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ElliesKnife

Member
Apr 7, 2018
467
I wonder If Sony put a RIP on SoP. They've managed to be pretty active from June until recently without one. I only bring this up because I had a random thought about PSX, and I started thinking how much I'm starting to really miss watching a Sony press conference.
They did say they would have another later in the year. I think the real question is if they continue them heading into next gen. Their press conferences will still be a thing though. Just didn't have enough to show to warrant one this year.
 

F4r0_Atak

Member
Oct 31, 2017
5,517
Home
So what does it mean?
Read a bit about it and the genus to which it belongs... it's fascinating. It seems to be a different type of fungi that work more or less the same way as the cordyceps. The main difference is that it can grow anywhere, even in nutrient-depleted environments. If I had to guess, it could be a hint for another type of fungi-themed enemies based on the Aspergillus' properties. So, I wouldn't be surprised to see more than just the usual clickers, stalkers and bloaters. Either that or it could be the source to a possible cure for the Cordyceps fungi problem they are having in TLOU. :P
 
Last edited:
Feb 23, 2019
1,426
Control possibly selling 2x as much on the PS4 in the US. Pretty surprising given the install base difference is smaller in the US. This also bodes well for Remedy overall in their decision to go multiplatform, especially given the CEO is on record as saying the game needs to sell only 1m to 2m world-wide to break even and turn a profit.



The type of games Remedy makes have always catered more to the audience on Playstation. Shorter, cinematic, less focus on MP.

Not that all PS games fit that mold, but fans of those types of titles gravitated towards PS ever since the PS1 era and Sony has always made those a priority.
 

Deleted member 15973

User-requested account closure
Banned
Oct 27, 2017
5,172
Just had a look at the Xbox thread and they're trying to make a discussion on acquiring studio's that we believe is a good fit for Sony. Somebody should tell them that Ready at Dawn is ours. Heavenly Sword 2 when
/s
 

Deleted member 15973

User-requested account closure
Banned
Oct 27, 2017
5,172
Last years TGS presentation was pretty much just a video with game after game, I wonder if they're going to do State of Play TGS edition.
 
Jun 23, 2019
6,446
Have we heard anything from Sucker Punch lately about Ghosts of Tsushima? With GoW and Spider-Man dropped, Death Stranding within its last few months before launch, and TLOU Part II about to ramp up marketing, it's kinda odd for them to be so quiet.
 

MilesQ

Member
Oct 25, 2017
5,490
Friendship ended with Sony?



Mentions him by name and says it means a lot. I smell a new Xbox exclusive!!
 

Saint-14

Banned
Nov 2, 2017
14,477
User Banned (2 weeks): system warring, history of similar behavior
Just had a look at the Xbox thread and they're trying to make a discussion on acquiring studio's that we believe is a good fit for Sony. Somebody should tell them that Ready at Dawn is ours. Heavenly Sword 2 when
/s
I don't know why you're bothering with that shitshow.
 

chris 1515

Member
Oct 27, 2017
7,074
Barcelona Spain
Is it truly surprising? Playstation gamers clearly like 3rd person narrative action games, and Playstation 4 has likely more than 2x the install base of the Xbox One. Developer history is meaningless in this instance given that it's new IP for both platforms. If it was a timed exclusive for Xbox, or an IP that started on Xbox and is now transitioning to being multi-platform, then I could see the game having an opportunity to sell better on Xbox One. But a well reviewed new IP in a popular genre releasing for all platforms at the same time? Playstation 4 doing well should be expected, especially when you throw marketing deals into the equation.

This is only North America number. The install base is not two times bigger.
 

Dragun

Member
Oct 30, 2017
1,319
Sony should probably send Nagoshi's team PS5 dev kits if they haven't already. Dude just keeps making games for PlayStation.
 

Loudninja

Member
Oct 27, 2017
42,209

"Live command RPG battles" bring the fight of the "Dragon" to a new stage!

Yakuza 7 uses a "live command RPG battle" system that combines the series' signature action with an RPG command system. It has evolved into a system in which anyone can easily enjoy exhilarating battles. In this completely new battle system, Ichiban Kasuga and his party will fight by selecting techniques with various effects such as attack, recovery, support, and more. Enjoy immersive and dynamic battles against all sorts of enemies.

 
Oct 27, 2017
2,073
So after the Yakuza press conference today, the next Resident Evil will be revealed Sep 10th via a trailer on RE Youtube channel. I don't know how anyone could still expect a PlayStation Japan showcase.
 

Cyberia

Member
Nov 8, 2017
3,299
No one claimed the MediEvil OT yet. Cyberia should do it.

m58VoXK.jpg
 

SolidSnakex

Member
Oct 25, 2017
23,404
I'm not expecting a TGS conference. At this point it's clear that Sony's not doing another conference until they're ready to drop bombs.
 

gofreak

Member
Oct 26, 2017
7,736
I don't really know if it's worth its own thread, so I'll stick this here. Sony has released its 'Corporate Report 2019'. It seems to be the first of its kind, part of a new effort for transparency with shareholders I guess. Much of it is just echos of things said elsewhere, but there are some interesting bits wrt the game business. It's 60-odd pages, so I've tried to pull out the bits relevant to Playstation.


From the CEO's introduction:

Our progress in the fiscal year ended March 31, 2019 can be measured by the growth of PSN, which has become one of the worldʼs leading network services. Game & Network Services (G&NS) posted the largest sales and profit ever recorded by a single segment of Sony, and that achievement was driven by PSN, which accounts for more than 60% of the segmentʼs sales.

In addition, PlayStation® holds the top position in the console game market, and PlayStation®4 (PS4™) is expected to reach the major milestone of cumulative sales of 100 million units by the end of the fiscal year ending March 31, 2020.

The most important way game consoles create value is by providing users with an immersive play experience. Providing that experience is one of the key aspects we have worked to ensure over successive generations of the PlayStation® console. We plan to further enhance such an immersive experience on the next-generation console we are currently developing by dramatically increasing the graphics rendering speed.

Improvements in communication and network environments and mobile devices make delivering seamless experiences anywhere and anytime more of a reality than ever before. PlayStation® already delivers services that allow users stress-free access to game titles so that they can continue their play anytime and anywhere, and we will continue to evolve playersʼ experiences on PlayStation® through advances in computing, streaming, the cloud, 5G and other technologies

In the game business, we will invest proactively to further enhance first-party game titles and maintain and improve our relationships of trust with external game development communities, aiming to create hit titles to build upon our achievements in the fiscal year ended March 31, 2019.

We are also working to generate synergy between our businesses by "getting even closer" to both creators and users. Spider-Man is a good example of a strong content IP that we are rolling out across a wide range of media, including motion pictures and games. In addition, Sony Interactive Entertainment (SIE) has set up a new production team at SPEʼs studio to turn PlayStation® game IP into film and television content, and collaborations between pictures and music have begun to take shape. Competition to attract creators is intensifying, but I believe that the diverse opportunities we offer in music, video and games along with Sonyʼs strength in technologies will expand the potential for collaboration with top creators.

It then has several pages on the game business - a narration of the history of the business, and in particular a focus on the transformation of the business with the PS4, and the challenges and impact of the PS3 cycle on that transformation.

Challenges for PlayStation 3

SCE had grown steadily with the original PlayStation® and PS2. For the next-generation model, through further innovation of the semiconductors that had given PS2 its competitive advantage, SCE aimed to build an immersive game platform capable of connecting to a global network of game consoles.

Consequently, SCE made the decision to invest heavily in building a new CPU. It was a grand undertaking, but was backed by a plan for recouping the investment over several years and a strategy for using the next-generation semiconductors developed for the game business in other electronic devices.

PlayStation®3 (PS3™), equipped with the Cell Broadband Engine™ (Cell/B.E.) processor, was launched in November 2006. Measuring computer performance in FLOPS,* the Cell/B.E.'s capacity was 160 times that of PS2 and 40 times that of the latest contemporary personal computers.

SCE launched another ambitious business endeavor with PlayStation™Network (PSN). Aiming to build long-term relationships with users, SCE began the sale of software and various subscription services, which became a recurring source of revenue. PS3 came with high-performance hardware and a novel business model, but struggled in terms of business results.

The initial investment ballooned beyond expectations. Moreover, although sales were steady from the start and the network services business garnered a strong response from core fans, market penetration was slow and applications of the Cell/B.E. in other electronic devices were shelved. Sonyʼs semiconductor strategy also reached a turning point, and cutbacks to semiconductor investment were announced in 2007.

Lessons Learned and a Triumphant Return with PlayStation 4

Taking to heart the lessons and challenges taken on with PS3, the development theme for PlayStation®4 (PS4™) was to create a console that would earn the overwhelming support of everyone worldwide. This entailed seeking out what creators and users really want, and reinventing PlayStation® as a platform and business with broader appea̶ or, in the keywords of the current management policy, getting closer to creators and users.

Specifically, for creators, the business focused on establishing an environment that makes it easy for game title developers to make great games. PS3 incorporated many original advanced technologies, making it a challenging platform to develop for in terms of both technology and profitability.

The PS4 system architecture more closely resembles that of a personal computer, which reduces the burden on game title developers. Furthermore, an unprecedented effort was made to listen to the viewpoints of creators in its design. For users, in order to identify and analyze true needs amid rapidly changing and diversifying social movements around the world, a global development system was set up while management resources were invested in data analysis to determine user trends and test various scenarios.

For earnings, a plan was formulated to reduce the volatility of periodic profit and loss by focusing on the recurring revenue and profit streams, soundness of cash flow structure and reducing initial investment in hardware.

Developed on this basis, PS4ʼs release as "The Best Place to Play" has seen growth in sell-through of units reach its fastest ever pace. Ever mindful of usability and user needs, a full range of functions and services were steadily rolled out and as a result the PSN-based network services business also grew into the business it is today, with sales at the trillion-yen level. Thus, the lessons learned from PS3 are being applied to PS4 business development.

Here's a take on the wider impact of the PS3 that I haven't seen offered before - and it has nothing to do with Blu-ray:

Broader Impact of PS3

The direct impact on the success of PS4 described above is not the only case where the challenges and lessons learned from PS3 have been put to use. In-house development teams create content leveraging advanced PS3 technologies, and utilize existing content IP, as well as invest in the content IP library. This has led to a number of successful cross-media rollouts of content IP, such as the blockbuster game title Marvelʼs Spider-Man.

Moreover, the hard-earned experience from developing the Cell/B.E. at a massive investment cost led to Sonyʼs semiconductor business capturing the worldʼs number one position in imaging applications. Applying the advanced MOS LSI technology acquired in developing the Cell/B.E. to the development of CMOS image sensors helped them achieve their superior position. In terms of human resources, system LSI, network and other engineers rapidly cultivated technological skills while Sony brought together hundreds of highly specialized human resources from outside the company.

In 2015, for production bases of the semiconductor business, which had undergone restructuring in 2011, Sony announced a program to strengthen development and production of image sensors. Under the third mid-range plan, announced in 2018, Sony intends to maintain its number one position in imaging and become the global leader in sensing, both in the CMOS image sensor area.

In these ways, the development of the PlayStation® business has led to growth that leveraged Sonyʼs business diversity and generated substantial value for other businesses. Sony will continue to take on the challenge of creating products, services and platforms that achieve even greater appeal.

CFO comments on the mid-range plan, wrt games:

Looking at individual businesses, Game & Network Services achieved a substantial improvement. The aforementioned recurring revenue model has been firmly established, with strong software and network sales. We will continue to focus on new initiatives, including our May 2019 memorandum of understanding with Microsoft Corporation to partner on entertainment platforms and AI solutions, with the aim of continued and strong growth.

CFO comments on general merger & acquisitions strategy:

Meanwhile, a series of strategic investments centered on M&A will focus on relatively small- and medium-scale investments in external technologies and content IP that we wish to integrate. We conduct these small- and medium-scale acquisitions more frequently than large-scale M&A because we believe they are easier to control in terms of operations and cash management, and such acquisitions allow us to respond more flexibly to growth opportunities in businesses with different growth and investment cycles.

A mention of the SIE/Microsoft MoU in the context of R&D:

Accelerating External Partnerships

Amid advances in digitalization and networking, external partnerships are increasingly important for two purposes: bringing together the wide range of motivations that drive users and creators to develop new businesses and technologies; and expanding the scope of the creation of new products and businesses to increase customer value.

Sony has created a number of new businesses through collaborative projects and joint research with other companies and organizations, and intends to further accelerate these efforts. Corporate R&D and Sony Interactive Entertainment are looking into joint development as part of Sonyʼs strategic partnership with Microsoft Corporation that was announced in May 2019. Moreover, Sonyʼs global Corporate R&D sites collaborate with local universities and other institutions on various research initiatives.

SIE strategy

Strategic Key Points

Background to Strategies

The Game & Network Services segment is representative of Sonyʼs corporate direction of "getting closer to people," specifically users and creators. The PlayStation® platform provides a development library and know-how that enable creators to achieve the speedy and cutting-edge expression of their creative vision. In addition to enhancing direct to consumer (DTC) services, Sony Interactive Entertainment (SIE) harnesses game play data and network service usage trends to get closer to what motivates users.

PlayStation®4 (PS4™) has sold 96.8 million cumulative units,* while PlayStation™Network (PSN) has over 94.0 million monthly active users.* PlayStation®Plus (PS Plus), a paid subscription service, has steadily acquired users since the release of PS4, surpassing 36.4 million paid subscribers.* These numbers reflect that PlayStation® is one of the worldʼs leading game ecosystems and network platforms. Making the fullest use of this foundation is crucial for next-stage growth.

Competition from online PC games and players from other industries is expected to continue to intensify. The fundamental growth strategy will be to innovate and evolve the PlayStation® platform. To this end, SIE will make proactive investments to reinforce content IP, and work to raise brand value, foster communities and user engagement, and enhance DTC services that get closer to users.

Strategic Direction

To reinforce content IP, SIE will accelerate the enhancement and rollout of its portfolio of exclusive PlayStation® titles. As a result of cooperation with in-house development and partner companies, sell-through of PS4 software titles continues to grow, and the intention is to further enhance the lineup with compelling content. While continuing to increase console sales, SIE will leverage the asset that is its existing user base as the key to expanding profit opportunities. Further growth in recurring income will be achieved through various network service enhancements. In executing these strategies, greater emphasis will be placed on user engagement. SIE will provide content for a variety of game genres and formats, and make advances in unique and immersive interactive experiences such as VR. At the same time, SIE will create a better user experience, improve usability, and strengthen its use of data analysis. Making the best use of new and existing partnerships while driving growth will be important for achieving further expansions in scale.

SIE aims to achieve robust revenue growth by accelerating the virtuous cycle that has been established for the PlayStation® platform. This entails increasing active users and play time, enhancing network services and reinforcing content IP so that consumers select PlayStation® as their platform of choice. Targeted outcomes include growth in active users, stronger retention and a shorter cash conversion cycle, from which expanded cash flow can be expected.

In the past, development of each new generation of PlayStation® has required substantial investment. Moving forward, SIE plans to stabilize the profit structure by greatly reducing the range of profit fluctuation at that juncture of the console lifecycle.
 

DieH@rd

Member
Oct 26, 2017
10,569
After reading gofreak 's post, is 94M+ PSN MAU a new stat?


"To reinforce content IP, SIE will accelerate the enhancement and rollout of its portfolio of exclusive PlayStation® titles. "

^ Could this mean that they want to enhance the rendering modes and visuals of their older exclusives?
 
Feb 26, 2018
2,753
I don't really know if it's worth its own thread, so I'll stick this here. Sony has released its 'Corporate Report 2019'. It seems to be the first of its kind, part of a new effort for transparency with shareholders I guess. Much of it is just echos of things said elsewhere, but there are some interesting bits wrt the game business. It's 60-odd pages, so I've tried to pull out the bits relevant to Playstation.


From the CEO's introduction:







It then has several pages on the game business - a narration of the history of the business, and in particular a focus on the transformation of the business with the PS4, and the challenges and impact of the PS3 cycle on that transformation.





Here's a take on the wider impact of the PS3 that I haven't seen offered before - and it has nothing to do with Blu-ray:



CFO comments on the mid-range plan, wrt games:



CFO comments on general merger & acquisitions strategy:



A mention of the SIE/Microsoft MoU in the context of R&D:



SIE strategy
Thank you. Interesting read
 
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