Exclusive: Sony Interactive Entertainment CEO Says Players Remember Only Best Games

钛媒体  •  扫码分享
我是创始人李岩:很抱歉!给自己产品做个广告,点击进来看看。  

Exclusive: Sony Interactive Entertainment CEO Says Players Remember Only Best Games

Exclusive: Sony Interactive Entertainment CEO Says Players Remember Only Best Games

刘湘明

· 刚刚



微信扫码

24

In an exclusive interview with TMTPOST, Sony Interactive Entertainment CEO and President Jim Ryan revealed that the core of the PlayStation experience is emotion. “A best game can arouse certain emotions of the players, such as making the player feel excited, feel the adrenaline rush, or feel happy or sad,” said Ryan.

By Liu Xiangming

Key Points:

1. In an exclusive interview with TMTPOST, Sony Interactive Entertainment CEO and President Jim Ryan revealed that the core of the PlayStation experience is emotion. “A best game can arouse certain emotions of the players, such as making the player feel excited, feel the adrenaline rush, or feel happy or sad,” said Ryan.

2. He also said one of the commonalities of the studios acquired by Sony is that Sony has had a working relationship with them for several years prior to their acquisitions, which means that Sony has a deep understanding of them.

3. “New IP is the lifeblood of any entertainment industry, but it is very difficult to create a new IP… I am very happy that we can do this in the past few years, but it requires great courage and the courage to bear financial risks. It also requires trust in the studio,” said Ryan.

BEIJING, July 14 (TMTPOST) -- "It was the best of times, it was the worst of times…” The famous opening sentence in Charles Dickens’ s A Tale of Two Cities may be very suitable for describing the current status of PlayStation5 (“PS5”).

The coronavirus pandemic has brought a significant increase in young people’s home time, which has triggered a major explosion in demand for digital entertainment. In this context, the sales of PS5 reached 7.8 million units in just five months of the fiscal year 2020, breaking the previous PS4 record of 7.6 million units in 2013. But also because of the pandemic, which has severely affected the global supply of semiconductors, the "chip shortage" has also put a lot of pressure on the production of PS5.

On the other hand, young people spend more and more time in the digital space. Various new digital entertainment ways-such as short videos or mobile games, constantly attracting users' attention, which impacts the console game industry, an industry represented by a brand like PlayStation, which provides well-produced, story-driven, immersive and experience focused console games.

As the global CEO and President of Sony Interactive Entertainment, Jim Ryan has been trying to keep the company headed in the right direction in a new market environment. Throughout 2020, he had to stay at home in London to continue working. While taking care of his 12- and 14-year-old daughters getting up, having breakfast and preparing for school, he kept communication with colleagues around the world. In addition to switching working hours among Asia, the United States and the local, he also takes time to play games at noon and experience the company's products.

In this company with KANDO as the core of management and operation, the person at the helm of it firmly believes that "users will only remember the best games, and OK games might be forgotten." The standard for best games is "Be able to arouse players' specific emotions, for example, it makes players feel excited, feel the adrenaline rush, or feel happy or sad." To develop the best games, he believes that not only the new hardware platform of PS5 is important, the top-level game lineup and Sony’s 14 studios and a large number of high-quality partners are also needed.

Meanwhile, the performance of PS5 in the Chinese market surprised him. In May 2021, after the PS5 was officially released in China, its inventory was sold out within a few minutes, which gave him a lot of confidence.

Not long ago, Ryan sat down with Liu Xiangming, a senior PlayStation player and co-founder of TMTPOST, connected remotely to discuss some topics related to PS5.

TMTPOST: When did PS5 start planning, and what was the biggest challenge encountered during the period?

Ryan: We started early preparations in 2015 and encountered many challenges during the period. One of the biggest challenges is the global pandemic in 2020. At that time, we were just about to start production and had the final product design. However, in the event of the pandemic, the whole world was quarantining. There was no way for engineers to come to factories in China to complete the final production design. I think being able to complete production and finally breaking sales records under this circumstance is really an achievement. I am very proud of the team who made it!

TMTPOST: What is the impact of the pandemic on PS5's supply chain?

Ryan: It is a bit complicated. The global pandemic and some other factors have an impact on the entire semiconductor market, putting a lot of pressure on the supply chain. This is one of the problems we are facing. After all, our current production speed has also broken the record. To be honest, the market demand is very large now, and we cannot fully meet the demand. But we believe that 2021 will also be an unprecedented year for PlayStation. We are gradually entering the second-year of PS5, but the global pandemic is still ongoing, which is still affecting the semiconductor industry.

TMTPOST: What makes PS5 different from other platforms in terms of experience? Could you use one sentence to sell it to users?

Ryan: It's really challenging to answer it in one sentence. I would say that PlayStation5 gives players unparalleled performance, immersive experience, and high-quality games and gaming experience.

TMTPOST: Everyone is very interested in PlayStation's studio. Do PlayStation's studios and exclusive games play a big role in the entire game experience delivery?

Ryan: The PlayStation studios play a very important role. First of all, these studios provide us with a series of high-quality PlayStation exclusive games. Secondly, the exclusive games provided by these studios all demonstrate the functions and unique features of PlayStation. Ratchet & Clank: Rift Apart is one example. This game is also exclusive to PlayStation. It shows the performance and unique features of the console, and gives other developers some references to let them know what PlayStation can do, such as SSD, new controllers, etc. This is why the PlayStation studio is particularly important.

TMTPOST: What are the requirements for setting up a studio at Sony? What kind of assessment is there for these studios?

Ryan: In my opinion, these studios should have excellent development capabilities, but at the same time we also value artistic creation, excellent narrative and the ability to empathize with players. We believe that the core of the PlayStation experience is emotion. In general, it is necessary to have technology, but also to be able to propose and realize artistic concepts. We have 14 studios in Japan, Europe, and the United States. You will find that these studios all have the characteristics I mentioned.

TMTPOST: Do they need to submit a business plan in order to set up a studio?

Ryan: Many of our studios grew naturally. These studios were small before, and gradually grew from about 20 people to 500 people. The professional abilities and skills of these studios have grown naturally. We have also acquired a lot of studios. For example, in 2019 we acquired Insomniac Games, and many years ago we also acquired Guerrilla Games and Sucker Punch. One of the commonalities of these acquired studios is that we have had a working relationship with them for several years before the acquisition, which means that we have a deeper understanding of them. We know their operating mode, advantages and development capabilities and we also know where they need to improve, which makes it easier to merge studios. This process has never been easy, but it is far more better than buying some studios that we know little about.

TMTPOST: Many studios may spend a lot of time developing a game. As the company's leadership, how to keep your patience?

Ryan: This is a very good question. I think this is similar to a previous question, that is, what is the importance of PlayStation Studios, especially their ability to develop games and demonstrate platform advantages. Therefore, people like me need to keep those two things in mind and realize that it is better to wait and have a great game than to rush and have a game that is okay or quite good. Players only remember best games rather than OK games. If it is a best game, players may want a sequel, and they will also want to buy a sequel, but no one really cares about a game that is only OK. Of course, due to financial and product portfolio considerations, we will also give pressure to studios to deliver a certain product within the expected time. But in general, we don't want products that are OK, we want the best.

TMTPOST: The production of a game is very much like film production. Will you personally participate in the production process and give your opinion? Or is it someone else is responsible for this?

Ryan: No, I don't do this, because my suggestions are not good. Even if I give them, I hope that the developers will ignore them. Of course I think you are right. We have to consider the budget and time cost. It is indeed very similar to making a movie. But I think if you have built a mature development team, you have to employ people without any doubt, you have to trust your team and support them. This is how we operate the PlayStation Studio. We give them freedom to express their creativity, and we believe that they will give us a corresponding return and deliver the best games.

TMTPOST: How would you define a best game?

Ryan: I think a best game can arouse certain emotions of the players, such as making the player feel excited, feel the adrenaline rush, or feel happy or sad. I think best gaming experience should allow players to enter an immersive experience in the game, allowing players to fully integrate into the game and experience different emotions.

TMTPOST: As the CEO of an entertainment company, do you often play games?

Ryan: Not as often as I would like to, but I do play as often as I can. I’m currently playing Ratchet & Clank: Rift Apart. As I said before, this game stimulated my specific emotions and made me happy. For me this is a best game. Usually, I prefer slower-paced games, usually single player mode that requires me to think carefully and deeply. These are the emotions encountered when playing games, and can also reach users who like Hollywood movies.

TMTPOST: What was the best game you played last year?

Ryan: I personally think it is Ratchet & Clank: Rift Apart, which is my favorite and most enjoyable game in the last year. Although it is not a slow-paced game, the joy of the game and the performance of the console really surprised me. I feel that if our team can launch a best game like this within half a year after the launch of PS5, what about three or four years later? I feel very excited when I think of this.

TMTPOST: What is the most anticipated game for PS5?

Ryan: This is really a very difficult question to answer. In the next year or so, the games from our studios will include Horizon Forbidden West, and then we have a new game of GOD OF WAR. Of course, we also have many high-quality games developed by third parties available on PlayStation platform. FIFA has always been popular, and so is "Call of Duty". These games are very popular high-quality games in PlayStation community, whether it is from Sony or third-party. If we just talk about the works from our own studios, the most anticipated will be Horizon Forbidden West and the next God of War.

TMTPOST: Is the new IP important to the company? Sony already has a lot of very good IPs, how did you create a successful IP? Is there a plan within the company or is it grown naturally?

Ryan: I think your observation is very accurate. New IP is the lifeblood of any entertainment industry, but it is very difficult to create a new IP. We are lucky. On the PlayStation platform, the most recent Ghost of Tsushima from Sucker Punch is a very successful IP. Horizon Zero Dawn from Guerrilla Games is also a successful one. And Days Gone performed well in the market. The Astro Bot Rescue Mission on PS VR also has very good results which should be available in Chinese market now. I am very happy that we can do this in the past few years, but it requires great courage and the courage to bear financial risks. It also requires trust in the studio.

If your studio is doing well, then your confidence in the studio will grow over time, and you will be more willing to take risks and find the right time. Our relationship with the studio is in a period that I call a healthy circle. We need products, are willing to invest, and are willing to take risks. At the other end of this circle is the reputation of PlayStation Studios in the industry. The interaction between the game world is very close and positive, so players will also care about PlayStation Studios and are willing to buy their products. Of course, it is difficult to form such a virtuous circle.

TMTPOST: We talked about the cost and cycle of the game. The cost is getting higher, the cycle is getting longer and longer, and the profit and loss point of the game is getting higher and higher. How does the company balance this opportunity and cost? Will this capital be given to large projects or distributed to smaller projects?

Ryan: Very interesting question. My answer is that we will do both. Our internal studios typically make larger games, but we will also cooperate with partner studios to develop some smaller-scale games. We work closely with independent game studios and will provide them with some support in terms of development, funding, and marketing. These independent teams are usually very small, about 10-20 people. Through supporting these studios, we are also incubating game products and establishing relationships with these studios. Perhaps they will be the next generation of 3A game developer. Well, maybe in five years or ten years, our relationship with these independent game studios will be different.

TMTPOST: Nowadays, more and more young people are playing games, what impact will PlayStation have on this generation of young people? What kind of responsibilities will you take in this digital age?

Ryan: If we are talking about some very young players, I think one of our responsibilities is to ensure that they can enjoy the experience of the game in a safe and controlled environment. Safety means that parents need to know the games their children are playing and how those games work as far as in-game content that their children might want to purchase. We need to ensure that payment is rational and reasonable, and that children's payment behavior can be supervised and controlled by their parents. As for game content, we need to ensure that the content is appropriate, that the games we publish in different countries are approved by local authorities, and that the game content is appropriate and appropriate for a specific age group. I think these are responsibilities that we need to take.

TMTPOST: Compared with Sony's immersive and story-oriented experience, young Chinese players prefer to play mobile games. How does Sony attract these people? How to compete with mobile games? Do you think PlayStation’s main competitor is Xbox or mobile phone?

Ryan: Let me answer these two questions one by one. First of all, we have tried to bring some existing IP to the mobile platform. I think this is a way to bring game products to different groups of game players, including young players. As for competitors, I think PlayStation itself has a huge player base. We have more than 100 million players on PS4 and PS5, which is a huge number. What we need to pay attention to is the game time of players. When talking about competitors, we are actually competing with others for people' time. Any form of entertainment that requires users to spend time is competition, not just other game products. Everyone has limited entertainment time. Playing PlayStation is an option, and going to a theater is also an option. Therefore, what we need to do is to ensure that the entertainment we provide is interesting and attractive, as I said before.

TMTPOST: Almost all the CEOs I interviewed before have a headache when managing young people. Is it more difficult to manage so many young game talents?

Ryan: I think it is our honor to have so many young people working in our company. I think one of the advantages of PlayStation is that we bring together everyone's youth and vitality. Youth can actually be quantified in multiple dimensions. For example, the time you have is a dimension, but I think everyone’s mindset is also a dimension. Your mindset can be young. Even older people like me can also have a young heart. It is our way of thinking and behavior that determines whether we are young. I am not saying that I am very young. I am saying that some people can be older, but at the same time they are also very young. I think the big family of PlayStation has many advantages, focusing on youthful vitality and entertainment, which is one of the best parts of the team.

For the Chinese version, please check this out: 

Exclusive: Sony Interactive Entertainment CEO Says Players Remember Only Best Games

145篇资讯

26.6k关注

刘湘明 认证作者

关注

钛媒体联合创始人、总编辑,ITValue发起理事。

最近资讯

  • Exclusive: Sony Interactive Entertainment CEO Says Players Remember Only Best Games
  • 专访索尼互娱CEO:玩家只会记住优秀的游戏 | 钛度专访
  • 钛媒体独家对话张建锋:钉钉的低代码革命
本文系作者刘湘明授权钛媒体发表,并经钛媒体编辑,转载请注明出处、作者和本文链接。
想和千万钛媒体用户分享你的新奇观点和发现,点击这里投稿 。创业或融资寻求报道,点击这里。

敬原创,有钛度,得赞赏


Exclusive: Sony Interactive Entertainment CEO Says Players Remember Only Best Games 钛粉13874 钛粉91954 hYrSeb subey 钛粉27544
445人已赞赏 >
445换成打赏总人数445人赞赏钛媒体文章
  • 钛粉30083

    钛粉30083 赞赏了

    夫妻店,做汽车配件批发,能不能上云?

    昨天
  • 钛粉13874

    钛粉13874 赞赏了

    “深喉”发声,复盘社区团购死亡之路

    约5天以前
  • 钛粉91954

    钛粉91954 赞赏了

    “深喉”发声,复盘社区团购死亡之路

    约5天以前
  • hYrSeb

    hYrSeb 赞赏了

    谁说电脑已死?

    2021-07-01 18:18
  • subey

    subey 赞赏了

    90后女程序员:身在大厂,心系创业

    2021-06-11 13:24
  • 钛粉27544

    钛粉27544 赞赏了

    鸿蒙成败,在于生态

    2021-06-08 17:41
  • 钛粉22420

    钛粉22420 赞赏了

    涿州楼盘停工下,被“不交房”拖住的生活 | 钛媒体...

    2021-05-11 21:08
  • 钛粉71674

    钛粉71674 赞赏了

    台积电南京扩产惹争议:28纳米芯片制造“黄金线”之...

    2021-05-11 16:16
  • 钛粉25859

    钛粉25859 赞赏了

    360被曝入局造车,周鸿祎看重了智能汽车哪块蛋糕?

    2021-04-28 13:32
  • 钛粉15018

    钛粉15018 赞赏了

    新消费品牌如何“爆款中国”?

    2021-04-26 12:08
  • 钛粉46336

    钛粉46336 赞赏了

    万字深扒“极端女拳”组织,谁在互联网上“引战”?

    2021-04-26 01:00
  • 钛粉65387

    钛粉65387 赞赏了

    马云投资和自产的媒体,究竟在阿里生态中扮演着何种角...

    2021-04-23 20:57
  • 钛粉46198

    钛粉46198 赞赏了

    万字深扒“极端女拳”组织,谁在互联网上“引战”?

    2021-04-22 17:36
  • 钛粉46653

    钛粉46653 赞赏了

    万字深扒“极端女拳”组织,谁在互联网上“引战”?

    2021-04-22 09:16
  • 乔邦主

    乔邦主 赞赏了

    “异常流量”是互联网广告行业顽疾?秒针认为智能技术...

    2021-04-16 21:10
  • 钛粉54090

    钛粉54090 赞赏了

    涨价拯救腾讯视频?

    2021-04-11 20:53
  • 钛粉38514

    钛粉38514 赞赏了

    k12公司学霸君被传“倒闭”,创始人回应:在继续努...

    2021-04-03 15:51
  • 钛粉80481

    钛粉80481 赞赏了

    女仆桌游馆:兼职半年,她陪伴过300多个孤独的人 ...

    2021-04-03 07:49
  • 钛粉38730

    钛粉38730 赞赏了

    教育创业还有什么机会?

    2021-03-29 14:21
  • 钛粉38440

    钛粉38440 赞赏了

    “超级App工厂”:教育赛道探索,进度如何?

    2021-03-29 14:19
  • 钛粉38714

    钛粉38714 赞赏了

    k12公司学霸君被传“倒闭”,创始人回应:在继续努...

    2021-03-29 14:17
  • hSmXxU

    hSmXxU 赞赏了

    如果格局决定了人生,那到底什么决定了格局?

    2021-03-26 12:02
  • 钛粉03456

    钛粉03456 赞赏了

    荣耀何时可以铸就属于自己的荣耀?

    2021-03-26 10:25
  • 钛粉92228

    钛粉92228 赞赏了

    房产行业巨变后走向何方?居理买房网认为“深度导购”...

    2021-03-18 16:58
  • 钛粉36095

    钛粉36095 赞赏了

    日均工作20小时、放弃未婚夫,那些逆流创业的女人们

    2021-03-08 11:58
  • 钛粉74059

    钛粉74059 赞赏了

    孤独陈睿,放弃仪式抵抗

    2021-02-25 00:16
  • 钛粉35141

    钛粉35141 赞赏了

    马云和他的三个“赌王”朋友

    2021-02-22 13:09
  • 钛粉12618

    钛粉12618 赞赏了

    中国认知智能行业报告

    2021-02-19 14:10
  • 钛粉05059

    钛粉05059 赞赏了

    陆奇万字演讲:中国经济形态与东南亚相似,创业创新易...

    2021-02-09 11:08
  • 钛粉69389

    钛粉69389 赞赏了

    视频号是微信小游戏弯道超车的大好机会

    2021-02-07 13:58
  • 钛粉67426

    钛粉67426 赞赏了

    我在抖音生产主播,投入一个亿,只挣两百万

    2021-02-07 03:18
  • 钛粉45533

    钛粉45533 赞赏了

    在虚拟影院边看电影边社交是种怎样的体验?

    2021-02-04 12:44
  • 钛粉80055

    钛粉80055 赞赏了

    能睡眠遮噪还能听音乐,1MORE ComfoBud...

    2021-01-30 02:56
  • 钛aB1IyM

    钛aB1IyM 赞赏了

    “俗”人李子柒

    2021-01-27 22:21
  • 钛粉65171

    钛粉65171 赞赏了

    敬“墨茶”一篮草莓,希望他在远方没有病痛和穷苦

    2021-01-24 10:14
  • 钛粉38610

    钛粉38610 赞赏了

    网络平台涉黄屡禁不止,网络环境何时迎来健康未来?

    2021-01-22 08:44
  • 钛粉91023

    钛粉91023 赞赏了

    巨头下注,播客虚火

    2021-01-19 13:26
  • 钛粉25879

    钛粉25879 赞赏了

    中国下一个 “巨无霸”交易平台是什么?

    2021-01-18 16:09
  • 钛粉50426

    钛粉50426 赞赏了

    谁会是中国小电厨电第一个千亿之王?

    2021-01-13 16:45
  • 钛a2I9ui

    钛a2I9ui 赞赏了

    特斯拉降价,苦了自主新能源车

    2021-01-11 23:04
  • 蒙MYH

    蒙MYH 赞赏了

    “喝”出万亿大市场:0糖更快乐,植物基出圈

    2021-01-11 14:39
  • hU8dfb

    hU8dfb 赞赏了

    中国电商的下一个绝佳机会

    2021-01-05 15:37
  • 钛粉76789

    钛粉76789 赞赏了

    一个“傻瓜式”的SaaS开店工具,如何赚得千亿美金...

    2021-01-04 14:16
  • 钛粉68961

    钛粉68961 赞赏了

    挑战海拉尔零下30度,体验一汽丰田双擎混动技术 |...

    2021-01-03 16:31
  • 钛粉18683

    钛粉18683 赞赏了

    2020年最后一天,社交平台Uki被Soul前员工...

    2020-12-31 10:30
  • 钛粉17696

    钛粉17696 赞赏了

    2020年最后一天,社交平台Uki被Soul前员工...

    2020-12-31 10:23
  • h2WkpG

    h2WkpG 赞赏了

    2020年最后一天,社交平台Uki被Soul前员工...

    2020-12-31 10:17
  • hwDjnH

    hwDjnH 赞赏了

    2020年最后一天,社交平台Uki被Soul前员工...

    2020-12-31 10:10
  • 钛粉40181

    钛粉40181 赞赏了

    石家庄,工厂子弟,和“万青”失去的十年

    2020-12-25 14:33
  • 钛粉89488

    钛粉89488 赞赏了

    中高端MPV竞争,微妙平衡中寻找取胜之道

    2020-12-18 16:41
  • 查看精彩文章,打开钛媒体客户端
关闭弹窗

挺钛度,加点码!

  • ¥ 5
  • ¥ 10
  • ¥ 20
  • ¥ 50
  • ¥ 100

支付方式

确认支付
关闭弹窗

支付

支付金额:¥6

关闭弹窗
sussess

赞赏金额:¥ 6

赞赏时间:2020.02.11 17:32

关闭弹窗 关闭弹窗

账户【未登录】提示!
个人中心将无法记录并同步您的赞赏记录,
是否进行登录

直接赞赏
立即登录
关闭弹窗

分享文章

微信扫码
24

猜你喜欢

两轮电动车的新国标战事 | 钛媒体深度 两轮电动车的新国标战事 | 钛媒体深度
斗鱼虎牙没通过“婚前检查”,谁最受伤? 斗鱼虎牙没通过“婚前检查”,谁最受伤?
【钛晨报】虎牙斗鱼合并被依法禁止;“美团打车”新版App上线;维珍银河创始人布兰森成功完成太空飞行之旅 【钛晨报】虎牙斗鱼合并被依法禁止;“美团打车”新版App上线;维珍银河创始人布兰森成功完成太空飞行之旅
抢先贝佐斯,亿万富翁“布兰森”成为太空旅游第一人 抢先贝佐斯,亿万富翁“布兰森”成为太空旅游第一人
苹果、脸书入局泡沫市场,元宇宙是AR/VR的救星吗? 苹果、脸书入局泡沫市场,元宇宙是AR/VR的救星吗?
【钛晨报】腾讯收购搜狗无条件获批;顺丰预计上半年净利润同比下降78%-83%;喜茶完成5亿美元融资 【钛晨报】腾讯收购搜狗无条件获批;顺丰预计上半年净利润同比下降78%-83%;喜茶完成5亿美元融资
【登录后才能评论哦!点击 登录】

Oh! no

您是否确认要删除该条评论吗?

分享文章

微信扫码
24

本文被转载2次

首发媒体 钛媒体 | 转发媒体

随意打赏

提交建议
微信扫一扫,分享给好友吧。