Yeah, I personally think the single player stuff needs to be Playstation only while the multiplayer stuff needs to also hit PC.
As for the financial results, I could easily see this being used against Sony in arguments over the deal, namely that their success last year shows that they don't need access to ABK's games. I'm not sure how convincing it would be though. I guess it just depends on if some of these regulators feel comfortable making large buyouts the norm going forward.
It shouldn't be a convincing argument, otherwise it'd basically be proponents of it saying "Punish Sony for their market success!!". Sony've said in the past that revenue from IP like COD help fund games like GOWR, HFW and so forth, and make the budgets & marketing for those games sustainable. Otherwise, were Sony to lose access to COD or being able to leverage deals for COD with ABK as they currently can, they may see a contraction in revenue and they'd have to take money from other divisions to make up for it.
But, unlike Microsoft, Sony isn't a company where the "other divisions" make up 90%+ of their revenue and profits. Just this quarter we've seen PS account for what, almost 50% of total Sony revenue? When has Xbox ever been that important to Microsoft, in terms of the bottom line? Never. And it probably never will be. And I think Sony could make a counter-argument stating, if MS feel having access to COD is not a requirement to help contribute in funding of big-budget AAA marquee games, why hasn't MS themselves funded more of them, and why have they made cuts to parts of the Xbox division?
The answer IMO would be obvious. MS sustains Xbox because it is almost a non-factor to their bottom line, therefore they don't need the division to operate in a healthy way where it is essentially self-sustaining without relying on other divisions to prop up weak financial ends. That is simply not the case for Sony, let alone Nintendo. For them, gaming is a massive part of their bottom line, so they rely on their gaming division (technically a subsidiary in PlayStation's case) to operate on its own merits financially. That's always been the case with PlayStation, in fact, and the one time Sony tried doing it more like the Microsoft way (with the PS3), they almost went out of business!
Which just goes to show how unique a company like Microsoft is in the market, where they can continuously tank losses in a gaming division that means very little to their bottom line, because of huge fiscal results in other divisions. But even with a company like Microsoft, there are limits, and it seems like for them if they want to really fund more AAA huge marquee games, in a way they can seemingly justify, they
DO need more gaming revenue and that's why they're after companies like ABK and IP like COD.
incredible what good exclusive games can do!
It's not just that, though. Game Pass has had some effect on sales revenue of 3P games, that revenue drop is partly representative of it IMO.
Funny, isn't it....
How the pandemic obscured things in different ways for PlayStation and Xbox.
For Xbox it gave them cover to buy the limited inventory of chips and stuff the supply chain with Series S consoles that were cheaper to make and used less wafer, which gave the appearance of higher demand than it really had.
Yet for PlayStation it worked in the opposite way, it obscured partially or limited how high the demand actually was for the console as they couldn't keep any stock on the shelves or in the supply chain... many people online just said that sales were way below what they actually were (looking at you VGChartz). Perpetuated by many in the media and how many times were we told Xbox was making huge headway in japan?
The false figures circulated made it seem like the consoles were far closer than they were in reality and even still people have no real concept of how different the levels of demand are for these machines.
I mean, if we take out Series S, which I don't really consider a next gen console.... how many Series X's have been sold? That is the real next gen disparity.
Well put. Those supply shortages distorted the reality, we got a glimpse of that reality after June 2020 and up through the console launches, before the shortages kicked in. But it was enough to let narratives form, "Xbox the comeback kid" and all that sort of stuff.
Narratives that I would have liked to have been true, but the truth is, Xbox did little with the bubble of time where PS5 was most vulnerable. Game Pass didn't sustain whatever short-term gains it capitalized on due to lockdowns. Series X was arguably even more supply-constrained during that period than PS5, Series S did not build a value proposition that didn't rely on cheap pricing, and MS didn't release enough big 1P games and exclusives to feed into a long-term turning of the tide.
They had a golden opportunity between mid-2021 up through early Spring 2022 to build long-term momentum, and failed. Halo Infinite came and went. FH5 was just more of the same. Games like Flight Sim aren't appealing to the mass market. Most of the Game Pass launch exclusives like Medium were seemingly mid, or didn't have a big impact (Back4Blood, etc.). Once Sony started getting the supply situation sorted out better, and some of the big games like GT7 & HFW started releasing, in addition to them already getting all the same 3P games as Xbox anyway...that's exactly when a lot of the Xbox narratives started fizzling out.
People like
@Bryank75 was worried about the PC ports, but shortly after GoW 2018 PC, GoWR sold in PS 11 millions in barely a couple months while GoW 2018 took a year to sell 10M. The TLOU tv show skyrocketed TLOU1 remastered, TLOU2 and TLOUP1 sales putting them in the sales ranking. This strategy is starting to provide results.
I dunno if we can draw any conclusions quite yet about the PC porting strategy, tbh, or attribute GOWR's sales rate to the GOW 2018 sales on PC. I still believe that part of Xbox's decline in software revenue isn't just due to Game Pass, but also Day 1 on PC, because if even games like Skyrim or Fallout 4 are anything to go by, consoles still attributed more to overall sales than PC, and on PC the prices are lower not just because of Steam (and the fact they have to give Valve a 30% cut), but also because of 3P websites like CD Keys selling digital codes for even cheaper than MSRP on launch day, and are pretty easy to obtain in large quantities.
Then with Microsoft more specifically, having everything on Game Pass Day 1 has been driving down revenue from 1P games because the money from the service and whatever MTX sales are being made don't seem to be enough to offset the amount of people accessing the game (cheaply) through Game Pass, particularly on Xbox where the vast majority of Game Pass subscribers are at. I'd also say Game Pass has even affected 3P sales rates on Xbox, because a lot of people seem like they'd rather wait until a game's either in the service, or cheap enough to buy at a steep discount or sale, so the amount of Day 1 buyers for 3P software on Xbox is just much lower than on PlayStation, and I think Game Pass has somewhat conditioned that.
The thing is, we haven't been able to really see the results of the negative sides of those strategies until more recently, but what are any other logical excuses for why Microsoft saw double-digit drops in hardware revenue, software revenue AND services revenue while Sony (and very likely Nintendo) have not? Where MS's competition have in fact seen large growth in all of those same categories, in the exact same time frame? I don't think it's as simple as saying "lack of compelling 1P titles" because even for Sony 1P titles don't account for the majority of software revenue (although for this quarter I think they account for like a bit north 25%, right?). MS could have had a banger quarter of 1P titles and would have probably still seen a revenue drop, because there's less coming from 3P sales and I think Game Pass is a part of that.
All I'm saying is, one of the main reasons Sony stressed the need to do the PC ports was due to lack of sufficient PS5 supply. Well, that problem's been on its way to being solved now, and the demand is clearly there. We can't pretend that having marquee 1P exclusives being TRULY exclusive to a console doesn't matter anymore; not even just Sony, we can clearly see that it helps when we look at Nintendo's results. Microsoft rushed and abandoned that thinking in 2015 to try having a differentiating element in their brand, they did the same thing with Game Pass and pledging all 1P games Day 1 to the service, just two years later.
IMO the results we're seeing now, show me they overreacted on both fronts. I don't want Sony to overreact to what was a temporary problem for PS5, the supply constraints, and start developing a regular cadence of porting all the big marquee 1P AAA games to PC in short time windows, let alone Day 1, because I do think it'll eventually catch up to them like it has with Microsoft. Ideally, you'd think there's enough of a base on PS consoles to support the big AAA marquee games on their own, and then you can use PC & mobile for spreading out the live-service GaaS titles, and some of the smaller AA-style 1P titles (whether internally or externally developed), maybe even some of those (same with the live-service games) being Day 1 across all supported devices.
That said I do think there's a way Sony could maximize the porting strategy to PC for the GOWR/Spiderman/TLOU-style games in a way that doesn't run any risk to console adoption or software sales on console, actually. And it's pretty simple: just wait until a new entry in the IP is ready for console, say within a year's time, and then port the previous game to PC. By that point, sales on console will have probably been exhausted, so why not wait until then, until when you have a sequel geared up coming to the console within a year from that point, and port the game to PC with higher graphics/framerate options, display options, and pair that with some new DLC/expansion content that can bridge over into the upcoming sequel? At the same time, that's when you can, for example, throw in the base game to PS+ (any tier) for subscribers, offer the DLC/expansion content for a small upgrade fee ($10 - $20 depends on the content; they kind of did this with GoT's expansion content IIRC) and bring any of the framerate/resolution boosts from the PC version to console for free (the ones that can realistically work on console, anyway).
Yes that still establishes a predictable cadence but IMO it accounts for pretty much everything. People with FOMO would still buy the game when it's new, so they'd need a console to do it. Let the game have some evergreen sales for a few years after that, do some sales promotions if it's got a film or TV show coming along the way. If the sequel's not coming for another six years, then have a PC port out by the fifth year with some extra DLC/expansion content; at the same the game will have likely exhausted most of its sales on console so might as well put it in PS+ at that point. I doubt most buying it on PC would want to spend another few hundred dollars for the console and then money for a sub just to access it vs. $40/$50 whatever to get it on PC. But those same PC people might want to get the console to play the next game Day 1. Whether you lose them as a double-dipper or not at that point, doesn't really matter.
And true most of the marquee AAA games take quite a few years to make and by a certain point a game gets a sequel so late in the cycle the sequel is pretty much destined for the next console...but the strategy still works. You'll just get a likely convert to buy the newer console instead of the current one. Plus not all sequels take the same amount of time to make, or come out at the same time, all you really need is one such game to appeal to someone on PC in such a way they decide to buy a console to play a new version Day 1 and that opens them up to the other games already on the console, too.
That would be the optimal strategy for handling ports of the marquee AAA single-player games to PC if I were Sony, IMO. You can do a strategy with regular cadence, but make sure it doesn't have any weak points where it could end up negatively impacting your bread-and-butter console. For Microsoft, gaming in general has never been a big pillar of their revenue stream so I don't think the risks of driving down need for an Xbox really mattered to them, but it would have been nice if they slowed down a bit back in 2015 and reconsidered their PC porting strategy. At least, to the point where they could have used it to strengthen up the Windows Store and kept their ports locked to it, rather than ceding vertical integration away and handing Valve, effectively, more market share. I don't have a problem with Valve per se, but it's just so odd to see platform holders basically not try in terms of their own storefront on PC and hand Valve more market share, rather than provide some storefront competition. Because at that point, you're making your content beholden to another company's TOS and their ability to keep their end of the pipeline running smoothly.
I don't want Sony to repeat the same mistake so, IF they don't have plans for their own storefront & launcher on PC, and they don't have plans to monetize it for non-subs and subscribers, and they have no plans to try pushing that storefront with their own content, then I think they have to be very measured with how they handle ports to PC so as not to create an impression that "PlayStation isn't that important" among the hardcore/core gamers who might be inclined or tempted to go PC, because that can mean a lot of revenue leaving Sony's ecosystem (they're the type who tend to spend more on gaming than the mainstream and casuals per-user wise, even if mainstream & casuals make up the majority of console owners). However, if Sony DO have those plans in fact, well, that changes a lot of things I just said. They still have to be measured in what they do, but a decent chunk of the potential issues do go away. They just have to ensure they keep things focused very much on
THEIR storefront PC-wise and, if it doesn't work out, then it just doesn't work out.
At least in that case, though, they won't have enabled a 3P platform ecosystem, and all of the content on Sony's storefront is still there on console, so storefront customers would naturally lean to the console itself. You can use Steam for the live-service games, smaller indie/AA-style ports and late-life ports of marquee AAA games when a sequel's coming console-side, though.