Showing posts with label model. Show all posts
Showing posts with label model. Show all posts

Sunday, 30 September 2012

Sony Exec: “I Feel Great About What’s Coming”

The PlayStation brand is in an interesting period of flux right now. PlayStation Vita is failing to pick up significant momentum, but PlayStation 3 -- led by a new, hard drive-heavy model -- is slowly closing the worldwide sales gap with Xbox 360. And a slew of PlayStation-exclusive games, long the strength of the brand, are on the horizon even as Sony has significantly truncated its roster of first party studios in 2012, from 15 to 12.

I recently got the opportunity to speak with Sony’s John Koller about all of these topics and more, and SCEA’s Vice President of Hardware Marketing had plenty of interesting things to say.

On the precipice of 64 million PS3s sold worldwide, Koller admitted that the company is “very pleased with the PlayStation 3,” reiterating the company’s stance that Sony intends on staying “in the PS3 business” for “quite a long time.” Discussing fresh upcoming IP from the likes of Naughty Dog and Quantic Dream in the form of The Last of Us and Beyond: Two Souls, respectively, Koller declared that “the development spigot is very strong for the platform.”

Interestingly, Koller points at the fierce loyalty Sony has from its consumers as a reason why PlayStation 3 will continue to be successful. “When you look at the consumer for the PS3, it remains someone who’s a fairly heavily engaged gamer. There’s a lot of research showing that the PS3 consumer spends the most time of any consumer on the console. The PS3 consumer also spends a lot. They spend a lot of time and they spend a lot of money. It’s a consumer that’s very valuable. For us, we certainly regard them very highly.”

Koller also noted that while they pay attention to their primary competitor’s sales numbers in the form of Microsoft’s Xbox 360, it’s not something that dictates their decisions. “We certainly do look at [Xbox 360’s sales] numbers… From an internal standpoint, we’re very aware of what’s happening in the market and what’s happening with PS3. We pay attention. But we set out a strategy well in advance of month-to-month or week-to-week numbers that flow back in, either globally or even locally from retail accounts.”

With the new PlayStation 3 on the market, I inquired with Koller if he was afraid of some consumer confusion. After all, adding multiple new SKUs is one thing, but making them more expensive than what was already out is another thing entirely. “As far as customer confusion, we haven’t seen that. What we have done is try to educate based on not only the design of the new chassis, but also the size of the new hard drive. That’s becoming increasingly important. We see both new consumers coming to our platform as well as existing consumers that have purchased a second one. They’re starting to tap out the amount of digital space they have.”

Koller also refused to talk about PlayStation 3’s successor when asked if PS3 and the next PlayStation will live side by side on the market.

The conversation turned to the PlayStation Vita, to which I pressed Koller bluntly on its poor sales, and what seems to be an insistence from Sony that Vita is doing just fine contrary to evidence suggesting otherwise. “It’s selling on target, so everything that you’ve heard from our execs is true,” he said. “We certainly entered the next-gen version of the dedicated handheld market with eyes wide open. We knew that this is a very challenging market. There’s certainly competition from tablets and mobile and other things that provides a challenge to the entire dedicated handheld market, not just something that we would enter.”

“But we did then and we do now feel very confident and very bullish on the platform, for a variety of reasons. First is, again, going to what I mentioned on the console side, the content. The content coming to Vita, not only this holiday… [but] what we’re seeing over the next few years for Vita keeps that development spigot hot.”

One of the major strengths of PlayStation Vita, according to Koller, is how ubiquitous the user base is with that of PS3’s most hardcore players. “We haven’t gone into the numbers publicly,” Koller admitted, “but I can tell you that a significant majority, as in most, of the Vita consumers are also PS3 owners. When we look at that, those are people we know very well. That’s a PlayStation Nation consumer who tends to be a loyalist. They buy multiple platforms from us. So we know their purchase behavior. We know the games they like. We know what makes them tick.”

At this point, discussion of the PS3’s ecosystem crossing over with the Vita’s came up. I often argue that Vita and PS3 are crossing over too much, removing reasons for folks to pick one up if they already own a PS3. “We try to keep unique experiences on each,” Koller said, later noting that “we did certainly have issues during the PSP years when we had the exact same games on both console and handheld. That’s something that’s a difficult thing for us. It’s difficult for a gamer to wrap their head around. If they think, ‘the only difference is when I’m taking this game on the road,’ that’s not the difference in platforms.”

Koller brought up Assassin’s Creed III’s upcoming launch on PS3 side-by-side with a totally different game in the form of Liberation on the Vita as the desired future of content for both platforms. “That’s what we drive towards. When you look at games that are coming up, we try to offer unique experiences between the two platforms. Usually, we’re successful in that.”

The conversation turned to Sony’s vaunted cross-buy program, which gives consumers a free copy of the Vita iteration of a game when purchasing the PS3 version. The critically-acclaimed PSN game Sound Shapes is one such title that does it. PlayStation All-Stars Battle Royale will do it in November, and Sly Cooper: Thieves in Time will do it in February. The question is, will all first-party games and other exclusives now do it automatically?

“It’s still game-by-game,” Koller answered. “We look at it as, ‘what are the games that have the best opportunity for this?’ Certainly, this holiday season there’s going to be a lot of Vitas sold. There’s going to be a lot of opportunity for that Vita consumer to say, ‘Do I want to continue buying more games for this device?’ For us, that’s critical. Getting them to continue to experience new experiences, new ways of playing like an All-Stars, is important. That’s why we offered that. We’ll look at it case-by-case. Certainly, it’s been met very positively. That was something that we wanted to see. We wanted to see if consumers were interested, and the answer has been screamed back at us: ‘yes we are.’”

Koller also confirmed that -- like PS2 and PS3 before it -- Sony intends on supporting the PlayStation Vita for a full 10 years. “We’re in year one, so we’ll be supporting it for some time. But yeah, it does have its own 10-year life cycle. All of our platforms do… it’s a marathon, not a sprint. We expect long-term success from all our platforms.”

Even though Koller is best-known for his perspective on hardware, I couldn’t help but ask him about Sony’s software, especially in terms of the truncation of Sony’s first party roster this year from 15 studios to 12. Sony only shut down a single studio from 1994 to 2011, but three in 2012. But why? And will it affect the future of Sony exclusives?

“What we’ve tried to do is focus all of our assets and resources on that objective of putting out the best content to help move platforms,” Koller said. “Any move we make… it’s done with that in mind. It’s a focus question, and that’s what gets me most excited on the platform side. I know that we’ve got the biggest and best internal game studios in the industry. I feel great about what’s coming.”

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Friday, 21 September 2012

What We Want in a PlayStation Store Redesign

It's been a whirlwind week of PlayStation news. As if a new model of the PS3 wasn't exciting enough, PlayStation Australia followed it up by teasing that a new look was coming to the PlayStation Store. Then, PlayStation promoted its new web portal and got everyone talking about what the humble store might become.

We don't have any definitive answers as to what's happening or when it's happening, but we do have lots of PlayStation Store ideas Sony should listen to. Below are five seemingly simple things the PlayStation Store should be doing.

PRELOAD THE DOWNLOADS

You know what the kids love? Steam, Valve's PC gaming platform. One of the coolest things about Steam? The ability to preorder a game, download it, and then have it unlock at 12:01 a.m. the day of release so you can get to playing.

PlayStation's getting better about this -- Borderlands 2 launched on the PlayStation Network Tuesday -- but it's still far from perfect. IGN reader Jaime Escalera wrote in to Podcast Beyond this week lamenting that his friends planned on downloading Borderlands 2 at midnight, but were "super disappointed" to see it not go up until the next day. Of course, even if the PlayStation Store had published the game at 12:01 a.m., Jaime's friends would've had to sit there while 5.8 GB downloaded.

Adopting the preorder/preload model solves this problem. Get Borderlands 2 on the PlayStation Store the week before launch, let me download it, and then unlock it the moment mobile people can pick it up at GameStop. The future is now. Interestingly, IGN fan Stephen Roche said that this PSN model exists in Australia, so let's get it together, Sony.

ONLINE PURCHASES

“

The PlayStation Store's model is a dinosaur.

It sounds simple -- if you want to buy something on the PlayStation Store, use the PlayStation Store -- but it's so archaic. In a world where I can login to Xbox.com, buy a game and have it waiting in my download queue, the PlayStation Store's model is a dinosaur.

If the PlayStation Store is getting redesigned, it's time for PlayStation to embrace a ubiquitous experience -- a store that looks and feels the same on my PC or iPad as it does on my PS3 or Vita. Aside from the simplicity of use, you have to imagine it would increase PSN sales. How many PS3 and Vita games become impulse buys if you can read the review on IGN and then click over to the PlayStation Store to pick the title up in a few seconds? Right now, if a consumer hears about a cool PSN game, he or she has to keep that game at the forefront of his or her mind until they get home, turn on the PS3 and get to the Store.

PUSH DOWNLOADS

Now, Automatic Downloads are already a perk of PlayStation Plus, but if we're building a smarter PlayStation Store, let's give everyone the ability to have their PS3 wake up and start downloading. First and foremost, it works well with the idea of a web version of the PlayStation Store. If I download Lumines Supernova at work, I want my PS3 at home to turn on and download it so that I can play as soon as I walk through the front door. Secondly, getting this infrastructure in place would knockout the No. 1 thing people like to bitch about with the PlayStation Network: firmware.

If you're one of the people who uses the PS3 for the occasional exclusive, chances are you're forced to download a new update each time you turn on your PS3. With my revamped PlayStation Store, everyone would have the option for automatic downloads and push downloads -- and I'd make firmware default to this option. Any time PlayStation released an update, your system would boot up and get to installing.

MAKE AN EVENT OUT OF PUBLISHING

Busses get misses, kids get sick and cars breakdown -- I understand that not everything will be on time all the time. However, there's really no rhyme or reason to when the PlayStation Store updates on Tuesdays. Sometimes it's early in the San Francisco afternoon, other times it's just before Tuesday becomes Wednesday. Each week, it's a game of Russian roulette as to when you can get games.

This has to stop. YouTube has this thing called the Creator's Playbook. Basically, it's this huge document about how to be successful on the platform, and it stresses regularity and timing. "Frequency of uploads and other platform engagement keeps your channel feed active and retains audience interest," the playbook reads. "To build an audience, 'A consistent audience requires consistent content.' "

Let's be frank here -- the PlayStation Network audience isn't that "active." Yes, plenty of people downloaded Journey and have used the PlayStation Store, but the number of people saying "Oh, it's Tuesday! I have to see what's new on the PlayStation Store!" is a tiny one.

If Sony can get it together and say "Every Tuesday, we're publishing the store at 3 p.m. Pacific," it can become an event. It'll have people refreshing the store to the get new COD DLC and talking about what's to come. Tuesdays will become synonymous with the PlayStation Store to the masses. Add first day discounts, exclusives and surprises, and you'll build an audience that wants to be there as the Store update happens. All eyes would be on PlayStation.

FIX THE DOWNLOAD LIST

This is probably the nerdiest suggestion on the list, but if you've ever tried to use the PSN's Download List, you understand. Basically, the PlayStation Network rocks because it lets you download your content multiple times (there are system activations to worry about) in case you got a new console or whatever. Everything you've ever downloaded is added to the Download List, which is available in the PlayStation Store and Account Management.

The trouble is that there's no way to sort the Download List other than what it defaults to (date downloaded, and sometimes even that gets goofy). When you have DLC and games and more fighting it out on the list, this gets to be a big mess. If we're rebooting the store, let's toss a few options at the Download List. Stuff like sorting alphabetically and grouping content by type.

What do you think? If the PlayStation Store's getting revamped in October, what do you hope it means for the platform? Let us know in the comments below.

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : ign[dot]com

Wednesday, 15 August 2012

Star Wars: The Old Republic’s Free Future

BioWare and EA recently made the announcement that Star Wars: The Old Republic would shift from a subscription-only model to free-to-play. The adjusted model, which will take affect this November or December, will let anyone start up TOR and play to level 50 with a character class without having to sign up for a monthly fee.

“The market is clearly becoming a free-to-play market in the MMO space,” said Matthew Bromberg, general manager of BioWare Austin. “It appears that’s the direction the whole industry is going. Our own research told us that a significant percentage of the folks who have left the game, left because of the commitment to the subscription model. It’s not that surprising if you think about it because the dynamic in an MMO is essentially one in which you subscribe and then you’re waiting for new content, and people don’t feel good about waiting.”

The Old Republic started out very strong when it launched late last year, accumulating as many as 1.7 million subscribers. But then players started to leave in big numbers, so the number of active subscribers dropped below one million, though according to EA, is still “well over” 500,000. That’s still a lot of players, far more than most MMOs ever attract, but also a lot of players lost in under one year, and a trend that could have potentially continued without a change to the payment model.

EA is promising more frequent content updates from this point on, which will be free to those who decide to stay subscribed, but must be purchased by players leveling for free. Bromberg says the updates will introduce content that’s more social in nature. “Group content, Operations, Warzones, Flashpoints, events as opposed to focusing primarily cinematic story-driven single-player content.” Bromberg also teased a different style of space mission, saying, “we think there’s an opportunity beyond space on rails to do something really cool.” It sounds like that new style of space mission wouldn’t be ready until sometime next year.

The more solo-play-focused content is still on the way, with a level cap raise and new quests on the planet of Makeb scheduled to be released at some point in 2012, but this type of content isn’t exactly easy to produce. “The power and strength of the game, a lot of it was in this epic story. In fact it was so engaging that people played through it much more quickly than we’d imagined. The biggest strength of the game can also be a challenge as people get to the end. They got to the end much more quickly and we weren’t prepared for that. And so there was this lag time. That created some issues for us, clearly.”

One of the issues was development cost. “It’s hugely expensive. It’s cinematic, it’s lush, there’s voice over, it’s unbelievable. The amount of content available at launch was extraordinary. You have folks who’ve played through the levels, and what an online service has to provide is grouping. All of our research shows that people who have friends in game and play with people in social content, love the game and stay. If you remain a single player, you won’t stay. Our focus, in addition to extending the story which we will continue doing, is giving those players who want to play in groups with other people something fresh and new to do all the time.”

Bromberg said the behavior of a typical TOR player was to pick a class and stick with it through the story before branching out and setting up new characters. “That’s what drove the focused consumption of all that content. I think we’re still continuing to see that. Which is why I think it will be interesting in the free to play model, there are so many more people that we can open up to the story.”

Because The Old Republic wasn’t initially designed as a free-to-play game, it’s been an especially complicated process for EA and BioWare to figure what to charge for and what to keep free. “You try to find a balance whereby the limitations don’t impact the fun of the game. When you hit a certain level of engagement you’re going to naturally make that calculus in your head that it makes more sense to subscribe.”

Subscribers get unlimited access, while players without subscriptions won’t have unlimited access to PvP Warzones, will have fewer inventory and bank slots, as well as other limitations. “Ultimately you’ll be able to buy everything individually. But in the first phase, not everything will be purchaseable. But we’ll get there over time.” A microtransaction-driven Cartel Market will also be implemented, which will offer up cosmetic items, boosts and convenience items and tiered treasure chests that could contain rare vanity items.

As developers and publishers continue to experiment with pricing models, it’s not rare to hear some say pricing model design these days is game design. Bromberg pointed out the potential flaws in equating the two. “You don’t define a game by how people pay for it. I don’t think people who design games think about it that way. All the principles of game design, it has to be fun, it has to be engaging, it has to be social, all those things are true. And when you’re designing with free-to-play in mind, it does impact how you’re designing the game. I do think there’s been a little bit of an overemphasis on it, especially with the business model. Game designers don’t design games because of the business model is, they design because they love doing it. [The Old Republic] being free doesn’t really mean anything, you have to want to play. Especially in a crowded world. Especially with all these options. People don’t play something just because it’s free.”

Moving forward, Bromberg said a key factor in The Old Republic’s future will be an ongoing willingness to be flexible with the payment structure. “You never know how precisely it’s going to work until you begin interacting with consumers. You have to tweak as you go, and you have to tweak every day. That’s a very different discipline than a subscription model where you’re watching over time and it’s a bit slower. We’ve got to get in and look at the data every day and make sure we’ve got that balance right. I wouldn’t be shocked at all to see it change a lot. How much is too much, how much is too little? You can only figure that out by looking at data. You design by looking at data to begin with, but especially for us, this will be new. I’d expect there to be a lot of changes.”


Source : ign[dot]com

Thursday, 19 July 2012

Heroes of Newerth Makes All Heroes Free




Starting tomorrow, all heroes will be free in Heroes of Newerth. As part of a new game model called All Heroes Free, players will have access to all 107 released heroes at no cost, a move designed to level the playing field and make Newerth “a truly free-to-own game.”


Players were previously limited to pools of 16 free heroes at a time, with the option to purchase individual heroes separately. Anyone who purchased heroes within the past two weeks will receive a full refund, and anyone who purchased a hero at any point will receive a Mecha Gemini avatar for free.


“As gamers, we all know that games are more fun to play with friends, and All Heroes Free will make it easier for players to bring their friends to the game,” Heroes of Newerth director Pu Liu commented. “This new model will also level the eSports playing field, as all players will be able to build their skills and advance their strategies with any hero they choose.”





Separately, S2 Games is adding more rewards per match for Legacy players, and will soon introduce a new game mode called Gated Mode, which will “allow new players to get into the game faster and easier by pairing them with a smaller group of carefully selected heroes and thereby lessening the initial burden of knowledge.”


More details on All Heroes Free, as well as Gated Mode and Heroes of Newerth’s new patch, are available on the game’s official site.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com