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When it comes to DLC, particularly from EA, there's a voucher in the
box, and then for resale it doesn't exist. What do you think about that? Is
that something that you touch on when you talk to these companies in meetings?
RD:
I have very mixed emotions about it. I am a big believer in
encouraging the gamer to have a reason to hold onto it and to continue to play,
and for the publisher to be able to see something if there is a second sale.
Because right now, for years, as a publisher, we saw nothing. Very frustrating.
As a first party, I
understand why there's a second sale, but I'm not always excited about it.
Look, this has been a tough couple of years. People have not been making money,
and I think the used games business has been having a huge impact in that.
I'm
happy to debate merits, pros, and cons with folks at GameStop and have that
discussion because again, I've sat on the other side and I've seen what can
happen. People need to see a way to monetize that second sale.
When it comes to your role or your part of the company, working with
publishers, do you do research? Do you provide them with suggestions and
alternatives?
RD: When Dante's Inferno came out with its Divine
Edition of the game, [we] had a half dozen ideas. They had a half dozen ideas.
Their peanut butter met our chocolate; we figured out how to make this thing
work. And out of that dozen ideas, we came up with four which could go on the
disc, [some] with the DLC, and how we [could] support them on the marketing. It's
a collaborative process.
So, once we move from
there, it goes to operations, ops. What we have is soup to nuts. We guide them
through QA, help them get the stuff out, make sure they get into DADC, get
manufacturing.
And then we have dev
support, where if they're out saying they're having trouble implementing a
certain feature or whatever, we'll send people into the studio and literally we
have what we think are the biggest, brightest minds when it comes to what they
can do on the PlayStation. They go in there and help solve those problems. So,
that's what my world is, all encompassing.

Demon's Souls
You mentioned to me that a lot of effort and care goes into a
relationship with EA, with a huge title like Dante's Inferno, but look at some
of the smaller publishers that have historically had a home on PlayStation -- like
Atlus. They may have a surprise hit like Demon's
Souls. Is that an important relationship with you?
RD:
Yes. I met with Atlus a few weeks ago. And we had meetings last week
with Hudson. We had meetings with new Tecmo Koei. We will sit down with
PSN-only guys [like] Creat. We'll sit down and have conversations with these
guys about, "How do we make it better for you? What are the things that we
can do to work with you?"
So, from my level on down,
we have account execs on them. We have dev support that will go out and see
them. We work with them on the PSN side in order to make sure their assets are
visibly noted. Get up there. If we have an opportunity to promote them, we'll
do it.
Having been a small
publisher as well, when I was at Crave SVG, I know what it can be like to be
ignored. But when you also have good product, you want to make sure they see
it.
Network games on PSN represent a new area that's arisen in this
generation, and there are some companies which could self-publish on the
platform. How much relationship do you have with them?
RD:
Well, we have three execs where all they do is deal with those small
publishers. That's their role in life, to go out and find these guys. Second
thing, we've gone out and created a fund to literally seed fund these guys
called the Pub Fund -- the publisher's fund. What we do is if they come to us
with games that they think are innovative, that are really going to show off
the network, something different, we will go and fund these titles.
So, we've done things like Joe Danger. We've done things like Burn Zombie Burn with Kuju. We've done a
deal with Paramount to get a large amount of content from them that is going to
show up on the network, as well as work with us on hybrid discs in order to
show what you can do with games and movies together.
These are things we are
very aggressive about now because, again, we think it's easier to get on our
network, you get as much access or more worldwide than you do on XBL, and more
than that, it is easy to do this stuff.
What we want to do is we
will handhold you through the first one, and then we want to show you how to do
it yourself going forward. We want to give you that ability very cheaply in
order to get this done. And the good news about the Pub Fund is you're not signing
over your rights to us. You keep your IP. We're going to recoup, but you're
going to have this opportunity to get something up there without a lot of risk
to see if it works.
If it does, all of the
sudden, now as a small company, you've got an IP that's got some value. You've
got value. You own it. All we're asking is if you do it again, give us first
right [of refusal]. If we can't get a deal, then fine, you go out and do it.
But you know what? It's a great way to get started, especially if you've got
something in a prototype that you're looking at going, "Shit, this is
going to work. This is very cool. I want to go show this to Sony, and let's see
what can happen."
You know, when you start
with your Minis, and we're trying to graduate people from Minis up to more of
the full scale PSN developer. That's kind of the progression we like to go
through.
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http://wp.me/pObMd-pB
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.