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GS: Do you think that as the market changes, and when
the PS3 is out, will there be room for that sort of thing in
the PS2 market?
DK: Well we do think the PS2 is going to continue to sell. It’s
still the number one selling console this year, and it’s
outsold the Xbox 360 hands down the last couple months. There’ll
be a place in the market for that, as that’s what we saw
with the PS One as well. There’ll probably be a place in
the market for all types of new looks at how to sell games, and
new kinds of games. I mean, you’re seeing in the life cycle
of this product, the PS2, more of those party games that you were
talking about, more casual gamer-type games. That’s typically
what you see as the life cycle of a hardware matures.
GS: The reason I’m pushing this is because I really
love these crappy budget games. When my coworker and I separately
went to London, we bought a whole bunch of those games, like
by Phoenix and 505 Gamestreet.
DK: Yeah, well another thing that’s cool, not related to
PS2, but the PS3 and the online delivery ability, you open up a
world of possibilities for smaller developers. We’ve got Blast
Factor, and I think that was maybe five people working on
that title. You open up a world of opportunities for people at,
again, whatever prices the market will allow in the downloadable
category, and that kind of shifts it away from the retailer in
terms of people having to spend all that money on a boxed product.
They can just put it up on the downloadable side.
GS: What kind of support will you be giving those independent
developers? Will you be seeking them out, or simply make it easier
for them to come to you?
DK: I think we’re making it incredibly easy for them to
come to us. And the distribution of 10,000 development kits as
well, which is twice as much as we did for the PS2 and PS One,
so that’s obviously seeking all comers to show us what they’ve
got. I think people are so excited about the hardware that there’s
a lot of people coming out of the woodwork with some interesting
ideas. And again, if you’ve got an interesting idea that’s
kind of been floating in the back of your head, you can turn around
and make it incredibly cheap, put it on the downloadable side,
and your investment, even if it doesn’t sell one million
units, can be recouped.
GS: With the 360, the approvals process, among other elements,
has made it so that games are released in measured batches. What’s
your feeling on that for the PS3 in terms of how the downloadable
games will roll out – will there be a high volume?
DK: I’m not sure at this point what the review process is
for the games, but I can say that the folks in EDI have a ton of
games for review, and they’re taking a look at what looks
best on the system. I think what you won’t see is just a
flood of games that some might consider to be throw-away games.
We’re going to populate the store with true, good games that
show off the hardware, so it’s not just going to be a bunch
of redos and hacks.
GS: I know that the PS3 is essentially region free – will
the downloadable content also be available worldwide, or region
specific?
DK: All of the online stores are region-specific, so that’ll
dictate where you can download the games.
GS: How do you feel the PSP is doing, and I’ve heard
rumor of a second model?
DK: Yeah, that was a rumor, just that. The PSP is doing incredibly
well, and I think that you’ll see even more interest behind
it now that the PS3 is coming out, because the inner-connectivity
between the two, I mean you saw the demo in terms of accessing
your PS3 harddrive through your PSP. That’s just the tip
of the iceberg of what can be done with that. Once that system
is set up through wifi, you can do things like anywhere in the
world, go into your MLB 07 and check your fantasy baseball
league through your harddrive.
And then think about downloadable content, as well. If you utilize
the PS3 as your base for downloading content, and then transfer
it over to your PSP, which is incredibly easy to do, the more content
that’s made available through the online store will increase
the usage even more.
GS: I guess the PS3 is designed to be always on?
DK: Yes.
GS: Don’t take offense to this, but is the system
going to be able to hold up to being always on?
DK: (laughs) Yes it is! No issues, you saw Gamer’s Day,
it was kind of nuts and we didn’t have any that were dying.
We had a lot of unfinished software that was dying, but not hardware.
GS: I picked one up and almost burned myself.
DK: Yeah, I don’t think it runs as hot as the 360, but I
haven’t done a side-by-side.
GS: When we start getting fire reports we’ll see
if we can compare and contrast. Getting back to it though, how
important do you think the Sixaxis controller is going to be
for the PS3?
DK: The idea was that developing and incorporating technologies
that are actually interactive, rather than passive. I like rumble,
and when it came out I thought it was pretty cool, but if you really
think about it, it really is a passive technology. You hit something,
you feel rumble in your hands. But I was just playing Lair yesterday,
where you fly your dragon by tilting the controller, and it becomes
incredibly intuitive, so I think that as more people, particularly
third parties start harnessing the power and the idea behind it,
you’re going to see stuff that just makes sense to do. At
the same time, the stuff that we’re doing feels right with
the controller that we have, so like tilting it to fly a dragon
feels absolutely right, using it to do spin moves in NBA 07 feels
absolutely right.
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