Gamasutra: The Art & Business of Making Gamesspacer
The State of the Vita, 2012
arrowPress Releases
October 30, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The State of the Vita, 2012

October 4, 2012 Article Start Previous Page 2 of 3 Next

Reaching PS Vita's Target Audience

Koller believes that in order to build momentum for PS Vita, it's vital for Sony to convey the system's primary value -- a handheld that can deliver console-like experiences on the go -- to the consumers it's identified as the portable's target audience: PS3 owners.

"We have a very large install base of PS3 owners right now," he says. "When you look at that key messaging of console gaming in your hands, there's no better person to talk to about that than the PS3 owner. We know them well. They're active. They're PlayStation loyalists."

Along with encouraging publishers to bring new versions of their console franchises to PS Vita (and not straight ports), Sony has made plenty of moves to beckon PlayStation 3 owners, such as planning to extend their PlayStation Plus subscriptions to the portable at no extra cost this fall.

Focusing on this target audience has also allowed Sony to introduce features like Cross Buy, which gives consumers copies of both the PS Vita and PS3 versions of a multi-platform game when they purchase a single edition (e.g. PlayStation All-Stars Battle Royale); and Cross Controller, which enables players to use their PS Vita as a second-screen PlayStation 3 controller in select titles -- much like the Wii U.

And while Sony's strategy to sell the idea of big-screen experiences on a portable wasn't enough to establish PSP as the leader in the last handheld generation -- something the company blames on the flood of ports that tainted the system's image -- it's doubling down on that plan for PS Vita. If anything, Sony believes it hasn't done enough to emphasize that as the portable's primary strength.

"I think one of the ways that we could have improved the launch is we probably should have had a stronger message around console gaming in your hands, being very overt about that," says Koller, who feels the platform holder wasn't able to focus on that so much because it also needed to highlight PS Vita's unique features. "It does take quite a bit of messaging and marketing to wrap that around consumer's heads."

It's worth noting that this is an issue Sony has struggled with before.

Attracting Indie Support

That's not to say that Sony is foregoing smaller and indie titles -- on the contrary, the company has worked with plenty of small studios and even individuals to release their PS Vita titles, looking for ways to help bring their ideas to the portable, whether that's through loaning them dev kits or negotiating the best way to market their titles. We've seen the results of those efforts with unique releases like Sound Shapes, Escape Plan, and numerous upcoming games.

Sound Shapes

Koller believes it's important to have a bench of strong indie titles that will not only keep users returning to PS Vita's PSN service and diversify its offerings, but also help differentiate the handheld from its rivals by demonstrating the hardware's unique capabilities (e.g. having a multi-touch screen and a rear touchpad). "In terms of actively encouraging those types of development, we're all in on that," he promises.

The marketing director says Sony has a persuasive argument when it comes to convincing small developers to bring their existing titles to PS Vita: "Look, there's an opportunity to expand your offering. As long as you make it unique to Vita, there's a real opportunity to have very, very strong incremental sales, because that consumer is sitting there waiting for this, as opposed to trying to find a needle in a haystack on the mobile deck."

He notes that when releasing digital titles on PSN, developers don't have to deal with "playing with price and all the things that are required to make an indie game move on a mobile platform. If you jump in with us, we're able to really provide a lot of opportunities that the others do not" -- opportunities recently outlined to Gamasutra by SCEA's vice president of publisher and developer relations.

A number of studios have also commented that the tools available for PS Vita have been great to work with, too -- Frima's programmers, for example, prefer working with the handheld's tools over the PS3's.

There's room for improvement with how PS Vita sells its downloadable indie games, though. Twitchy Thumbs' Buck feels Sony has to overhaul how the PSN Store presents game information as soon as possible. While Steam and Apple's App Store display screenshots, reviews, and other items to spur impulse purchases, PSN offers very little for consumers to evaluate whether they want to take a risk with buying a title.

"With the PSN Store, you have a game logo icon and some text. That's it! In order to decide whether or not you want the game, you have to get on Google and do more research. That is a huge wall, and as a result, tons of sales are lost. This should have been fixed at PS Vita launch, and to not have even thumbnails of screenshots is inexcusable," says Buck.

[Update: Sony has started to address this, most recently adding screenshots to the PSN Store entry for New Little King's Story. Older titles and even many other new games, though, still lack any media that would give consumers a preview of their content.]

Article Start Previous Page 2 of 3 Next

Related Jobs

Sega Networks Inc.
Sega Networks Inc. — San Francisco, California, United States

Mobile Game Engineer
Intel — Santa Clara, California, United States

Rendering Research Scientist
Intel — Folsom, California, United States

Senior Graphics Software Engineer
Pocket Gems
Pocket Gems — San Francisco, California, United States

Software Engineer - Mobile, Backend & Tools


Ahmad Jadallah
profile image
I think that for Vita to work, it needs to be the upper class version of iOS and Android when it comes to indie titles. A piracy free environment coupled with a non-fragmented high end device.

Also, Sony needs to really work with Unity to bring their engine to Vita either natively or through the PlayStation Mobile program (although it is supposed to support Android titles and unity supports Android, it doesn't seem possible currently from what I understand). So basically something similar to what Nintendo announced recently about providng a WiiU enabled version of Unity to every registered developer. Because lets face it, AAA studios are probably not going to bother with such an install base, yet at the same time the base is attractive enough for small to medium studios.

Jeremy Reaban
profile image
I just don't see how indie support is going to help, when you have thousands (tens of thousands) indie games on iOS.

They need AAA Blockbusters, the only thing that Vita can potentially do that iOS can't (though I have to say that windows is closing with each iOS product iteration). One of the games that has been toted on iOS is Real Racing, yet where is Sony's flagship racing series? Nowhere to be found

Beyond that, what's the most popular genre in the West? The FPS. How many FPSes does the Vita have? 1. The PSP has more on it at this point in its lifetime.

Sony needed to show it was serious about the Vita by supporting it with their best teams and IP, rather than a bunch of smaller ones which they closed down after shipping Vita titles (3 times it happened)

I think Vita is pretty much going to end up being Sony's (temporary) answer to the Wii U pad.

profile image
"I just don't see how indie support is going to help, when you have thousands (tens of thousands) indie games on iOS."

Physical buttons on the Vita provide a gaming experience you cannot get on iOS. As an example, Super Crate Box on the iPhone is a joke compared to the newly released Vita version.

And there's such a flood of crap on the App store that I've all but given up looking for new games on there. The thought of developing a game on iOS and having it get lost in the fray or having a game being deemed 'not worth the 99 cent investment' is depressing.

Merc Hoffner
profile image
They need 1st party strength. 3rd parties started pulling games on 3DS too and Nintendo's fightback started with the one-two punch of the price-cut and a few high/higher profile 1st party games (third parties weren't stepping up to the plate). The pickup in sales reinstilled some confidence in 3rd parties and it regained some support (though at the last address Sega still had only 3 3DS games in the pipeline and 17 for Vita - go figure). If Sony could do the equivalent thing (No, an Uncharted spinoff, Wipeout and LittleBigPlanet are not the same thing as Mario 3DS Land, Mario Kart etc.) they surely could put some fight back in it. Unfortunately Sony doesn't have quite the roster, what they do have doesn't post those kinds of monster evergreen numbers, and even if they did it's clear Sony's not putting quite the effort in that they should. Without that the circular install momentum -> 3rd party support -> install momentum problem won't be shifted, unless they moneyhat for decent versions of big 3rd party games. If they could buy their way into serious new Resident Evils, Tekkens, Final Fantasys and yes, even Monster Hunters then everything else would follow. But if they can't even finance internal studios to cover the platform then it'll be a struggle.

[User Banned]
profile image
This user violated Gamasutra’s Comment Guidelines and has been banned.

David OConnor
profile image
Dan,that's insigthful, I think you are right, Playstation should be an ecosystem, and this would help establishing it as the 'living room box' too

Matthew Jackson
profile image
pretty cool. i have a few airsoft guns from the games i play as well and its a lot of fun.