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What is the thrust of the PSP Minis
initiative now? How do you think it's gone? How do you think it's going?
RD:
I think it's gone okay. My concern with Minis always has been if you
have a PSP or a PS3, do you want to play small bite-sized games like that? I
think the jury's still out. I think in some instances they do, and some
instances they don't.
My other concern with a lot
of the Minis is they've been rehashed, recalibrated iPhone games that when you
look at and review it, you're like, "Really? What are you doing
differently here? Not much."
There have been a couple that have been
really cool, but for the most part, a lot of it has been up-resed, recalibrated
iPhone stuff.
How do you get it to where you want it to be?
RD:
We've got to continue. Candidly, I think the guys in Europe have
done a great job in proselytizing and getting into the mobile market, going out
for guys that are local phone developers, putting resources and assets against
them, educating them so they feel more comfortable getting on a more
sophisticated box, and giving them the tools and the ability to put something a
little better.
It's not like you have to spend a lot more money in order to get
something that has a lot more impact for the platform.
You're saying that it's a shame that some of them are up-resed
iPhone games. At the same time, is there enough of an audience for the Minis
that the developers can risk a full investment in a Mini game?
RD:
Sure. There is, because they're not wildly expensive, and you still
get a great split. Are you going to be rich and retire? No. But is it something
you can add to your portfolio? Absolutely.
Speaking of the PSP, there's been a tremendous
fall off in North America in terms of support for the system. It's still doing
extremely well in Japan.
RD:
It's killing it in Japan. [In North America] you have Peace Walker that I think is going to do
very good numbers. You're going to have some phenomenal support from Square.
They have some great stuff coming. You have some great stuff from Capcom.
Again, it's a lot of stuff from Japan...
We have EA Sports stuff
that's going to be coming out. You're going to have Toy Story 3 on the PSP that's coming out. There's a number of
titles from American publishers that will be there, but are we getting
full-line support? No. I'm not going to bullshit you on that.
A lot of the stuff that
will be announced at E3 we're very excited about, because they are huge titles.
And we also believe that there's a way that you will be able to, not stop, but
slow down the piracy in the first 30 to 60 days from a tech perspective.
There's some code that you can embed that we've been helping developers
implement in order to get people at least to see a 60-day shelf life before it
gets hacked and it shows up on BitTorrent.
That's been the biggest
problem, no question about it. It's become a very difficult proposition to be
profitable, given the piracy right now. And the fact that the category shrunk
inside of retail.
We're going to fix retail. First party has done a great job
of getting some campaigns in place to do that. We have some very big
third-party titles, notably from Japan. We will have a good line-up this year.
And hopefully, by virtue of that, we'll carry through to next year as well.
You unveiled PlayStation Move during GDC. Clearly, as with anything,
that's been in R&D for a long time. When did you start talking to people
about it?
RD:
We started talking about it Q4 of last year. Calendar Q4. Early
calendar Q4. So, October timeframe.
We've seen the Natal. We
saw that tech. We passed on it. We knew what we wanted our tech to be once we
settled on that. Coming out of summer, going into fall, we said, and once it
was finalized, we were able to look at this and say, "Okay. Let's get it
out to third parties."
This goes to the essence of
my job right now. I am in a battle for resources. My entire job is convincing a
third party publisher, EA and Activision, whoever, where you put your
resources. Are you putting your resources against a Natal title, a Move title?
Are you putting it against PSP? Are you putting it against 3DS? Where are you
putting your resources? That's what I spend my time on.
What we used to be able to
do at PS2 and say, "Hey, we got this great idea. Support us." Which
they did. You can't do that anymore. You have to be able to go in there with a
very fleshed out business model, a very fleshed out campaign.
So, when we first started
that [process with Move], we didn't have that at that time. Went through, saw
what the questions were right after the new year, went out again, revisited the
top 15 publishers and some key independent developers, showed them what retail
reaction had been.
That presentation you saw
at GDC we showed the previous month all the third parties. They saw that. They
saw what was happening. They had a chance to witness the games being played.
They saw a lot of the same stuff that you guys saw. So it was no more of that,
"Okay. It's pie in the sky." It's real.
So, going into GDC, I had a
very good sense of who was supporting us, what was going to be there initially.
And since then, I've now got a solid 12 month window of who's doing what.
One of the things that's
come back is that third parties haven't been talking to retail because they're
just now getting to a point where they can show stuff. So, you're going to see
stuff at the floor at E3 that hasn't been talked about, that hasn't been
announced, that we haven't talked about, that we haven't announced because the
third parties haven't.
So, they're going to be
there doing this stuff, and they'll be showing it to retailers for the first
time because they've just now, they're going to be at that six-month point, and
they're going to have something that's going to make a very big impact.
So, I'm walking into Move
feeling pretty damn good about it, given how quickly people are [adjusting]. Now,
if that tech was harder or if it took longer, I think people might walk away
from E3 a little disappointed not being able to see stuff. I'm not going to get
that sense.
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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.