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.