I agree to a point.
One of the biggest problems SCE worldwide studios faced at the beginning of this generation was coping with the hardware Sony had created for them to work with. It's really one if the biggest, if not the single biggest factor that hindered the PS3 in it's first few years, coupled of course with a ridiculous price point.
I mean the significance of the PS3's architecture cannot be overstated, it was literally a nightmare for developers to work with, both internally and for third parties. As a result some ports were scrapped entirely, and many that made it to the machine were poorly running games with a host of technical problems.
Even Uncharted, with the ICE team on board and the wizards at ND was reportedly agonizing to make. ND saw plenty of developers leave and the end result was a game that didn't exactly fulfill ND's vision. It took a few more years of experience with the PS3 to produce something like Uncharted 2.
I'd imagine PD underwent some serious growing pains as well, despite what looks on the surface to be perhaps a slightly poor focus and direction for the title, I believe a huge part of Sony's flagship title seeing such a late release is down to the complexity of the hardware and the jump the studio had to make to the next gen.
The same can be said for Infamous, you only have to look at the first and second release to see SP had finally mastered the hardware after 4 years of work on it.
The Last Guardian still hasn't even released.
I guess the point I'm trying to make is, while Sony may not have directed resources as efficiently as they could have, or chosen the right direction for certain studios, the root of Sony's problems lies squarely at the feet of the PS3's hardware. It crippled Sony's software portfolio early in the gen, it lowered their third party support and it meant releasing each machine for a huge loss which no doubt financially impacted their future marketing budget. It even saw them release some titles early (Heavenly Sword and Lair spring to mind) they simply needed something to push out onto the market.
As far as diversity, for some studios after the massive initial investment and astronomical man hours spent creating an engine for a game probably meant Sony were more likely to greenlight a direct sequel, even if the first game had only produced a minimal profit, rather than risk the prolonged expensive development of a new IP. This may have been the case for GG for example.
Hopefully with a much more accessible machine to work with next gen, we'll see more regular releases from key studios, more diversity in the releases and perhaps with a higher return from Sony's first party as a result of a faster turnaround, larger resources devoted to marketing.








