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  • From Spider-Man to God of War and Final Fantasy.

  • It's been 30 years since the PlayStation first

  • brought to life some of the most iconic video game

  • franchises.

  • Hello New York!

  • Whether it's coming from third party partners, that

  • release stuff that is exclusive to their

  • platform or their own first party studios making

  • stuff, the library has been the number one thing

  • that really pushes the success of the systems.

  • For PlayStation, the game has always been, no pun

  • intended, great content to a great console, and I

  • think that that is where the exclusivity brings

  • people and creates a loyalty and engagement

  • that is really hard to replicate.

  • During its pandemic era rollout, the PlayStation

  • five was nearly impossible to come by.

  • Hunting for a new PlayStation for Christmas

  • or an Xbox Series series ten?

  • Good luck!

  • Sony's always done great hardware design, and it's

  • one of our strengths. It's one of our points of

  • difference.

  • The PlayStation two is the best selling video game

  • console of all time, with nearly triple the sales of

  • Sony's latest PlayStation five.

  • Annual gaming sales exceeded $24 billion for

  • Sony in fiscal year 2022, which makes up over 30% of

  • the company's overall revenue. The PlayStation

  • network, the company's online gaming platform,

  • has 123 million active monthly users.

  • For reference, that's about the same number of

  • people who tuned in for the record breaking Super

  • Bowl 58.

  • If you include mobile, you include global.

  • You put it all together, the video game industry is

  • a $200 billion plus industry.

  • It's bigger than music.

  • It's bigger than movies on a revenue basis, the

  • largest entertainment sector in the world.

  • The Nintendo Home Entertainment System

  • entered Japanese homes in 1984 before spreading

  • internationally two years later.

  • It utilized game cartridges that were

  • inserted directly into the device, a standard for

  • that decade's gaming consoles.

  • You mean you haven't.

  • Played it yet? We can play it on my Nintendo

  • Entertainment System.

  • In 1994, the PlayStation launched in Japan, which

  • accelerated the gaming industry's shift away from

  • cartridges.

  • Going over to a disc format was a big deal

  • because of how much data could be stored on those

  • discs versus what was possible on cartridges at

  • the time, and that was a large reason why a lot of

  • third party studios even moved over to PlayStation.

  • While competitors in the modern video game

  • landscape, Sony and Nintendo, had privately

  • signed an agreement in 1988 to jointly develop an

  • optical disc game player, there were even 200

  • Nintendo PlayStation prototypes that were

  • manufactured, but the relationship fell apart

  • before its release.

  • Just when we were about to announce the launch of

  • this, Nintendo backed away and they ended up

  • going with Philips for their optical disc format,

  • and Sony was kind of left at the altar standing here

  • with this beautiful compact disc reader.

  • And so the PlayStation was born.

  • Sony's first foray into the video game space

  • entered the US in a 1995 launch that was announced

  • at the first Electronic Entertainment Expo known

  • as E3. Sega, one of Sony's biggest competitors

  • at the time, also announced its US release

  • of its Saturn console with the price point of

  • $399.

  • Before the launch, there was considerable

  • uncertainty. We were moving into a space that

  • had two pretty entrenched occupants, Nintendo and

  • Sega.

  • The then president of Sony Computer Entertainment

  • America took the E3 stage and made a short but

  • significant announcement.

  • $299.

  • The price of the PlayStation launching in

  • the US.

  • That was throwing the gantlet down.

  • It's like PlayStation is not here to play, we're

  • here to win, and we're going to come in $100

  • under all of you. But it just blew the blew the

  • doors off when people thought, wow, Sony's not

  • here to dip their toes in the water, they're jumping

  • all in.

  • There was no way that we could assume that we were

  • going to be successful. And it was really not

  • until the day of launch.

  • You know, we woke up that morning and we saw big

  • queues outside, retailers of excited people waiting

  • to get their hands on on their PlayStation, that we

  • realized that we were probably on to something

  • there.

  • The original PlayStation went on to sell over 100

  • million units worldwide.

  • Jim Ryan joined Sony in 1994, the same year that

  • the PlayStation was born in Japan.

  • He is set to retire in March of 2024 after a 30

  • year tenure with the company.

  • I have hugely fond memories of the original

  • PlayStation, and I'd never really played too

  • many games before joining what was then Sony

  • Computer Entertainment, putting CD discs to that

  • thing and really experiencing Tekken,

  • experiencing Ridge Racer, uh, experiencing Resident

  • Evil. Those were great days.

  • From the beginning, the company knew just being a

  • tech company wasn't enough. You had to bring

  • some secret sauce in from the entertainment world.

  • And by doing a joint venture between Sony Music

  • and Sony Electronics, I think that was the key to

  • the early success of PlayStation.

  • The PS2 was released in 2000, and went on to

  • become the best selling video game console of all

  • time, selling a total of over 155 million consoles.

  • We went into markets where video gaming had never

  • really been a thing. So, you know, southern Europe,

  • for example, Italy and Spain and places like the

  • Middle East, we established a gaming

  • culture where none had existed.

  • The PS2 also functioned as an affordable home

  • entertainment system as it had a built in DVD

  • player. This helped some buyers justify the

  • purchase, as DVD sales reached $16.3 billion and

  • accounted for more than half of the US home video

  • market by 2005.

  • We put like The Matrix into a box with a PS2.

  • You don't like games, but you want to watch this

  • movie? DVD was a real accelerant for the

  • PlayStation two adoption.

  • But this momentum came to a halt when Sony released

  • the PlayStation 3 in 2006.

  • Our Icarus moment was when we launched the

  • PlayStation three. We created a huge hole in the

  • bottom line that we need to fill over time.

  • The machine was incredibly expensive.

  • I just remember anecdotally getting that

  • sticker shock when you guys announced the price

  • of the PlayStation three.

  • Oh my god, who's going to buy this?

  • This is ridiculous at the time.

  • Now, today, that kind of a normal console price, I

  • guess. Can you just talk a little bit about the

  • challenges in that generation that you guys

  • went through?

  • Yeah, I think if I had.

  • To kind of, um, encapsulate PlayStation

  • three generation, I think I'd sort of say that we

  • maybe we got a bit carried away with the

  • success that we'd been enjoying on PlayStation

  • two. And we we kind of stumbled a little bit at

  • the start of that generation, and the early

  • days were difficult.

  • It was very, very powerful, but it was also

  • very expensive and it was frankly hard to develop

  • for we needed to work really hard with some,

  • some amazing franchises.

  • The company slashed prices multiple times for the

  • PS3, but still lagged behind Microsoft's Xbox

  • 360 and Nintendo's Wii.

  • The company picked itsself up, brush itsself off,

  • came up with some of the most amazing games of the

  • generation. Uncharted began on PS3, Killzone was

  • on PS3, resistance was on PS3 and knew that we had

  • to win out by not being a computer in the living

  • room, but by being a game machine in your house.

  • The 2013 launch of the PlayStation four proved to

  • be the hit Sony needed.

  • After the slump in sales from its predecessor.

  • It launched at a lower price than the PS3, and

  • Sony saw its fastest start in console sales up

  • to this point in the years that followed.

  • Sony went on to sell double the amount of PS4

  • consoles compared to the Xbox One.

  • I always played a fair bit of FIFA back then because,

  • you know, power of the PlayStation four allowed,

  • um, sports games in particular soccer.

  • Um, that as a European.

  • I'm crazy about to become really realistic and, uh,

  • you know, really great gaming experience.

  • I think PlayStation's success is really rooted

  • at the core of what they do best, which is content.

  • And, you know, in the industry, we always say

  • content is king and it's true.

  • There's this trend where gamers play, they spend

  • more time in fewer blockbuster games.

  • So what that means for us as game makers is we're

  • making these benchmark titles and they're their

  • big bets, they're big budgets, and that comes

  • with a lot of risk.

  • The PlayStation content library is composed of

  • first party and third party developed games,

  • meaning it's a mix of games created in-house at

  • PlayStation Studios and by outside developers.

  • The PlayStation depended on third party developers

  • and publishers to bring content in.

  • We built a platform, we built some software, but

  • the majority of the opportunity was spread

  • against Electronic Arts, Activision, Ubisoft,

  • Namco, Capcom.

  • Sony was happy not to be the biggest publisher on

  • the platform as long as they could increase it.

  • It wasn't about taking shares of the pie, it was

  • about making the pie itself bigger.

  • And I think that was a difference of approach

  • that helped the company to be successful.

  • But a slice of that pie was taken off the table in

  • 2023, when Microsoft completed its purchase of

  • the video game giant Activision Blizzard.

  • Well, we were concerned about what the regulatory

  • climate would be, but we never thought that there

  • was any, you know, real reason that was

  • legitimate. Why these two companies couldn't

  • combine.

  • The big controversy is obviously Activision is is

  • a big producer of games, and the concern was that

  • with Microsoft acquiring them, they would own

  • pretty much what is left of independent big studios

  • and not share the games over with PlayStation.

  • You had this interesting argument about Microsoft

  • buying Activision and what that could mean for

  • exclusives, what that could mean for cloud

  • streaming. At the same time, Sony has done very

  • similar things buying studios to make them

  • exclusive or making exclusive deals with

  • companies like square.

  • In your view, why was the Activision deal wrong or

  • bad for the industry?

  • Yeah, the the reason that we felt this one was, was

  • different to anything that had happened in the

  • past was the sheer size and importance of the Call

  • of Duty franchise.

  • So we were absolutely thrilled to be able to

  • negotiate a deal with Microsoft to ensure that

  • that franchise remains available on PlayStation

  • platforms for the next ten years, and that was

  • very important to us, and we're very happy to have

  • done that deal.

  • But the timeline is a little different, though,

  • right? Because why didn't you agree to the deal when

  • it was first offered, and instead you were part of

  • the case with the FTC?

  • A key witness for the FTC?

  • Yeah, I you know what?

  • We're at risk of getting very granular here, but

  • there are deals and deals. And, you know, the

  • deal that was offered at a certain point of time

  • may not have been the deal that was actually

  • signed.

  • Microsoft's Activision acquisition was by far the

  • most expensive in industry history, and more

  • than double Microsoft's second largest acquisition

  • of its 2016 purchase of LinkedIn.

  • I see the consolidation in the industry.

  • I see people like Microsoft or Embracer or

  • some groups out of Saudi Arabia buying up a bunch

  • of studios, and I see consolidation to be the

  • enemy of creativity.

  • If we've commoditized the product, you're just going

  • to get more of the same.

  • But throughout its time in the gaming industry, Sony

  • itself has also acquired more than a dozen game

  • development studios, and many of these studios have

  • gone on to produce some of its biggest hits.

  • Insomniac games was behind the PlayStation

  • five's record breaking success with Spider-Man 2

  • in 2023, and now the way these games are being

  • played is also evolving.

  • Over the past decade, Sony's game revenue has

  • shifted overwhelmingly from physical discs to

  • digital downloads.

  • Both Xbox and PlayStation began introducing entirely

  • disc free consoles with the Xbox Series S and the

  • PlayStation 5 in 2020.

  • Both companies are also improving their ability

  • for users to stream games directly from the cloud.

  • Both Sony and Microsoft utilize in-house servers

  • for streaming games for.

  • Microsoft, the advantage of doing that is that they

  • own Azure. And, you know, in that respect, obviously

  • their cost to deliver that experience is going

  • to be lower.

  • Microsoft controls 60 to 70% of the overall cloud

  • gaming market. Playstation plus has about

  • 8 million subscribers to its premium tier that

  • allows users to stream from the cloud.

  • That's about 17% of its users that pay for its

  • subscription gaming service. However, right

  • now, cloud gaming accounts for a small part

  • of the overall gaming market.

  • Cloud enabled gaming generated just over $5

  • billion in revenue in 2022, which pales in

  • comparison to the $35 billion in console game

  • sales.

  • I've lost count of the number of times over.

  • Very many years that people have said the era

  • of the console is over, cloud will will emerge and

  • it will over time become a significant component of

  • the way that people enjoy interactive entertainment.

  • But it's not there yet.

  • Especially considering that the

  • telecommunications infrastructure needed for

  • smooth gameplay is just not strong enough in much

  • of the world, including certain parts of the US.

  • The fact that there is a rural broadband initiative

  • in the federal government indicates that rural

  • broadband needs work.

  • This inequality in internet connectivity can

  • also lead to delays in digital downloads,

  • indicating the modern relevance of physical

  • discs for both PlayStation and Xbox.

  • And oftentimes when people talk about things like

  • console wars and exclusivity and that kind

  • of thing, they really compare PlayStation and

  • Xbox more directly.

  • Nintendo doesn't get talked about in the same

  • breath as often. I feel like people kind of just

  • let Nintendo be its own thing.

  • Yet, Nintendo Switch is the second best selling

  • video game console of all time, behind the PS2.

  • I think that maybe the mobility aspect of it, and

  • because it's a handheld, people think about it

  • differently, almost more competing against the

  • phone than not a console, but it is a console.

  • If you think about what PlayStation has done now

  • with a handheld that you can pair with your PS5 and

  • be able to, you know, move around the home, it

  • kind of shows that they see Nintendo as a

  • competitor.

  • Shortly before Christmas, we launched PlayStation

  • portal, which is a device that allows people to use

  • our remote play functionality to enjoy PS5

  • gaming experiences in a handheld environment.

  • And more recent years, there has also been an

  • increase in leveraging the iconic PlayStation

  • content outside the gaming space.

  • I'm really pleased about the early successes of

  • PlayStation productions.

  • Working with Sony Pictures, we've taken some

  • of our best IP and converted that to to

  • movies with uncharted to the TV format with The

  • Last of Us.

  • I think what really impressed them was the

  • fact that I didn't turn into a monster.

  • And Sony plans to keep increasing the

  • intellectual property within its systems by

  • 2025. The company says it expects to be putting 50%

  • of its investment into new IP.

  • That compares to just 20% back in 2019.

  • It's an important piece to kind of cement that that

  • idea that that games are part of the pop culture

  • now, and we reach broader audiences every time.

  • Quality in in the adaptations is just as

  • important as a quality of the games that we make.

  • But the gaming industry is facing some headwinds.

  • Thousands of jobs were cut in the gaming industry

  • in 2024, and last month, Sony laid off 900 workers

  • from its PlayStation division, or 8% of the

  • unit's global workforce.

  • Herman Holst put out a statement that day saying,

  • we are at a stage where we need to step back and

  • look at what our business needs.

  • At the same time, our industry has experienced

  • continuing and fundamental change, which

  • affects how we all create and play games.

  • I would say that it's really important never to

  • forget that we are in the entertainment business,

  • and that's what we do.

  • That's our strength. I think that's why we've

  • enjoyed some considerable success over the last 30

  • years, never losing sight of that as a cornerstone.

From Spider-Man to God of War and Final Fantasy.

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Can The Sony PlayStation Remain The Top-Selling Gaming Console?

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