Sony - Quarter 3 Financial Results 2022

KiryuRealty

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Where it’s at.
I have noticed this trend over the last couple of years, it's definitely not all of them but there is a very loud vocal sect of "Sony" fans who absolutely hate every other console/PC getting games. Some real isolationist and exclusionism mentality going on with these folks. Huge meltdowns when a first party game gets announced for PC maybe a year or more later, like who gives a shit at that point right ? you've already played it.

And even if Sony starts releasing day 1 PC games, which they will do, it's a business and they want revenue first and foremost and PC gaming adds another layer of revenue for them.

It's really bizarre with these guys sometimes.
I’ve noticed that you are posting on GAF again. Go back there, where you’re slightly less unwanted.
 

Heisenberg007

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The coping of the Sony ponies in this thread of not wanting their games going over to the PC is fucking hilarious. I thought you were all about allowing people to any titles regardless of the platform... oh wait..what you say? Yall are hypocrits? 🤡
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Sircaw

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I have noticed this trend over the last couple of years, it's definitely not all of them but there is a very loud vocal sect of "Sony" fans who absolutely hate every other console/PC getting games. Some real isolationist and exclusionism mentality going on with these folks. Huge meltdowns when a first party game gets announced for PC maybe a year or more later, like who gives a shit at that point right ? you've already played it.

And even if Sony starts releasing day 1 PC games, which they will do, it's a business and they want revenue first and foremost and PC gaming adds another layer of revenue for them.

It's really bizarre with these guys sometimes.
My personal 2 cents here.

I think a large section of the fanbase is worried about the quality of games going down as in the ports when they hit Pc.

This might spread to a fall in quality on the console side as well, which would not be good.

As for console fanboys, ofc there will be a group that wants to see their favorite side win out against competition, kinda like how you have been trying to push the Xbox narrative.

To quote the best series ever made, the Wire.

The Game is the Game.
 
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Personally, I want to see exclusives on Xbox and Playstation, where they can push the console to the max and create unique experiences. Not that this should have to be said, the whole freaking industry ran on this ethos for 30+ years.
 
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adamsapple

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My personal 2 cents here.

I think a large section of the fanbase is worried about the quality of games going down as in the ports when they hit Pc.

This might spread to a fall in quality on the console side as well, which would not be good.

As for console fanboys, ofc there will be a group that wants to see their favorite side win out against competition, kinda like how you have been trying to push the Xbox narrative.

To quote the best series ever made, the Wire.

The Game is the Game.


Keep in mind that's exactly the main reason they bought Nixxess for, a studio whose entire portfolio is making good PC ports of console games.

Having a dedicated studio like that means Sony Santa Monica or Naughty Dogs won't have to feel compromised or spread thin.

Looking at it from a business point of view you can see why Sony has started reducing the wait times between their console and PC versions and I won't be surprised if they start releasing day and date games before this gen is over.
 
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Sircaw

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Keep in mind that's exactly the main reason they bought Nixxess for, a studio whose entire portfolio is making good PC ports of console games.

Having a dedicated studio like that means Sony Santa Monica or Naughty Dogs won't have to feel compromised or spread thin.

Looking at it from a business point of view you can see why Sony has started reducing the wait times between their console and PC versions and I won't be surprised if they start releasing day and date games before this gen is over.
I personally do not have a problem with it, I have many friends that still play on PC and i am delighted that they get to play these masterpieces.

As you said, i see it as more money to make more of the games that I love to play.

Slightly different, but really interests me now is seeing more high-end productions ported across in the hope of making series like the Last of us.

I believe there is a god of war series coming as well. After watching The Last of us, I am extremely excited to see what it will be like, by all accounts it should be incredible.

The more games that get ported to Pc, means more exposure and with it, we actually might get more chances of creating more of these incredible series for the big screen.,

I mean just imagine, A ghost of Tshumima or a new uncharted movie, or perhaps a Days Gone aka walking dead series, so much potential out there.
 

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Keep in mind that's exactly the main reason they bought Nixxess for, a studio whose entire portfolio is making good PC ports of console games.

Having a dedicated studio like that means Sony Santa Monica or Naughty Dogs won't have to feel compromised or spread thin.

Looking at it from a business point of view you can see why Sony has started reducing the wait times between their console and PC versions and I won't be surprised if they start releasing day and date games before this gen is over.
But that goes against your day one narrative.
 
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This is a little OT, but I wonder if the issue with gaming sub services not being used by the majority has to do with the medium itself. For example, I replay games I enjoy so will always purchase them. If I'm unsure of a game, I'll research it first before buying. In both cases, a sub fee is extraneous for me. It would simply be spending money on nothing according to how I play games. I think I'm not alone in this outlook, but understand others are a better fit for the sub model.

Funny enough, this is how I am with food subscription boxes. I've been looking to try more foreign meals of late and while the subscription boxes are enticing on a level, most of them rotate the offers regularly meaning I don't have a choice in which recipes I'd get. It's a form of curation I think isn't needed; just give me the recipes I want and I'll buy those.

But I can understand the reasoning in that case; they're physical supplies so there's a finite number, and they'd probably rather not be in a situation where customers are exhausting specific items and not buying others, leaving excess inventory the supplier has to deal with some other way (usually at a loss). What's interesting in comparing that to a game subscription, IMO, is that while games aren't inherently a physical media and they're in abundant supply, the time investment put into a game is finite to the point where maybe it feels like it brings the resource management requirements of actual physical/tangible things?

So the way a food subscription service does its thing due to scarcity/finite nature of what physical goods they can actually provide, some of us take that into consideration with the limited time we have to play games. And, if we know there's a specific game we're going to play a lot of the time, why sub to a service to access it when we can just outright buy the game and know it'll be there whenever we want to play it, however long we want to play it?

On another note - there's been talk of the "Netflix of gaming", but people were already conditioned to pay for transient access to movies and shows with theaters and cable tv fees. Due to this, Netflix wasn't a big leap. Games are different in that respect. They're also a very different format from movies and shows. I would say shows are a passive form of entertainment and games are an interactive one. Given all this, it seems doubtful that a service like Gamepass will reach the numbers MS wants it to. I wonder if they've dug themselves into a bit of a hole here, but I suppose time will tell on that.

Yep. Look at Netflix, Disney+ etc. They seem to have maxed out around 250 million or so. Spotify has 456 million. I would say both films/shows and music are "passive" in the sense that you can do other things while consuming them. Like painting, writing, house chores, sleeping, working out etc. You can't do that with games; when you play a game you're glued in to playing that game for that duration of time. Maybe you take a bite every now and then or a sip to drink, but otherwise you're focused on giving your attention to the game.

And also you can notice, Disney+/Netflix have about halve the sub count of Spotify, for a medium that requires more direct attention of investment. So how would a game subscription service, for a medium that requires even more direct attention of time/cognitive investment, reach even those numbers? Realistically, the peak for a game sub service is probably around 100 - 110 million; after that I don't think you have further numbers.

Game Pass is at, what, 25 million maybe? PS+ is around 47 million so, that service is already a little under halfway the game sub service peak rate. The question is which approach gets you to the possible fuller saturation level and going by current results I'd say Sony has a better chance of figuring that out before Microsoft. But...are 110 million gamers going to want to sub to a service that ultimately functions as a backlog? Because that's probably somewhere along what the best position for a game subscription service is going to be.

IMO, I think the best approach for a sub service in gaming is going to rely on being a backlog for older content, combined with providing game content perks (DLC, MTX items, bonus points, Reward points to use when spending into the ecosystem through other means) tied to the subscription which would be for new game releases, and some multimedia gaming content rolled into it. I'm interested if Sony is already leaning that way, considering (IIRC) the restructure for PlayStation Studios was partly for transmedia efforts (like we're seeing with TLOU on HBOMax).
 
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AshHunter216

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My main concern is them designing games with low-spec budget pc builds as the baseline instead of the PS5, thus limiting the technical scope of their projects and never fully utilizing the ps5 hardware.
 

On Demand

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As I posted here in the locked thread( i wonder who locked it).

ND changed the way their engine work because of PC


We also needed to account for the variability of PC hardware as it pertains to data loading, and so we reworked our engine to add a "safety valve" of sorts to ensure a smooth gameplay experience across various PC specs. This isn’t something we’ve had to worry about since the Jak and Daxter days, when we added an animation of Jak stumbling if data was loading in too slowly.


Why even mention something like this on the PS blog to PlayStation gamers? Who the heck wants to hear you downgraded your engine because of slow PC’s? Like really?

Absolutely clueless.
 

On Demand

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My main concern is them designing games with low-spec budget pc builds as the baseline instead of the PS5, thus limiting the technical scope of their projects and never fully utilizing the ps5 hardware.

Ha! Too late. See my post.
 

Lord Mittens

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The coping of the Sony ponies in this thread of not wanting their games going over to the PC is fucking hilarious. I thought you were all about allowing people to any titles regardless of the platform... oh wait..what you say? Yall are hypocrits? 🤡

Hey @Exanthus @adamsapple look at these people saying fuck PC. They're so upset that their games go on PC now.

I don't care lol?

Oh you're banned now.
 
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I've seen many in the last year just go straight to Steam, the middle step of making a PC launcher is irrelevant and whether PS leadership or people in general want to ignore it or act like it isn't a threat...the fact is that they are already losing hardcore PS fans.

There are tweets of some prominent PS users saying they are making their main platform PC from now on due to lower launch prices for multiplats and obviously more control over specs and how the power is used. They say they will keep a PS for exclusives only.

It's a terrible strategy from PS leadership and the issue is that, it doesn't show the damage it has done until the end of the generation, only then can you see how you have lowered the roof of console sales and pushed longtime users away to Steam.

I don't understand how people cannot see this or if they just refuse to see it because they think they benefit in some way..... but it's frustrating that people can appear to be so blind to it.

PlayStations real competition is Steam and PC..... and they have thousands of streamers on their side pushing people to buy PC's. Sony need to be careful cause their success is 100% tied to hardware sales...whether they like it or not.

This is part of what I was trying to convey to Yurinka; I probably don't have an issue with ports to PC as you do, individually speaking, but if Sony establish a cadence, a pattern where the ports to PC are a short time frame after console, how many of the power users who also spend a ton on 3P games & sub services decide to go to Steam for most of their gaming needs? And what could the financial impact of that look like.

Personally I don't think the percentage of would-be owners is that large, I doubt it's anything over 3%, and only 50% of that 3% would probably actually switch over if that type of pattern were to happen. That's a best-case scenario, and the revenue lost could be more than made up for through other gaming avenues on the console itself. And I do think that when comparing to Xbox, in that platform's case it's a combination of factors that have probably produced the sales and revenue slide over the years since they took the Day 1 approach to PC, including quality drop, franchise fatigue, quick pricing discounts/sales, decreased marketing/promotion and the Game Pass effect (although I think the Game Pass Effect is much more applied to Xbox than PC), etc.

Ultimately I still think the best option for handling PC ports (without a PS storefront they can monetize via ad-based and subs) is to wait until like a year before a new installment in a franchise comes to PlayStation to then do a port of the previous game to PC. Except in the case of remakes/remasters of games that have already been on PlayStation for many years, those could probably work as 6-month ports. And I still think for specific games (non-live service/GaaS non marquee AAA tier), they can probably do Day 1 on console, PC and maybe mobile, like say if they made a new smaller-budget AA Ape Escape game or Mr. Mosquito, in addition to most of the live-service GaaS titles being Day 1 on console & PC.

I agree with you that PC/Steam are competitors to PlayStation, but I think it's to an extent. Otherwise they can serve as a means of advertising the brand to maybe draw more people to console. PC gamers have switched to console in the past, we saw it with the PS3/360 gen where entire legions of PC gamers hopped over. And these are the ones who mostly go with low-end or decent integrated graphics these days. I think they (who make up the majority of PC gamers anyway) can join back on the console side if they're enticed for other experiences that simply aren't Day 1 to the platform and don't come over there for a long while, particularly younger PC gamers who are still open to taking up an additional ecosystem or swapping to a different ecosystem as they get a bit older.

The game was made in UE, so the porting is super easy and quick. They didn't have to port a PS only engine. Plus was made by Sumo, who are used to make ports since they are mostly a multiplatform dev. So the port was cheap. Also, pretty likely the PS version didn't sell a lot so maybe they thought a PC port would be a good opportunity to make the project more profitable and also to bring the IP to a bigger public before releasing the next Sackboy mobile game.

Plus also could help Sony to gauge Steam user's interest on kid friendly games, or also test its pricing or releasing a port of this type in the middle of the busiest period of the year, and see if they could replicate the great success that DS, Days Gone, Horizon or GoW had in PC with minor games made by not that popular devs.

When testing stuff, sometimes you also want to have a control group. In this case releasing smaller IPs to see if they sell like the big ones, or to see if releasing several games together also works for then as well as when spreading them across the year. Even if they already know the results, but they test it just to be sure.

I suppose; the idea of potentially just sending a game out to bomb if you know releasing it at a certain time period or in a certain congested schedule is weird to me, even if you can simply write off the loss as an expense or what-have-you.

FWIW I think Sackboy was ultimately profitable even if it underperformed sales-wise; the budget isn't huge and it didn't have much marketing.

Looking at Steam sales, out of the Sony catalog Bloodborne, Demon's Souls and big AAA open world games are the ones with more potential. And once they have them ready in a few years, GaaS MP shooters.

Bloodborne potentially for sure, since Soulsborne has a big PC audience, clearly. I think open-world single player games, you might be overestimating their popularity on Steam. If they're a live-service type of game, like GTA Online, that's where the audiences seem to be at.

His idea was that even if PS would get 100% of the console market share and would grow that market it would be like 300M players. But there are 3B players, and most of them never won't buy a console.

Because they prefer to play on mobile only, or in PC, or because they can't afford a console or because in their country there aren't consoles or are too limited and expensive.

And that there's people who don't buy these games but also may enjoy the IPs and make it popular via movies or tv shows.

And well, their AAA games every generation get more and more expensive to make so they need additional revenue sources to keep the wheel spinning.

Yes, it's a somewhat similar idea to the MS one.

It is something like MS's talk in the past, but I hope these companies realize that when it comes to mobile & even PC, they simply have a different taste in games, games that don't necessarily translate much to console gaming audiences.

I don't think simply porting 1P games with clear homes on console to PC & mobile is going to work out; they have to create games that specifically cater to the audiences there and the revenue models popular on those platforms. So like with Sony for example, theoretically if they could have a GOWR 2 doing gangbusters exclusively on PlayStation, a Fortnite-style BR hero shooter doing gangbusters on PS & PC, some goofy simulator doing well on PC and something like Fate: Grand Order making big money on mobile...they're already reaching a ton of players that way with content tuned for those audiences, without compromising design scope or marketing specialties for a target demographic on a platform.

It's a reason why I don't see things like Microsoft adding touch controls for Halo or Gears games on xCloud for mobile really opening up a huge market for them in the mobile arena; it's either too much compromise for something that still doesn't necessarily fit there, or there's a compromise at the scoping level to accommodate for both. And on PC the issue becomes that if most of the sales are through another platform storefront, MS's not maximizing game revenue on PC as a result.

I just want Sony to avoid falling into those similar pitfalls because sometimes early success with a strategy might mask the fact one's already taken baby steps into such a pitfall, that's all.

You guys are heavily overselling the potential of single player games on steam.

We just recently discovered that the real active user base of steam is like 13 million at best.

Most of that is ancient hardware in third world nations. This heavily influences why games like CSGO and PUBG tear it up during early morning international hours.

There aren’t many rigs capable of next gen. Master race superiority is just what a small minority tell themselves. It’s to justify the thousands they pay to fuss around with drivers and still have a game run like shit.

There are outliers like Bethesda rpgs, Elden Ring and Monster Hunter. These games have online components or are staple pc games to begin with.

Piracy is such a massive rampant issue on pc. Single player games get pirated en masse.

Because of this issue, Sony will most likely always be late to port single player games to steam. There’s not much to be made. They have to take the plunge first on PlayStation to mitigate the risk. If it does well enough there then you’ll see a pc ports. If it flops on PlayStation? Probably not.

And also wait for pc hardware to catch up for most users.

Exactly. It's why if Sony prioritize the live-service GaaS titles for Day 1 on PC, it makes sense. Probably not for anything that's competitive to the point where you need a real-life league sponsorship (probably why GT7 isn't coming to PC for a very long time, although I guess if they allowed console & PC to be independent in terms of cross-play (opt-in/opt-out) and had separate leaderboards that could be a possible solution while dealing with potential cheaters?), but for other games I can easily see that happening.

Just as long as they have a unique hook to stand out, they should do fine. I notice that it's the MP-centric live-service games and the really quirky "colorful" or wackier types of games that do best on Steam/PC. Counter-strike, Apex Legends, Destiny 2, GTA Online, Wallpaper Engine, Goose Goose Duck, Dota 2, Football Manager etc. FPS/shooter MP live-shooters, sci-fi/fantasy RTS, quirky simulators seem to be the go-to types of games on Steam alongside indie/AA-style games pulling on NES/SNES/PS1/N64/PS2 nostalgia (2D platformers, 3D platformers, old school-style survival horror games, 2D JRPGs, 3D beat-em-ups etc.).

I don't know if single-player story-driven games necessarily do big numbers on Steam regularly. Just looked up Plague Tale: Requiem numbers (which ones were freely available) and gross revenue is $8.8 million. At $50 a copy, that's 176,000 copies since release. Even if total copies is more, the bigger point is the actual revenue, it would seem rather small for a game of its type on a platform with 130 million users if the genre of game itself were pretty big there.

Games like GOW 2018 I think did really well in part because they were just so different from what Steam was getting before, plus it was among the first of Sony's ports to the platform so that generated its own kind of noise. But I'm not sure if Days Gone had the same effect, and the Unchated Legacy collection doesn't seem like it did, either. They're gearing up for TLOU Part 1, I guess we'll see how that performs. I would have expected Sackboy to perform a big higher but that was probably due to timing, and we'll see how Returnal does. I think for the kind of game Returnal is, there is a pretty sizable Steam audience that will check it out and pick it up, all things considered.
 
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This is part of what I was trying to convey to Yurinka; I probably don't have an issue with ports to PC as you do, individually speaking, but if Sony establish a cadence, a pattern where the ports to PC are a short time frame after console, how many of the power users who also spend a ton on 3P games & sub services decide to go to Steam for most of their gaming needs? And what could the financial impact of that look like.

Personally I don't think the percentage of would-be owners is that large, I doubt it's anything over 3%, and only 50% of that 3% would probably actually switch over if that type of pattern were to happen. That's a best-case scenario, and the revenue lost could be more than made up for through other gaming avenues on the console itself. And I do think that when comparing to Xbox, in that platform's case it's a combination of factors that have probably produced the sales and revenue slide over the years since they took the Day 1 approach to PC, including quality drop, franchise fatigue, quick pricing discounts/sales, decreased marketing/promotion and the Game Pass effect (although I think the Game Pass Effect is much more applied to Xbox than PC), etc.

Ultimately I still think the best option for handling PC ports (without a PS storefront they can monetize via ad-based and subs) is to wait until like a year before a new installment in a franchise comes to PlayStation to then do a port of the previous game to PC. Except in the case of remakes/remasters of games that have already been on PlayStation for many years, those could probably work as 6-month ports. And I still think for specific games (non-live service/GaaS non marquee AAA tier), they can probably do Day 1 on console, PC and maybe mobile, like say if they made a new smaller-budget AA Ape Escape game or Mr. Mosquito, in addition to most of the live-service GaaS titles being Day 1 on console & PC.

I agree with you that PC/Steam are competitors to PlayStation, but I think it's to an extent. Otherwise they can serve as a means of advertising the brand to maybe draw more people to console. PC gamers have switched to console in the past, we saw it with the PS3/360 gen where entire legions of PC gamers hopped over. And these are the ones who mostly go with low-end or decent integrated graphics these days. I think they (who make up the majority of PC gamers anyway) can join back on the console side if they're enticed for other experiences that simply aren't Day 1 to the platform and don't come over there for a long while, particularly younger PC gamers who are still open to taking up an additional ecosystem or swapping to a different ecosystem as they get a bit older.



I suppose; the idea of potentially just sending a game out to bomb if you know releasing it at a certain time period or in a certain congested schedule is weird to me, even if you can simply write off the loss as an expense or what-have-you.

FWIW I think Sackboy was ultimately profitable even if it underperformed sales-wise; the budget isn't huge and it didn't have much marketing.



Bloodborne potentially for sure, since Soulsborne has a big PC audience, clearly. I think open-world single player games, you might be overestimating their popularity on Steam. If they're a live-service type of game, like GTA Online, that's where the audiences seem to be at.



It is something like MS's talk in the past, but I hope these companies realize that when it comes to mobile & even PC, they simply have a different taste in games, games that don't necessarily translate much to console gaming audiences.

I don't think simply porting 1P games with clear homes on console to PC & mobile is going to work out; they have to create games that specifically cater to the audiences there and the revenue models popular on those platforms. So like with Sony for example, theoretically if they could have a GOWR 2 doing gangbusters exclusively on PlayStation, a Fortnite-style BR hero shooter doing gangbusters on PS & PC, some goofy simulator doing well on PC and something like Fate: Grand Order making big money on mobile...they're already reaching a ton of players that way with content tuned for those audiences, without compromising design scope or marketing specialties for a target demographic on a platform.

It's a reason why I don't see things like Microsoft adding touch controls for Halo or Gears games on xCloud for mobile really opening up a huge market for them in the mobile arena; it's either too much compromise for something that still doesn't necessarily fit there, or there's a compromise at the scoping level to accommodate for both. And on PC the issue becomes that if most of the sales are through another platform storefront, MS's not maximizing game revenue on PC as a result.

I just want Sony to avoid falling into those similar pitfalls because sometimes early success with a strategy might mask the fact one's already taken baby steps into such a pitfall, that's all.



Exactly. It's why if Sony prioritize the live-service GaaS titles for Day 1 on PC, it makes sense. Probably not for anything that's competitive to the point where you need a real-life league sponsorship (probably why GT7 isn't coming to PC for a very long time, although I guess if they allowed console & PC to be independent in terms of cross-play (opt-in/opt-out) and had separate leaderboards that could be a possible solution while dealing with potential cheaters?), but for other games I can easily see that happening.

Just as long as they have a unique hook to stand out, they should do fine. I notice that it's the MP-centric live-service games and the really quirky "colorful" or wackier types of games that do best on Steam/PC. Counter-strike, Apex Legends, Destiny 2, GTA Online, Wallpaper Engine, Goose Goose Duck, Dota 2, Football Manager etc. FPS/shooter MP live-shooters, sci-fi/fantasy RTS, quirky simulators seem to be the go-to types of games on Steam alongside indie/AA-style games pulling on NES/SNES/PS1/N64/PS2 nostalgia (2D platformers, 3D platformers, old school-style survival horror games, 2D JRPGs, 3D beat-em-ups etc.).

I don't know if single-player story-driven games necessarily do big numbers on Steam regularly. Just looked up Plague Tale: Requiem numbers (which ones were freely available) and gross revenue is $8.8 million. At $50 a copy, that's 176,000 copies since release. Even if total copies is more, the bigger point is the actual revenue, it would seem rather small for a game of its type on a platform with 130 million users if the genre of game itself were pretty big there.

Games like GOW 2018 I think did really well in part because they were just so different from what Steam was getting before, plus it was among the first of Sony's ports to the platform so that generated its own kind of noise. But I'm not sure if Days Gone had the same effect, and the Unchated Legacy collection doesn't seem like it did, either. They're gearing up for TLOU Part 1, I guess we'll see how that performs. I would have expected Sackboy to perform a big higher but that was probably due to timing, and we'll see how Returnal does. I think for the kind of game Returnal is, there is a pretty sizable Steam audience that will check it out and pick it up, all things considered.

I'd be much happier with your approach than what they seem to be doing now.

Caution is the main thing, these things need to be done really slowly to see the effect and I think they accelerated way too fast recently. The pay-off? Not so great. The downsides? We really cannot say how bad the downsides can be until the end of a generation when we have the total sales figures.
 

Vertigo

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Sony’s pc numbers should consistently improve the more they support steam. Im hoping for the best.

I don’t agree with the idea that pc support hurts Sony or PlayStation. We definitely aren’t seeing any evidence of that with record hardware and revenue either. PC has always offered console with super turbo results. It has always existed. I don’t see it so much as competition.

Both console and pc gamers grow will continue to grow with each generation until cable boxes are wiped off the face of the planet.