity of 2-10+ years (since the original release, not counting remasters/remakes).

It's going to be a while of them conditioning people, and probably by the end of the generation, that'll include 1P internally-developed games.
I'm not sure when, but if AAA costs continue skyrocketing every generation (AI may help to lower them in the long term) at some point they'll need to publish all their games day one in all platforms, maybe offering some other perks for playing on their platform.

But I assume that at this hypothetical point MS built Xbox consoles won't exist and that platforms like PlayStation, Xbox or Nintendo won't be seen as something limited to a console but instead as digital platforms that allow you play your games in any device.

Meaning, you buy a game in PSN and can play it on PS, PC, mobile, a rival console etc., sometimes via the cloud (which will have improved to the point that in most cases most people won't notice image quality or input lag loss).

Also likely they might take an approach similar to Microsoft, and start bringing even some non-GAAS AA & AAA games to Xbox after a year or so, provided the next Xbox is not positioned as a competing platform to PlayStation (very likely it will not be positioned in the market as a direct competitor anymore for the next hardware generation).
The Xbox market is very small, the PS market is huge.

MS has shitty game sales on Xbox due to giving away their games day one on GP both in console and PC. Sony has great, record game sales on PS.

So MS needs to sell their games on PS, specially when they bought super expensive publishers that sold most of their games on PS. Sony instead doesn't have any need to publish on Xbox, at least this generation.

Sony may publish in some rare case some game that fits in Switch (kiddy/casual friendly profile, maybe late ports of Astro or Ratchet). And in addition to continue growing in PC, Sony will continue working on their mobile gaming expansion.

But in home consoles, they'll want to continue eating Xbox market share until the Xbox consoles die and PS remains as the only home console.

I'm sure that in a few years from now, maybe by the PS6 release in late 2027/early 2028, the Xbox consoles will be basically dead after an awful next gen release, and that Sony will be a top 3/5 PC publisher, and will release their PC store and their first mobile games of this new push doing slowly their first steps there.

After dominating in home consoles in PC, I think their next big fight will be to dominate the portable consoles and PC handhelds market combining their console and PC userbase and catalog as main weapon.

The strategy you suggest is just one option. It is not the only option for SIE. However, like I said before, I'm not going to vehemently argue against it anymore. That strategy is one SIE clearly want to pursue, and I have no power in convincing them otherwise.

There's no point in disputing on something that's clearly going in a specific direction anyway. Again, I don't approve of the strategy the way SIE seem to be going about it...but I accept that is their strategy. Which means, I am willing to accept that the strategy will likely evolve over time into something even more obviously multiplatform.
True, they have many options. AAA budgets (to the amount of revenue/sales needed to become profitable) highly increased every generation, so to keep the pace they'll need to finding extra revenue.

One is to grow to new markets, mostly GaaS, PC, mobile and non-gaming stuff, which includes growing in emerging markets like China, India, LATAM or Middle East. Other one is to stop making AAA games, at least those from non-blockbuster IPs.

Other one is to find out some way to magically reduce the monster AAA dev costs, and/or marketing costs which are getting a nightmare too in all platforms, even in mobile. But the only idea that may help a bit -not much- would be AI, but will take time.
 

Johnic

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Sony doesn't get most of their money from publishing their 1st party games. They get most of it from selling multiplats through their store and subscriptions. It's simply the sheer number of 3rd party games available on the storefront.

As for growing the market/reducing the cost. One of the "leaks" from quite a while ago, suggest that Sony will look at their AAA games as episodic. Imagine Spider-Man 3 being released in 2 or 3 parts. Much like what FF7 remake was doing. You still get the same budget to spend on the game, but get much more revenue out of it. Not a big fan of the idea but they might actually do this.
 
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Orangee

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Exclusive games exists to make you choose one console instead of the other. There's no longer an "other" console, so there's no point in keeping exclusivity. Of course, they will never release on Xbox. But Switch? Why not.
 

anonpuffs

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Sony doesn't get most of their money from publishing their 1st party games. They get most of it from selling multiplats through their store and subscriptions. It's simply the sheer number of 3rd party games available on the storefront.
Yes, but they're acting like that's the main way they generate their money.

Their current pc porting strategy makes absolutely zero sense.

If they truly were trying to tempt pc players into picking up a console the mininum they would do would to be to delay pc ports until just before sequels come out and then coincide that with promotions of the pro console and/or decreasing the price of the console. Both things they're not doing. They aren't lowering the barrier to entry to their ecosystem by reducing the cost to buy in or by offering a high powered hardware option that matches with PC players' power fantasy. PS4 pro is what got me, a pc player, to buy in. It makes no sense to port god of war ragnarok and horizon forbidden west to pc right now.
 

Orangee

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Sony doesn't get most of their money from publishing their 1st party games. They get most of it from selling multiplats through their store and subscriptions. It's simply the sheer number of 3rd party games available on the storefront.

As for growing the market/reducing the cost. One of the "leaks" from quite a while ago, suggest that Sony will look at their AAA games as episodic. Imagine Spider-Man 3 being released in 2 or 3 parts. Much like what FF7 remake was doing. You still get the same budget to spend on the game, but get much more revenue out of it. Not a big fan of the idea but they might actually do this.
There's way much more risk and cost associated with first party than money they are actually making off those games. Sony could survive without PlayStation Studios, but would instantly die without third party.
Nintendo is the other way around, which is why they will remain exclusive.
 

JAHGamer

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Sony doesn't get most of their money from publishing their 1st party games. They get most of it from selling multiplats through their store and subscriptions. It's simply the sheer number of 3rd party games available on the storefront.
This part, it’s what makes all of this so stupid. Sony is throwing away being the largest store front just to be a mid size 3rd party publisher.

Activision was the largest 3rd party company in the world, with everything multiplatform and games selling 20m + annually, with a strong emphasis on gaas….and they only made 7 billion dollars in revenue 😐 same with EA and Ubisoft.

Meanwhile Sony’s revenue is 30b annually doing literally nothing and they’re jeopardizing that just to sell a few more copies.

I really hope Sony succeeds in their goal too 🙂These idiots don’t value or deserve what they have. And they’ll definitely lose within the next decade, PS4 and Fortnite can’t prop them up forever.

Btw @thicc_girls_are_teh_best none of the pros you listed are actual pros. Short term “wins” like that is like spraying perfume on a casket. It’s just a matter of time before the stench takes over, and it will.
 

Orangee

Well-known member
3 Mar 2024
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Yes, but they're acting like that's the main way they generate their money.

Their current pc porting strategy makes absolutely zero sense.

If they truly were trying to tempt pc players into picking up a console the mininum they would do would to be to delay pc ports until just before sequels come out and then coincide that with promotions of the pro console and/or decreasing the price of the console. Both things they're not doing. They aren't lowering the barrier to entry to their ecosystem by reducing the cost to buy in or by offering a high powered hardware option that matches with PC players' power fantasy. PS4 pro is what got me, a pc player, to buy in. It makes no sense to port god of war ragnarok and horizon forbidden west to pc right now.
Cmon, we all know by this point that this whole "PC players conversion to PlayStation" is just pure cope.
It was never about the money, nor converting.
Console sales stagnated and they need to keep growing. That's why they are willing to kill sales just to push obligatory PSN log ins on PC.
Even in their pure singleplayer games.
Sony started their "beyond the console" bullcrap a few years ago and you will see full effects in around a decade.


This need to continue growing will eventually kill them, just like It killed every other company.
 

anonpuffs

Veteran
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29 Nov 2022
10,463
11,917
Cmon, we all know by this point that this whole "PC players conversion to PlayStation" is just pure cope.
It was never about the money, nor converting.
Console sales stagnated and they need to keep growing. That's why they are willing to kill sales just to push obligatory PSN log ins on PC.
Even in their pure singleplayer games.
Sony started their "beyond the console" bullcrap a few years ago and you will see full effects in around a decade.


This need to continue growing will eventually kill them, just like It killed every other company.
Yup. It's pure late stage capitalism stupidity. They don't want to get left behind in the latest market bubble created by all the fake money being tossed around in the stock market. Rather than focus on business fundamentals they want to paint themselves as one of the businesses that can generate infinite growth.
 
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