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News

  Develop 2009: Up To 35 Percent Of Online PS3 Users Visit Home At Least Once
by Simon Parkin
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July 15, 2009
 
Develop 2009: Up To 35 Percent Of Online PS3 Users Visit Home At Least Once
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PlayStation Home is making money just seven months into its open beta. Pete Edward, director of the PlayStation 3’s avatar-based social gaming service, revealed the most recent statistics for the service in a presentation titled "Home: First Term Report" delivered at the Develop Conference in Brighton, UK.

Of the 7 million global users who have used the service since the open beta’s launch, 3 million were based in Europe. The average game session length of European Home users stands at 56 minutes and these users have to date downloaded 6 million free and paid for virtual items of merchandise with which to dress their avatars and virtual apartments.

"This is a commercial business," Edward said. "It’s up and running, making money and can add significant value to your game IP." In the first month, he said, microtransactions generated $1 million.

However, when pressed as to what percentage of these figures represent active, returning users to the service, Edward was less forthcoming. "It’s difficult to quantify the number of active users," he claimed.

"We don't release this figure as there are so many different ways of classifying ‘active’ users. But I can say that between 25 and 35 percent of the connected online PlayStation audience have visited Home at least once."

Keen to emphasize the broad appeal of the service, Edward pointed out that "Only 80 percent of users fall into the 18-35-year-old male demographic," a 10 percent drop from traditional, console audiences are made up of around 90 percent that number.

"Home has a significantly broader spectrum of users than your typical console audience," he said, "We are slowly broadening the appeal of the console demographic."

Edward said that the service was now reaching an interesting point where unexpected content is arriving at Sony QA. This demonstrates how the platform has attained good penetration into the development market, he asserts.

So what should developers thinking of creating content for the service keep in mind? Edwards warned that not all of the design rules in traditional development apply to Home, which requires a more flexible and tailored approach.

“The most important rule is to design your game space effectively by keeping the layout simple and memorable,” he advised. “A large space with no distinguishing features results in users not having the mental layout of the area, which leads to confusion and disorientation.”

“When you’re designing a space for users to hang out in then you need to have a flow for people to shepherd people around,” he said. “Create a flow of the experience and give every area of the game space a purpose. Otherwise people will get distracted and annoyed.”

“The worst thing you can do is to force people to download additional rooms with nothing in them that couldn’t have been in the first space,” he warned.

Handling additional downloads intelligently is a key to success, he said. “Create every item in your game space as a dynamic object and it well be far easier to change things on the fly in your space. This allows you to minimize bandwidth cost and annoyance to your users while also keeping the space fresh and visually novel from week to week.”

However, relying on texture and object swaps to keep your game space compelling is not enough. Instead, you need to get sticky, interactive content into your creations, he said, something with far les ongoing cost than refreshing objects in the space from week to week.

“The key to sticky content is the competitive aspect,” he advised. “All of your users in Home are gamers: they want competition and this is what gives longevity.” Introduce leaderboards and your content will blossom, he said, citing the example of the Red Bull flying game, which, thanks to its leaderboards has become the most popular destination in Home for European users.

While Home is a surprisingly powerful platform, Edward warned against developers simply trying to replicate their game in the space. “If the recreation is good then people might not feel the need to invest further,” he said. “Likewise, if it’s poor, users won’t want to play on.”

Instead, take a different approach and try to add value, he concluded. This will broaden your game’s appeal. Experiment and evolve your IP -- this is the key to success on Home, he concluded.
 
   
 
Comments

Rob Lazenby
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I waited for Home for a long time.
Was excited when it finally opened after the ridiculously long beta.
Jumped on it the first day I could download it.
And then...
I was like, "this is it? This is what took all this time for them to put together?"
You get to go to your house, then transport to the mall, and then to a summer house if you buy one (I did) . That's it?
It was the biggest gaming disappointment of last year for me.
And I won't be back.

Kouga Saejima
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Rob Lazenby

It was the biggest "gaming" disapointment because it was no game.
Personally I don't know what people expected it to do.
It was a platform for socialzing from the start... nothing else.

Ben Rice
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I have to admire their will to expand it though. It's grown tremendously.

An Dang
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Funny, on the comments for 1up's article on this subject, folks kind of expressed the same sentiments as Rob. Luckily there were people like Kouga there as well who pointed out that Home is not a game.

Home is fun to mess around with. Not having a particularly high paying job during this recession has prevented me from actually purchasing anything. But I suppose Sony appreciates me adding to the statistics of "active" users.

Tommy Ågren
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http://www.penny-arcade.com/comic/2008/12/12/

Kind of sums it up for me :-)

Rob Lazenby
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Honestly it's not about it being a game, it's about delivering to expectations.
Sony essentially promised Second Life with better GFX for the PS3.
What makes SL so much fun is exploring and looking at what everyone else has built.
On home you wander through a few pre-built locales and have the option to buy some furniture.
If you want people to socialize, you give them a reason to be there.
Home failed miserably at doing that.
And yes, it was a gaming disappointment not because it was a game, but because it was built for a gaming console (Not your PC, not your iphone, and not your TV).

Amir Sharar
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An Dang said: "Funny, on the comments for 1up's article on this subject, folks kind of expressed the same sentiments as Rob. Luckily there were people like Kouga there as well who pointed out that Home is not a game."

Clearly there seems to be an issue with Sony managing expectations. I'm sure you'd agree...why should Kouga have to point out the purpose of Home?

Rob's sentiments are quite common, and my personal theory is that it has to do with how Sony initially presented it. It seemed like a virtual world where you could play games with your friends. A gateway to a social gaming experience. When it first came out...there was nearly nothing to play with your friends.

That has changed now, as we now have bowling, EA's kart racing, Red Bull's air race, the game at the main lobby fountain, etc. But when it first came out, many people were disappointed and never came back.

I see Home as something that has near infinite potential. It could be an invaluable promotional tool. For example...if Sony announced a brand new game via Home, it would be huge. People can see in-game assets by going to it's Home Space, view movies of the game through Home before it hits the web, speak to developers who are walking around Home wearing special clothing, etc. This, for even multiplatform games. I'm sure many of us can think of ways of satisfying Home's potential...

And for me that's the most disappointing part. It has incredible potential that I fear it won't be realized until 2011 or 2012. At this point I was expecting items like furniture from big name designers to put in my virtual apartment (as sad as that may sound, heheh).


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