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Sony Computer Entertainment
America's senior vice president of publisher relations, Rob Dyer, is well aware
of what he's up against these days. Competition is strong, and the company is
in nowhere near the same dominant position it was during the PlayStation 2 days.
"Sony was pretty
complacent coming out of PlayStation 2 because it was much more of a gatherer
versus a hunter mentality... You know, they could pick and choose," says
Dyer, explaining that he's well aware that the situation has changed these
days.
With the PSP struggling to
remain viable as a platform outside of Japan, and the PlayStation 3
neck-and-neck in hardware sales with the Xbox 360 on a month-to-month basis in
the U.S., he has his work cut out for him.
And that's before you even consider
the fall launch of the PlayStation Move motion controller and Microsoft's
Project Natal.
In this extensive
interview, Dyer discusses his thoughts on a wide range of topics -- including
exclusive DLC deals, his relationships with publishers from the smallest PSN
developer up to giants like EA and Activision, how he views the motion
controller marketplace, and the state of the troublesome PSP.
When it comes to your job and you interface with third parties, is
it primarily they come to you saying, "This is what we want do"? Or
is there more back and forth?
Rob
Dyer: [laughs] I wish it was... I used to joke that I was a Maytag
repairman for a long time, because it was so hard to get people excited about
PS3, given what we were doing. I use the phrase "self-inflicted wound";
it was. We weren't selling hardware. It was hard to get people pumped up.
But I think we've turned
the tide, and it started with the announcements coming out of GDC and Destination
PlayStation. You'll see some really good stuff at E3 -- where now we do have
third parties contacting us. They are calling us up to say, "How about
this?"

Batman: Arkham Asylum
It really started -- and I
always go back to Batman: Arkham Asylum --
with Eidos. God bless them for being as insistent and bulldog-like tenacious in
getting us to do that with them. Karl Stewart and Bob Lindsey were very
emphatic, and they were right.
And I'm glad we jumped on it because it's proven
to be one of the real bellwethers for PlayStation 3 third-party, and we've been
able to take that model and move it across any number of publishers to be able
to show that if you do this, not only will we support you.
It's not about just taking
share away from Microsoft. It's about expanding the pie. It's about giving
people a reason to want to buy this game. How many people bought Batman after they found out all this
cool exclusive stuff, and otherwise weren't going to buy Batman no matter what
platform it was on? [Rocksteady's Batman for PS3 included exclusive playable Joker content.]
If you ask Karl, if you ask
Bob, they will tell you, "We've more than did our numbers on 360. We
killed our numbers on PS3." And that to me speaks volumes for if you do
this stuff correctly, you're going to really start advancing the industry. And
that's what we're trying to do.
I'm not going to sit here
and try and figure out who's got the bigger you-know-what between me and
Seattle. They're going to win when it comes to money anyway, anytime, all day,
all night. It doesn't matter. Let's figure out how to make the industry bigger.
Let's grow this thing.
That's an interesting point in terms of back in the prior
generations, particularly PS2, when you had such a dominant market share, it
was very easy to get exclusive titles. And now, obviously...
RD:
I was one of them. I sat on the other side of the table, coming to
Sony. "Come on. What can I give you? Let's do it." You have 70
percent market share; of course, you command that.
And I think Sony was pretty
complacent coming out of PlayStation 2 because it was much more of a gatherer
versus a hunter mentality, where they were used to having people come to them
and say, "Hey, we're going to do this for you?" or "What can we do
in order to get your support?" You know, they could pick and choose. And
now, you've got a very competitive marketplace. You've got some very strong
first parties. It's changed. Dramatically.
Are you happy with where you are with your publishers right now?
RD:
No. I think it's a work in progress. I think we've gotten better. I
think that question is better posed to publishers. How do they feel about Sony
now? Is it something that they have seen a noticeable difference? Do they
benefit from that relationship? Is it better?
Do I think there's been an
impact? Sure. I mean, if I didn't, I'm sure Jack [Tretton] would've fired my
ass a long time ago, but I think we have at least changed the mentality that
we're going to be aggressive. I think we gave Microsoft a very open field for a
long time when it came to structuring [deals], particularly network deals. We
weren't involved in those discussions.
Again, when it comes to
throwing money, we'll lose that fight every time. But the good news is that
because of where we are with our install base and because of the growth we're
showing particularly worldwide -- not just in one territory -- it behooves
publishers to be aggressive and active on our platform.
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So Minis might often just be iphone rehashes, but they are at least something. Which is better nothing, which is what the PSP normally gets. Especially PSPGo owners, as many UMD releases are not on the store, or if they get added, it's weeks to months later.
I don't buy the whole piracy-is-killing-the-PSP argument either, although it's definitely a contributor. I would argue that the Nintendo DS is even more vulnerable to piracy, yet well made games still manage to sell very well.
Also, the fact that Sony hasn't and isn't pushing the online connectivity part of the PSP is mind boggling. Sony's system has a clear advantage over Nintendo's in terms of community and ease of friend connection, yet I've seen few PSP games to really take advantage of the feature. The console maker really has to set the example on the system for third parties to follow (big third party publishers excluded).
From the beginning the goal of the PSP seemed to be to bring the type of games people were playing at home to the portable market. But it didn't work, did it? Looking at the sales, the tie ratio for PSP is exceedingly low. Even with nearly 60 million units out there, the very best games struggle to sell a million, where games on other platforms reach that mark almost every month.
Looking at the games themselves, we see two things. Firstly, [on metacritic] there are only 22 games rated 85+, while the 360 has managed 88 in a shorter time period. Secondly, many of those 22 games (tekken, GTA, wipeout, burnout, MGS) are the same game types as the home console versions, with little to no effort made to customise them to the usage scenarios of a handheld. This seems to be what Sony wanted, and yet these games don't rate as highly or sell as well as the versions on other consoles.
The success of the iphone/itouch as a gaming platform and the fact that even a first-rate game like GTA: Chinatown Wars has trouble topping a million sales leads me to conclude that the market for what the PSP offers is actually much smaller than imagined, while the market for short, casual, mass market gaming on a handheld is still very large. Put simply: only a small subset of gamers really want that kind of experience. A lot more may have thought they did, but the quantity of games they've bought suggests they have realised their error. And as for the other things the PSP offers (music playing, video playing, internet browsing over Wi-fi), those things are clearly better served by other devices.
Blame failures in execution if you want, but I think the primary failure is the concept.