Again why are you bringing Destiny 2 & Xbox into this? I am talking about the PC revenue from 1P non-GaaS ports from Sony/SIE, and that portion was under $250 million in FY revenue. It also included Destiny 2 PC revenue.
Because Destiny is now a Sony game so it's included with the other ones and because in their most recent report is the one I posted, where they report all their non-PS revenue combined, not the PC revenue alone.
No, not all of them were a "couple of million". I remember seeing Rift Apart's PC port was about $2 million, but we know some can go up to $30 million as per the email from Jim Ryan in the hacks.
No, in the document of the Rift Apart budget there was the budget of other past PC ports and were all around $2M.
Spider-Man Remastered had a budget of $39M for the remaster itself (not the port). The PC port had a budget of $2.3M. The Morales one $1.5M and Rift Apart had a budget of $81M for the game and 2.6M for the port. As I said, the released PC ports of the Insomniac games had a budget of around 2M each.
Also I wouldn't get too hyped up on Destiny 2 revenue ATM; momentum has softened after the cuts and with the next expansion delayed that will also impact revenue negatively.
When Sony announced the Bungie acquisition they were "more than 900 people". They have been growing since then, being "more than 1400" now.
With these "cuts" the were temporally down from 1200 to 1100 people, and they are way more people than before that the cuts. Which Bloomberg and similar FUD aside, according to Sony and Bungie were mainly hr/pr/marketing/Q&A people that Bungie decided that weren't going to be needed when they made the acquisition (pretty likely because Sony already had people doing that for them).
Destiny 2 is a 7 years old game, still should generate a few hundred millions per year but obviously not as much as did in the past, at this point must be way less than before. I think this is going to be the last year it receives a major update / expansion, so they'll move their focus and gamers to Marathon once it releases. Plus their main devs I assume must be in Marathon, Matter and in more unannounced stuff as could be Destiny 3.
My point is that Destiny 2 is a GaaS on its sunseting stage so will continue declining every year. But once released, around a year from now new and fresh GaaS like Helldivers 2, Concord and Maraton they should be generating way more revenue.
You are missing the fact, that the window for the ports over time has shrunk. You bring up TLOU without distinguishing that it was the remake, not the original. The remake launched 6 months between PS5 and PC. Acting as if it were 9-10 years only matters to the entrenched fans who already played the game prior on PS3 & PS4, who are just a portion of the target audience for the remake.
Basically, for newer would-be PS5 owners who were also new to TLOU franchise, if their interest in the game was spurred on by the show and they were factoring the remake as an incentive to pick up a PS5, some percentage of them may've decided against a PS5 purchase at that time because they may've know the game would get a port to PC six months later. Actually, just announcing the PC version was on the way right as they were advertising it for PS5 might've cut into PS5 sales and sales of the game on PS5.
It's actually a bit similar to what I believe might've had some effect on FF XVI; now I consider that game a success, as does Square-Enix. And it is a sales success...but they probably could have sold even more copies on PS5 if they didn't start talking about the PC version before the PS5 version even launched. That probably convinced some portion of PC FF fans who would've considered getting a PS5 for (among other things) FF XVI, to just skip that and wait for what they assumed would be a port exactly six months later. It got a point where Yoshida had to clarify and say realistically there wasn't much chance of the game launching on PC (Steam) on January 1, 2024.
Anyway back to my point: the window already shrunk from 3 years on average, to 2 years on average...what's to say it won't shrink to 1 year on average going forward? I still remember Herman Hulst saying something to that effect as a possibility sometime early last year, and it was Jim Ryan who came out and said that porting window was going to be closer to 2-3 years, contradicting Herman's statements. Well, Jim is retiring in a couple of months, while Herman is still there. Maybe Herman's statement was taken from something earlier with Jim, or maybe Herman was (or is) pushing for even smaller windows between PS5 and PC (Steam). We'll see.
When Hermen and Jim said they are happy with the around 2 years or more from original release for traditional games (meaning not MP focused GaaS). They meant the original release, not recent ports/remasters/remakes.
This is the time since their original release to the PC port:
Helldivers 1: 6 months
Everybody's Gone to the Rapture: 8 months
Guns up!: around 2 years
Predator Hunting Grounds: around 1 year
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HZD: around 3 years and a half
DG: around 2 years
GoW: around 4 years
Spider-Man: around 4 years
Spider-Man Morales: around 2 years
Uncharted 4: around 6 years and a half
Uncharted Lost Legacy: around 5 years
Sackboy: around 2 years
Returnal: around 2 years
TLOU: around 10 years
Rift Apart: around 2 years
HFW: 2 around years
The window never shrunk from 3 to 2 years. It always has been "around two or more" from their original release and I think will continue being the case going forward because they are happy with the results.
Unless you make the twist of only counting their late PS5 ports/remasters/remakes, acting as if the original game never existed and already was bought by most of the players interested on it. In that case yes, they'd have shrinked to around 1 year or less.
But games like Uncharted 4 and TLOU already had sold way over a dozen million copies on PS when released on PC, plus were on PS+, and their remasters/remake barely are different from the original game. Almost everybody interested on getting them on PS already did it before the PC port. And their next gen version (same goes with TLOU2R) are almost exactly the same game with a facelift, aren't cases like Demon's Souls or RE4 remake where they got important differences in art style or gameplay.
In any case, the thing is that they're running out of very old games to port with a potential to sell decently (I think there's only Bloodborne, Nathan Drake Collection and GoW Trilogy there, maybe could try with stuff like Gravity Rush Remastered+2 or Pataton Remastered once they release the adaptation but without hoping great sales, catalog filler experiments like Sackboy), so they'll focus more on games released around 2 years ago. And well, once they release their PC store I think they may also add emulated PS/PS2/PSP classics.
The porting strategy has began to create a cadence that some on PC are using to predict when on average a port is going to happen.
Yes, since they starter porting AAA titles it has been around 2 years or more since their original launch or more, up to 10. The "around 2 years" will be more frequent than to get older ports. And this is if they ever get ported. MP GaaS will have more chances to get ported, -even more if they are F2P, as I assume will be the case of the Asian mobile games-, and in many cases getting a day one release.
And if there are less and less reasons for them to consider buying a PS5 in the first place (fewer 1P releases, much less defacto 3P exclusives compared to PS1/2/3, possibly relatively high price etc.), they won't have a problem waiting 2 years (or less) for the ports to come to PC. They have many other games to play in the meantime.
In this case why sales of PS5 hardware and 1st party games are increasing with half of customers being new to PS? PS5 has a ton of games not available on PC.
The amount of PS5 only or console only games released every year is bigger than the amount of games that Sony ports to PC that year, which means that over time the total amount of games available in PS5 but not in PC will increase instead of decreasing. And this is not counting PS1/PS2/PS3/PS4/PSP games.
Beyond the cheaper gaming hardware, downloadable PS+ catalog or PSVR2, plug and play experience there are a ton of exclusive games to make the jump from PC to PS5, and the number will continue growing.
I mean you're already starting to see the consequences of this with these rumors of even more 1P ports to PC/Steam;
Yes, I saw the all time records of PS5 hardware, service, games, plus MAU record and record PS5 only sales of sequels of games previously ported to PC, plus also half of PS5 being bought by new to PS users a year ago.
All the facts we have leading to some potential influence are positive, none of them are negative.
You're still only looking at the short-term, not the long-term.
I'm the one looking at the long term and being realistic: without GaaS, PC and mobile the big AAA Sony SP games won't be able to exist.
The game sales sevenue keep declining -specially in retail- and being replaced by addons revenue. The console userbase has been 200-300M since decades ago so doesn't seem possible to highly grow it. With inflation the game prices are cheaper than ever but budgets skyrocket every generation since the 8 to 16 bits generation transition.
So in the long term game sales revenue won't be enough to pay their budget even if they sell 30M copies. So they must expand to GaaS and other platforms to get revenue to fund these future SP AAA games. And also expand on the merchandising part like movie adaptations plus maybe also toys, board games, books and beyond.
Focusing only in consoles and only in SP games works now but won't work in 10 or 20 years from now. The correct strategy is the one they have: to focus on PS and SP but also to expand to GaaS, PC, mobile and merchandising/adaptations.
PS is in a great shape today, but they must expand to also support (not replacing console and non-GaaS SP game) GaaS, PC, mobile and cloud to survive in the future. This is the reality of the market and the nature of game development, the sky rocketing game budgets force them to do so.
If instead of listening to the market and understanding that the game dev get more expensive every generation they listen instead the few Sony blind fanboys who reject reality and cry when seeing Sony doing stuff related to cloud, GaaS, PC, then PlayStation would be fucked and would die in a generation or two.
Microsoft's strategy with Xbox took several years to finally catch up to them. I've said for a while that, if Sony continue their current strategy for ports to PC of traditional AA/AAA games, or accelerate that strategy (flat-out all games, even shorter windows), then it'd be systems like the PS5 Pro and PS6 that pay the price, not necessarily the PS5 itself.
Not sure if you realized it, but PS is the one dominating the market and Xbox the one collapsing and maybe stopping to make their own consoles. Not the opposite.
Sony continues dominating Xbox in console hardware, software and services plus sales, reviews and awards for exclusive games. MS is only catching up in revenue because they are adding on top the revenue of acquired companies.
Sony's revenue and profit instead is growing organically achieving gaming history records for any platform holder. And will grow even faster once they start releasing new top GaaS in console, PC and mobile.
PC ports of old games and mobile games will also highly grow their profitability, money they'll use to grow their existing teams and acquiring new ones as they already have been doing.
These many millions of new players reached via PC, mobile and adaptions will make the PS brand more popular, resulting on pushing the console sales way more than we're seeing today.