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Forums - Sony Discussion - Sony Strategy Thread: Third Party Sony (PS NOW)

Zod95 said:
theprof00 said:

I agree that GT might not have hurt the IP, but I think we can both agree that it would certainly be safer for the IP (both sales wise and recognition wise) to release after Forza and Need for Speed.

I think that GT shouldn't be conditioned by any other driving game. Maybe that kind of thinking is a result of long waitings for a next iteration ("then it has to be perfect...it has to be flawless...it has to come at the right time...maybe the right time hasn't come yet"). Need For Speed comes every year, so EA doesn't need to have that kind of concerns. They just release the best game they can in that time frame. Forza comes every 2 years, so Turn 10 follows a similar philosophy. If Poliphony Digital wants to reduce the production cycle of GT they need to stop worrying about those things. In my opinion, the only concern they should have is to release 2 titles per console (the 1st to revolutionize and the 2nd to consolidate). That's what they did with PS2 and it has worked quite well. And even this should be a flexible strategy for them. The main rule could be a new GT every 2 years and then in the 3rd they would make the decision of launching it for the current or the next console (that's what Forza did and it seems to work fine).

theprof00 said:

One of the reasons why they never had car damage was because car makers didn't want to show the realism of what their safety looked like, or so the legend says.

In my view, they're just afraid of trying new things. And when they do so, it's just on top of what they already have. It hardly interfers with the core game (architectured since the beginning).

Allow me to make a comparison: GT and TOCA, two motorsport racing games that came from totally different points. TOCA was launched every 1 or 2 years and thus Codemasters was never afraid of trying new things. Therefore, TOCA rapidly incorporated real tracks, real championships, many cars in a race, car damages, different racing classes. Were they flawless? Of course not. They were included asap and enhanced among the iterations. Real tracks were better designed game after game. Championships were simplified in TOCA1 (regarding tracks, cars, points, starting positions and other details) and then improved to better match reality in TOCA2 and TOCA3. Number of cars per race got increased too, from 14 in TOCA1 to 20 in TOCA2. Car damage animations got improved from TOCA2 to TOCA3. Racing classes exploded from TOCA1 (only with Touring Cars, Gran Turismo and NASCAR) to TOCA2 (added Rally, Trucks, Classics, Open Wheel and many more).

On the other hand, Gran Turismo got all those features but much later and, like I said before, without affecting the core game. Real tracks came slowly and didn't make the "faked" tracks to disappear. Real championships (like WRC and NASCAR) only came in GT5, in a very small number and just on top of the "faked" ones, which continued to be the core game. Many cars in a race only came from GT HD onwards. Car damages only came in GT5, only for some cars and only some kind of damages (again, a very restricted feature). Different racing classes were already available in GT3 (GT, Rally and an almost non-existent Open Wheel class), then GT5 got NASCAR and now I don't know if they're adding more categories.

As you can see, TOCA got everything much earlier and decided to improve on something that could exist since the beginning. GT was far more popular and that heavy crown made them to be afraid of trying new things or alter the core experience.

theprof00 said:

It's not impossible, or even improbable, but one does wonder how they can manage such attention to detail without having any of the previous equipment. I mean, they're starting from scratch...compared to the Forza or GT people.

Not exactly. MotorStorm was already a very sophisticated game. For example, every vehicle of that game (from 2006) was created piece by piece. They could mount and dismount any vehicle until the smallest tiny component. The physics were also very sophisticated and even the human behaviour had some cutting-edge tech. Not to mention the graphics were astonishing and the beatiful and high-detailed landscapes from the original game and Pacific Rift are a good starting point for the development of a game such as Drive Club.

theprof00 said:

My quickshot to take from this thread would be PD released GT6 late as a quick installment that would serve as a mockup for their next-gen title while Evolution went in and scouted around first, possibly giving Sony a fresh new IP in the process from a dev whose major franchise was not doing so well.

My quickshot would be: Evolution Studios is like Codemasters, they're not afraid of being the pioneers. Poliphony is (became) more conservative, they want to do well at the first attempt.

theprof00 said:

Hey and thanks for your response and input.

I find your comments very informative too. It's good to share views with you.

1. I can agree with a good portion of that. I think PD are perfectionists. And I think 2 titles per console makes sense as well, though I think they could really benefit from DLC expansions as well. So, release one game in year 2, expansion year 3, title 2 released in year 5, expansion in year 6-6.5.

2. Hmm it's hard to really say what their stance is. Sure, they could simply be afraid. Another way to look at it would be that they just want to be the very best. I mean, it's hard to say they're not. While they might not have everything first, they have a whole cabinet full of awards...not just from the video game industry, but from the design industry, the automotive industry, media, etc. PD is even often used to make virtual mockups for auto companies. They are indeed far more involved in the actual subject matter than anyone else. PD is almost a video game developer as a secondary function...kinda like what I said earlier about Pixar. It would be like if Pixar made a game. 

But I hear what you're saying. Their limited release schedule prevents them from being flexible. I would agree to that. But also given how many hours people spend on that game, do you blame them? I'm not sure a yearly or even bi-annual release for them would help very much.  Meh, but it's debateable.

3. While Motorstorm is very sophisticated, it's still a lot of work for such a short amount of time, coding for a new system, learning new programming, and creating an entirely new engine. It's feasible, but would definitely be a huge cost sink. Why create all new assets? Why insist they be 100% accurate? It's just very suspect. Of course, knowing Sony, I could easily see some kind of beaurocratic traditionalism blocking shared resources.

4. We're both kind of saying the same thing :D

5. Yeah thanks for that note about codemasters and flexibility. That's a very good point to add. The sporadic nature of the GT series definitely contributes to the inflexibility of the company. 



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I don't know what their intended strategy was with GT6, but since I got into it I haven't touched the ps4 anymore. Last night I did the IA Rainmasters. Driving in the spray behind cars on Spa is even more deviously difficult then in GT5, you're practically driving blind from memory. 24H Nurburgring in the dark in the rain took me an hour alone to get past 16 cars in one lap. My finger was cramping from feathering the throttle constantly, actual pedals are definitely be a plus for wet racing. The AI was not giving up easy either. Luckily the spray effect was broken, either they thought that would be too hard or the ps3 can't handle nurb+wet+night.

I hope they expand on weather racing in GT7, puddles, hydroplaning, spray showing up on the windscreen, water sound effects, snow and rain lighting up in the headlights, headlights reflecting in the road. The sheer terror of wet night driving is there, now it needs to look like this :)



SvennoJ said:

I don't know what their intended strategy was with GT6, but since I got into it I haven't touched the ps4 anymore. Last night I did the IA Rainmasters. Driving in the spray behind cars on Spa is even more deviously difficult then in GT5, you're practically driving blind from memory. 24H Nurburgring in the dark in the rain took me an hour alone to get past 16 cars in one lap. My finger was cramping from feathering the throttle constantly, actual pedals are definitely be a plus for wet racing. The AI was not giving up easy either. Luckily the spray effect was broken, either they thought that would be too hard or the ps3 can't handle nurb+wet+night.

I hope they expand on weather racing in GT7, puddles, hydroplaning, spray showing up on the windscreen, water sound effects, snow and rain lighting up in the headlights, headlights reflecting in the road. The sheer terror of wet night driving is there, now it needs to look like this :)

That would be incredible



theprof00 said:

But I hear what you're saying. Their limited release schedule prevents them from being flexible. I would agree to that. But also given how many hours people spend on that game, do you blame them? I'm not sure a yearly or even bi-annual release for them would help very much.  Meh, but it's debateable.

Why not? They could make a 500-hour-lasting game evey 2 years. People playing 1 hour / day (on average) would still have several months of "resting" before the next iteration to come. And Poliphony wouldn't have to wait more than 2 years to implement new ideas, instead of holding them for 4 or 5 years (incurring the risk of obsolescence) while delivering DLC and spin-offs that don't add really much to the series. The 2-year mindset would also relieve them from the pressure of evolving in every aspect from game to game. I think the IP would be healthier and people would be happier. Look at how GT5 kept the fans waiting and how GT5 Prologue sold because of that. It hurts to see that GT5P sold 3 times more than GT4P although GT5 proved to be a less popular game than GT4. The fans wanted GT5 at that time (2008), not 2 years later.

Now GT7 has some time to come but PS4 owners would appreciate to see 8th gen tech on GT as soon as possible. That taste is what XOne owners are already experiencing with Forza 5. GT5 should have come in 2008, so GT6 could have come in 2011, so GT7 could be expected for 2013 or 2014.

 

theprof00 said:

3. While Motorstorm is very sophisticated, it's still a lot of work for such a short amount of time, coding for a new system, learning new programming, and creating an entirely new engine. It's feasible, but would definitely be a huge cost sink. Why create all new assets? Why insist they be 100% accurate? It's just very suspect.

I know, I also have the same doubts. But don't expect Drive Club to have huge content. It will present a fair list of cars, tracks and championships but nothing compared to GT. That's what make Evolvution's games to have shorter development periods. Remember that MotorStorm was a brand new IP showing 7th gen tech at first hand and came in 2006 already (only 1 year after WRC Rally Evolved) but with only 5 tracks.



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M

lol you do that with all your old threads? Cool.

About the strategies... I think Sony did the best thing for both consoles... GT6 on PS3 and DriveClub on PS4.

The PS4 success and pre-sales are so huge that Sony could even delayed a key title like DriveClub to polish it... while that the PD team will work in a definitive version of GT for PS4.

A launch GT could be the worst thing ever.

2015 is the best time.



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Originally posted October 18, 2012

Making a next gen console checklist:
1 Sony cannot afford another expensive console, just look at this gen.
2 Sony cannot compete directly with microsoft, again, looking at this past gen.
3 They need to be able to provide a strong graphical upgrade, while
4 Simultaneously keep dev costs and console costs down
5 They need to be able to profitably tap into the expanded market, ios, android, pc

Extended goals:
Extended goals follow every playstation system. They are secondary battles that they often use their platform to reinforce. Ps1 was cd, ps2 was dvd, ps3 was bluray. Each time, they used their console to reinforce technologies in which they were heavily invested. That makes sales of all media increase. So,
1. Reinforce their pad, phone, portable offerings so that they can compete in a very lucrative expanding market.
2. Expand their cloud and streaming service, which helps their proprietary software and pcs.
3. Defend against the repeated biggest threat to gaming, used games. (not piracy)

So, how does Sony provide a massively improved console, while keeping hardware and software production costs down, while avoiding competition, and strengthening services over time?

1 They release a system that provides improved services rather than graphics.
2 They employ those services to increase the value
3 they position themselves in the market to take advantage of the market leader

And what services would be able to do that?
Cloud gaming and vita integration.
On my pc, I can use onlive. If I choose to do so, I will be able to run games without hard drive space required, run at a resolution I could only dream of affording had I bought the parts.
Similarly, a ps4 would be able to run games with vita integration at a similar resolution to wiiU, giving ps4 every advantage of wiiU save for the nintendo 1st party lineup. Then, should you choose to enable cloud mode, you could then have the cloud process your game serverside, granting you over 9000 resolution. Of course, cloud costs 10$ a month and 60$ deal for a year because you have to use psn+, but no big deal. If you don't have internet, fine too. You still have a system that provides great graphics, great services, and is a great deal since you're getting two libraries of games (vitas and ps4s)
2. How do you increase the value with those services?
Simple. Every game you make gets put on the cloud. From there, you have your blockbuster games on every sony screen, phones, pads, you name it. You also then offset used gaming somewhat since you're getting revenue streams from sources that can't be resold. You also get to tout your system as having the best graphics, and the best price, and full backwards compatibility. That creates value for the entirety of Sony brands.

3. How do you "position yourself to take advantage of the amrket leader", and what does that mean?
You release a console that is inline with the console that has sold the most units. The market leader will already have a lot of attention because it has install base buying power. It is attractive to develop for because the costs of development haven't increased too significantly, but being that the wiiU uses new ways to play, it allows for more creativity, which to devs means more chance to offset graphical development costs. ie; the katamari challenge; ie, good games can be made cheaply.
By setting your price and specs similarly to the market leader, you ensure multiplat games. Nintendo is expecting sony and ms to overshoot the market. It's been their strategy for the past 5 years. Graphical improvements see diminishing returns, and by wii undercutting the market, they forced a graphics war between ps3 and 360. Exclusives became a graphical faceoff to sell systems. Nintendo, by now making a ps360 level console, are expecting ps420 to increase dramatically again, but the problem is, at this level, you need to improve specs 10x in order to see 10% graphical improvement. That's just how good current graphics are.
You sit next to the market leader, let MS pour money into developing games (not that they've lost everyone), and let them sit in the corner. Maybe devs will make uber versions of games just for them, but they will only be afforded by the niche, the hardcore, which is a shrinking demographic in teh face of the casual explosion.

1) Cuts out the middleman gamestop, removes a big part of their revenue problem, used games. Will be able to offer games at a reduced rate. Have 'steam' sales
2) Allows them to save on next gen hardware. They don't have to be cutting edge, because the cloud will do all the work.
3) Anti-piracy straight from the server. Of course, there will always be hacks and pirate servers.
4) Allows them to focus more on their content.
5) Allows them exclusive ability to go third party without really going third party. They can put their high content games on ios, android, EVEN XBOX and WiiU, while the reverse cannot happen.
6) Gives them a transition back into their pc business, which Kaz said was a major component, also their phone and pad business.
7) Saves on all major secondary costs such as shipping, boxing, distribution, storage
8) This can all be done straight from their current hardware. No need to improve. Which means, if 360 makes major upgrades, it will be by itself, while ps3 and wiiU are able to run similar quality levels, making those two the major multiplat and base console devs choose over the fledgling 720.
9) Full backwards compatibility spanning all their systems.