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When it comes to Move, it's said to be
easy to implement. I've heard this from multiple Sony executives. But getting
people to build up ground-up titles isn't so much about tech. It's about
inspiration. What is your goal when you talk to third parties? Is it to get
them to implement Move into as many of their games as possible? Or is it about
getting them to do ground up stuff?
RD:
So, I spent some time reading the interview you did with Shu
[Yoshida], and I have a very similar mindset that Shu has. There are certain
games and certain genres that are great for motion gaming. I think the biggest
problem that third parties have had with the Wii is that everybody had to
implement everything with the Wii-mote, and a lot of games were never meant to
have that kind of physical [interface]. It was supposed to be a D-pad only type
of experience.
There are going to be some
categories that are going to be absolutely spectacular with the Move. There are
going to be some categories that are going to be very good with Natal.
Now, the big difference
with the Move and the Natal, if you're going to do it with Natal, you're going
to do it exclusive with Microsoft. That's not going to be the case for the Move.
You have a code base that works across all three platforms.
How do you build
that up and how you implement it into your game? Do I think you're going to see
[inappropriate Move implementations]? Absolutely.
Our challenge here is to
make sure you're doing it with the right games and the right genres, and that's
where we're spending a lot of our time, going back to people and going,
"Good idea. Bad idea. Good idea. Yeah, not so good idea."
Those are the types of
things that we're trying to at least steer people away so they don't spend
millions of dollars, come back to me and go, "Eh... It didn't sell."
"Well, okay. You never should have made it. It was never going to work
anyway. It didn't work on the Wii for a reason. That category didn't. Why did
you think it was going to work on this one as well?"
What we're also trying to
do, and again I agree with Shu, is take a hardcore experience like a SOCOM, that if people want to have an
online shooter experience, they can go and do that. You and I can just blow our
brains out, get our trophies, and have a great time.
But if my 7-year-old son
wants to play it -- not suggesting he's going to be playing SOCOM, an M-rated game -- but if he
wants to play a style of game like that, he can play at home and at least have
a good experience, a much more casual experience, and not worry about having
that hardcore experience. I still think that has some value and some relevance
to it.
It seems like it's got to be a challenge. Do you feel like you're
spread a little thin trying to get people to work with Sony? You have Move,
PSP, regular PS3 games.
RD:
[laughs] Call Jack. Tell him that for me, will you? It's the battle
for resources. "Am I going to make an iPad/iPhone game? Am I going to do
PC? What do I do for this particular feature? Oh, you want exclusive features,
Rob?" Yeah. So, welcome to my world. And that is exactly it. I liken
myself to plate-spinner. I've got to keep them spinning.
Now, the other part of it
is, what are the priorities, or what's the flavor of the week, or the flavor of
the month? Like we're having a big initiative with 3D. We want to make sure,
given we're the only console that can do 3D, that we're going to have games out
there that support it. We will. We're excited about that. But again, that's a
whole 'nother category we're emphasizing.
Are you worried that with Move, games are just going to be ports across all of the
3D motion platforms? The Wii is full of shovelware. We all recognize that.
RD:
Yes. And I think we can do a lot about that. Now, are there going to
be things like that? Sure. We'll do everything we can, whether it's up-res, add
trophies, and do things and make it network-only so you don't see it on a disc,
but at the same time, we don't have to approve it if we don't want to go down
that path.
The other thing you also
see is less and less of that shovelware on the Wii, because people realize it
costs money, they're not getting placement at retail. Even at a $19 or $9.99
price point, it doesn't sell. Why do I want to chase it on this category as
well? We're not getting such a huge amount of concept submissions that we look
at this and say, "You know what? We've got big problems." That's not
been the issue.
I think people have gone
back very conservatively at the beginning to say, "Okay. What's going to
work on this?" They're taking lessons away, but also understanding,
"Hey, you know what? Sony's going to go after this [motion control] for
hardcore as well as the casual. Let's see what we can try and do, and let's see
what's going to work for each one of these consumer groups."
You alluded to concept approval. Nintendo doesn't have it. Sony has
had concept approval since day one with the PlayStation 1. What purpose do you
think that serves in the market in 2010?
RD:
Look, I don't want to be arbiter of taste. I want to give consumers
that opportunity to decide if something is going to be successful or not, and I
know how hard it is having sat on the other side, and gone through it... I saw
some very capricious concept approval meetings. I know how hard those can be.
At the same time, I also
see the benefit, particularly at retail when you have a limited number of slots
and you're trying to get something placed, and you can't because there's so
much crap out there. How you actually get your product to market. So we have
continued to have concept approval in order to give a semblance of control.
But the other thing, too,
is we don't want to race to the bottom. And if you were to talk to people at
Apple, I think the first thing they tell you with regards to iPhone apps and
iPhone... A couple of things went horribly wrong. You got a race to the bottom,
price and quality-wise.
I mean, how many versions
of Bejeweled do you need? 30 enough?
50? How many do you need? We prefer to say "one". We'd much rather be
able to at least have an economy that people can make money on, and we don't
want to be the first to get to the bottom. And that, to me, demands some level
of concept approval.
I would assume that people are coming with games for Move which lead
on Wii. They want to get them on your platform. Is there a problem?
RD:
If it's day and date. If it's day and date, we'll work with them on
it. If it's a port, then we'll move it a step, to the network. Unless it's
something that they've done an incredible amount of adjusting... We want to be
a one-to-one experience.
The Wii doesn't have a
camera. We've got a camera. Use that camera, implement that in there. A lot of
these guys don't want to. They just want to use the accelerometer and say,
well... No. Not gonna happen. It doesn't work that way. Put the camera in
there, make it work with that, get your trophies, up-res is, put some more
content in, come on down.
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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.