How the PlayStation Changed Everything

IGN
4 Aug 202323:37

Summary

TLDREl guion narra la revolución que desencadenó PlayStation en la era moderna de los videojuegos, desde su inicio en la década de 1990 hasta su impacto en la industria. Con una estrategia disruptiva, Sony, sin experiencia previa en juegos, se enfrentó a gigantes como Sega y Nintendo. La adopción de CD-ROMs en lugar de cartuchos, alianzas con desarrolladores y la creación de títulos innovadores como 'Final Fantasy VII' y 'Gran Turismo', sentaron las bases para el éxito de PlayStation y su legado en la diversidad y la narrativa en juegos, que continúa con la PlayStation 5.

Takeaways

  • 🎮 La PlayStation no es un sistema de juegos normal, sino una revolución que marcó el inicio de la era moderna de los videojuegos.
  • 🏆 En los años 90, Sega y Nintendo dominaban el mercado de consolas de videojuegos, pero Sony, sin experiencia en juegos, desafió el escenario y cambió la forma en que pensamos sobre los juegos.
  • 👥 Ken Kutaragi, conocido como el padre de la PlayStation, impulsó la creación de una máquina que llevara la experiencia de las arcades a los hogares.
  • 📀 La elección de los CD-ROM como medio para la PlayStation fue una estrategia que redujo los costos y fomentó la participación de desarrolladores en la industria.
  • 💿 Los CD-ROMs ofrecieron flexibilidad en la producción y suministro de juegos, lo que permitió una mayor participación y creatividad en la industria de los videojuegos.
  • 🔄 La PlayStation dependió inicialmente de desarrolladores y editores de terceros, lo que contrastaba con la estrategia de Nintendo y Sega basada en juegos desarrollados internamente.
  • 🌐 La adquisición de Psygnosis por Sony ayudó a crear juegos originales y a establecer PlayStation Studios, precursor de Sony Computer Entertainment worldwide Studios.
  • 🎨 La PlayStation se posicionó como una marca con una identidad y cultura únicas, alejada de la imagen infantil de Nintendo, y fomentó una nueva forma de entretenimiento.
  • 📈 La estrategia de marketing de PlayStation, con anuncios innovadores y una imagen para adultos, ayudó a establecer la marca y a diferenciarla de sus competidores.
  • 🇯🇵 El lanzamiento exitoso de PlayStation en Japón fue seguido por un impacto significativo en los mercados de EE. UU. y Europa, donde superó a la competencia de Sega Saturn.
  • 🚀 La PlayStation logró una gran variedad en su librería de juegos, fomentando la innovación y ofreciendo experiencias únicas que no estaban disponibles en otras plataformas.
  • 🌟 Títulos como 'Final Fantasy VII' y 'Gran Turismo' destacaron la capacidad de la PlayStation para ofrecer juegos ambiciosos y atractivos, consolidando su posición como líder del mercado.

Q & A

  • ¿Cuáles eran los dos nombres importantes en la consola de videojuegos en la década de 1990?

    -Sega y Nintendo eran los dos nombres importantes en la década de 1990 en el mundo de las consolas de videojuegos.

  • ¿Qué consola de videojuegos fue vista inicialmente como un revolucionario disruptor en el mercado?

    -La PlayStation de Sony fue vista como un revolucionario disruptor en el mercado de consolas de videojuegos.

  • ¿Qué empresa tenía la intención de crear un sistema de juego basado en CD-ROM para la SNES?

    -Nintendo propuso a Sony crear un sistema de juego basado en CD-ROM para la SNES.

  • ¿Por qué Sony decidió crear su propia consola de videojuegos después de que el acuerdo con Nintendo colapsara?

    -Después del colapso del acuerdo con Nintendo, Sony decidió crear su propia consola de videojuegos debido a la determinación de Ken Kutaragi y la visión de crear una máquina que trajera la experiencia de los arcades a los hogares.

  • ¿Cuál fue la ventaja competitiva de PlayStation en términos de tecnología de almacenamiento?

    -La ventaja competitiva de PlayStation fue el uso de CD-ROMs, que eran más baratos que los carretiles, lo que permitió una mayor participación de desarrolladores en la industria y un menor umbral de entrada.

  • ¿Qué impacto tuvo la PlayStation en la forma en que se consideraba el juego después de su lanzamiento?

    -La PlayStation cambió la forma en que se consideraba el juego, llevando a los usuarios a perder la noción de la realidad y entrar en otro mundo, y revolucionando la era moderna de los videojuegos.

  • ¿Quiénes eran Andrew House y Shawn Layden, y qué papel jugaron en la historia de PlayStation?

    -Andrew House fue uno de los principales detrás del marketing innovador de PlayStation y más tarde se convirtió en CEO, mientras que Shawn Layden ayudó a desarrollar algunos de los juegos más queridos de PlayStation.

  • ¿Qué papel jugó laPsygnosis en la creación de juegos para PlayStation?

    -Psygnosis, que fue comprada por Sony en 1993, creó 'Wipeout', que fue una de las piezas clave del lanzamiento europeo de PlayStation en 1995.

  • ¿Cómo ayudó la PlayStation a cambiar la dinámica del mercado de videojuegos con su lanzamiento en 1995?

    -La PlayStation ayudó a cambiar la dinámica del mercado de videojuegos al ofrecer una consola con tecnología avanzada, fomentar la participación de desarrolladores y proveedores de terceros, y presentar juegos innovadores que desafiaban los géneros establecidos.

  • ¿Qué juegos y desarrolladores fueron fundamentales para el éxito de PlayStation en su primer año?

    -Juegos como 'Ridge Racer' de Namco, 'Wipeout' de Psygnosis y la colaboración con desarrolladores de terceros fueron fundamentales para el éxito de PlayStation en su primer año.

  • ¿Cómo describirían los empleados de Sony la actitud inicial hacia el proyecto PlayStation dentro de la empresa?

    -La actitud inicial de los empleados de Sony hacia el proyecto PlayStation fue de escepticismo y desafío, enfrentándose a la idea de que un juguete no era el enfoque de la empresa y luchando contra la percepción de que el proyecto era un fracaso seguro.

Outlines

00:00

🎮 La Revolución de PlayStation

Este párrafo relata el inicio de la era moderna de los videojuegos con la consola PlayStation de Sony. Se menciona el contexto de la década de 1990, donde Sega y Nintendo dominaban el mercado. La presentación de la PlayStation como una revolución en el ámbito de los videojuegos se destaca, así como el papel de Andrew House y Ken Kutaragi en su desarrollo. La consola no solo cambió la forma en que se consideraban los videojuegos, sino que también impactó en la industria de juegos al permitir更低的价格 para los desarrolladores y fomentar la creatividad y el riesgo en la producción de juegos.

05:01

🤝 Alianzas y Desarrollo de Primeras Partes

El segundo párrafo se enfoca en las alianzas iniciales de Sony con otros desarrolladores y la importancia de la dependencia en terceros para el lanzamiento de la consola. Se destaca la asociación con Namco y cómo juegos como Ridge Racer contribuyeron a la imagen de PlayStation como una extensión del arcade en casa. Además, se menciona la adquisición de Psygnosis y el desarrollo de Wipeout, que jugó un papel crucial en el lanzamiento europeo de PlayStation. La creación de Sony Computer Entertainment worldwide Studios se inició con estas adquisiciones y alianzas.

10:02

🎨 Identidad y Estreno de PlayStation

Este apartado cubre la construcción de la identidad de PlayStation y su lanzamiento en Japón. Se describe cómo la marca se diferenciaba de la imagen infantil de Nintendo, buscando un tono más maduro y atractivo para los jóvenes adultos. La estrategia de marketing innovadora y el éxito de ventas en el lanzamiento se resaltan, mostrando el impacto inmediato de PlayStation en el mercado japonés y cómo su éxito desafía las expectativas de la competencia de Sega.

15:05

🌐 Lanzamiento Global y Desafíos

El cuarto párrafo narra el lanzamiento de PlayStation en mercados internacionales y los desafíos que enfrentó, incluyendo la competencia de Sega y su estrategia de precios. Se relata la audacia de Sony al anunciar un precio de 299 dólares para la consola, un movimiento que generó grandes expectativas y presión económica. A pesar de los riesgos, PlayStation logró vender más unidades que la Saturn de Sega y se consolidó como la consola líder de su generación, capturando el 20% del mercado de videojuegos en los Estados Unidos en su primer año.

20:06

🛠️ Innovación y Diversificación de Contenido

Este segmento destaca la importancia de la innovación y la diversificación en el catálogo de juegos de PlayStation. Se mencionan títulos innovadores como PaRappa the Rapper y Crash Bandicoot, y cómo estos contribuyeron a la imagen de PlayStation como una plataforma que desafiaba las convenciones del género. La adquisición de Squaresoft y la exclusividad de Final Fantasy VII se destacan como un hito en la historia de la consola, mostrando la capacidad de PlayStation para atraer a desarrolladores y jugadores con experiencias únicas y de gran alcance narrativo.

📚 Juegos Narrativos y Éxito Comercial

El último párrafo analiza cómo PlayStation continuó su éxito con juegos de gran narrativa y cómo el formato de DVD permitió una mayor ambición en los juegos. Se discuten los juegos como el Getaway y Gran Turismo, que representaron un cambio en la forma en que se creaban y se jugaban los videojuegos, ofreciendo una experiencia más rica y detallada. La adopción de tecnologías como el Blu-ray y SSD por Sony en las generaciones futuras de PlayStation se menciona como una evolución continua de su enfoque en la narrativa y la calidad de los juegos.

Mindmap

Keywords

💡PlayStation

PlayStation es una marca de consolas de videojuegos propiedad de Sony. En el video se destaca cómo PlayStation no era solo una consola, sino también la revolución que marcó el inicio de la era moderna del videojuego. Se menciona su aparición en la década de 1990 y su impacto en la industria del entretenimiento, cambiando la forma en que pensamos en los juegos.

💡Sega y Nintendo

Sega y Nintendo son dos marcas importantes en la historia de las consolas de videojuegos. En el script, se mencionan como las dos marcas líderes en la década de 1990, con personajes emblemáticos como Mario y Sonic, y cómo Sony, con PlayStation, fue desafiando su dominio en el mercado.

💡CD-ROM

El CD-ROM es una tecnología de almacenamiento de datos que permitió a PlayStation ofrecer juegos con mayor capacidad y a un menor costo que los carritos de Nintendo. En el video, se destaca cómo la elección de usar CD-ROMs en lugar de carritos fue una arma secreta para Sony y cómo esto llevó a una mayor participación de desarrolladores en la industria.

💡Ken Kutaragi

Ken Kutaragi, a menudo referido como el padre de PlayStation, fue quien impulsó la idea de crear una máquina que trajera la experiencia de los arcades a los hogares. En el video, se narra cómo su visión y determinación llevaron a Sony a no darse por vencida tras el colapso de un acuerdo con Nintendo y a lanzar su propia consola.

💡Final Fantasy VII

Final Fantasy VII es un videojuego de rol desarrollado por Square para PlayStation, que marcó un hito en la industria y es considerado uno de los juegos más ambiciosos de su tiempo. En el script, se menciona cómo la decisión de Square de traer este título a PlayStation fue un evento significativo que ayudó a sellar el éxito de la consola.

💡Gran Turismo

Gran Turismo es una serie de videojuegos de simulación de carreras desarrollada por Polyphony Digital y publicada por Sony. En el video, se destaca cómo este juego, con su enfoque en la simulación y realismo, se convirtió en el juego más vendido de PlayStation, vendiendo casi 11 millones de copias.

💡E3

E3, o Electronic Entertainment Expo, es una de las ferias más importantes del entretenimiento electrónico. En el script, se narra cómo Sony utilizó E3 para hacer una presentación impactante, donde anunció el precio de PlayStation en 299 dólares, una decisión que generó una gran expectación y presión sobre Sega.

💡RPG

RPG, o juego de rol por computadora, es un género de videojuego donde los jugadores controlan personajes en una historia con una trama y desarrollo personal. En el video, se menciona cómo PlayStation atrajo a desarrolladores de RPG prominentes, como Square, para crear experiencias inmersivas y detalladas.

💡Crash Bandicoot

Crash Bandicoot es un personaje de videojuego creado por Naughty Dog y lanzado en PlayStation. En el script, se describe cómo este personaje, con su diseño y campaña publicitaria atípica, se convirtió en una mascota para la consola y un ejemplo de cómo PlayStation apoyó la creatividad y el riesgo en el desarrollo de juegos.

💡Tomb Raider

Tomb Raider es una serie de videojuegos de aventuras en los que la protagonista, Lara Croft, se enfrenta a desafíos en diferentes entornos. En el video, se destaca cómo este juego, con su enfoque en una historia de acción y un personaje femenino fuerte, se convirtió en un símbolo de la innovación y diversidad de PlayStation.

Highlights

PlayStation disrupted the video game console market with its introduction in the 1990s.

Sega and Nintendo were the major players before Sony entered the gaming industry.

Sony's PlayStation was initially met with skepticism due to the company's lack of gaming experience.

The use of CD-ROMs instead of cartridges was a strategic advantage for PlayStation.

Ken Kutaragi, known as the 'father of PlayStation,' played a pivotal role in Sony's gaming ambitions.

Sony's partnership with Namco and other third-party developers was crucial in the early success of PlayStation.

The acquisition of Psygnosis helped Sony establish its own development studio for first-party games.

PlayStation's marketing approach was innovative, targeting a mature demographic and differentiating from Nintendo's image.

The launch of PlayStation in Japan was met with significant consumer enthusiasm.

Sony's bold pricing strategy at E3 1995, announcing the PlayStation at $299, was a game-changer.

PlayStation's success in the U.S. and UK markets outperformed Sega's Saturn console.

Sony encouraged creative risk-taking among developers, leading to innovative gaming genres.

Final Fantasy VII's release on PlayStation was a major coup and demonstrated the console's capabilities.

Gran Turismo's success showcased the potential of racing simulations and the impact of new technology on gaming.

By 1999, PlayStation dominated the American video game market with a 60% share.

The PlayStation 2 continued Sony's legacy, introducing DVD technology and expanding gaming possibilities.

The transition from CDs to DVDs allowed for more ambitious games with richer narratives and larger worlds.

PlayStation's evolution has been marked by a shift from a wide variety of genres to a focus on cinematic single-player experiences.

Transcripts

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how do you know PlayStation is not a

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normal game system

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it carries these telltale signs

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[Music]

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at the dawn of the 1990s there were only

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two names that mattered in the world of

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video game consoles Sega and Nintendo so

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he had Mario on the left side and he had

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Sonic on the right side and you know

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what was places to bring to the party he

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looked in the eye at the end of the

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presentation he said Sam you'll never

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make a good game you'll never take on

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Nintendo it may look like a harmless

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Bagel toaster but inside is a deadly

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donut back then no one could have

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foreseen that a consumer electronics

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company with zero experience in gaming

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would disrupt the space so thoroughly

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that its name would soon become the de

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facto noun for home consoles not just

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that but its impact would change the way

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we thought about games forever users

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lose all sense of reality and enter

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another world

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wasn't a lot of respect for conventional

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wisdom quite a lot of possibly misplaced

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arrogance around the fact that we knew

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what we were doing that we were going to

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get it right

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[Applause]

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Sony's Playstation wasn't just a console

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it was the revolution that began the

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modern era of video games this is the

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story of how its Legacy began told by

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two former Sony presidents Andrew House

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one of the original mines behind the

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PlayStation's groundbreaking marketing

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Who Rose to CEO status and Sean Laden

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who helped developers bring some of

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PlayStation's most beloved games to life

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for over 20 years PlayStation really

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overturned the tea table everyone had to

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kind of deal with the world that Sony

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was going to create after that remember

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do not underestimate the power of

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PlayStation

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[Music]

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technology has transformed ham

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entertainment and many young kids now

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are growing up spending their time and

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their money on this kind of strange

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electronic world the origins of

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PlayStation go all the way back to the

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late 1980s when Sony agreed to produce

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sound processor chips for Nintendo's new

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SNES console just a short duration into

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their partnership Nintendo proposed a

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joint venture it wanted Sony to create a

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new drive system for the SNES based on

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the CD-ROM format that Sony had

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pioneered but the deal collapsed in an

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ugly fashion leaving many Sony

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Executives bitter and wary of working in

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the industry again there was a sense

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that video games were toys and Sony's

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not a toy company so what confidence do

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we have to fight on someone else's

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Battlefield with unproven weapons and no

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experience or strategy But Ken kutaragi

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the man who first arranged Sony's deal

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with Nintendo refused to be deterred the

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often called father PlayStation was

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trying to get the company to not back

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down from their gaming ambition to the

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rather lean further in and say that we

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can't do a profile for the Nintendo

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let's just do our own Machine kutaragi's

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Vision was to create a machine that

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bought the cutting-edge experience of

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arcades into the homes of regular people

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that would mean a console capable of 3D

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Graphics at the time that felt like a

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true Quantum Leap Beyond Sega and

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Nintendo's 2D offerings but while

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Stellar visuals would be what would sell

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the console to the public it was the use

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of cheap CD-ROMs rather than expensive

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cartridges that would be Sony's secret

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weapon those shiny plastic Bagels would

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convince The Wider games industry to bet

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on PlayStation at least that's what Sony

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hoped getting flash ROMs manufactured

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and built in in Hong Kong invariably or

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Taiwan the lead times of getting those

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things done the expense per unit was

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light years away from what we were able

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to do with optimal disk you know you

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didn't have to have a hundred thousand

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unit plus minimum order on flash ROM

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which was the order of the day for

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things like genesis or Super Nintendo

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with Optical disk you can just order 10

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000 discs and if your game sells out on

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Thursday give us a call and we can

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replenish You by Wednesday the next week

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and it really sort of change the dynamic

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around that and that I think was the

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aspect that people sort of lose sight of

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by lowering the cost of how your magic

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costs to make physically a game you

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could have developers have more

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developer participation in the industry

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you lower the barrier to entry so there

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could be lot lots more companies making

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games that in turn opened up to creative

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risk taking of a kind that had been seen

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in the business before which wasn't

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possible with the previous model despite

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skepticism among the executives kataragi

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had the backing of Sony's new CEO norio

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ogre who have previously spent over a

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decade as the president of CBS Sony

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records one of ogre's first decisions as

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CEO was to purchase Columbia Pictures

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Entertainment he wasn't just interested

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in furthering Sony's electronics

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business but his entertainment Ambitions

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too and cataracti's Playstation could be

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the Gateway into a new and lucrative

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Market still the first moves were made

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with some trepidation when I joined the

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division my then boss said to me you

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know give it more or less you you're an

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idiot and and it's a toy and you know

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it's destined for failure and why would

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you want to go and work on something

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like that there was kind of a sense I

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think for the finance side it was like

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please lease everything because in nine

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months you may not be there anymore

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anyway so we're kind of up against this

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sink or swim dichotomy but down in the

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newly dug PlayStation trenches the staff

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of Sony's fresh gaming division were

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eager to bring the fights to their

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heavyweight Rivals most of us still very

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very Junior in the industry and so we

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had the advantage of what there wasn't a

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lot of fear there wasn't a lot of

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respect for conventional wisdom and

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therefore you know there was possibly

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quite a lot of you know possibly

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misplaced arrogance that found that

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around the fact that we knew what we

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were doing that we were going to get it

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right we were just all there to embark

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on this new Venture with the enthusiasm

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and the Gusto of the uninitiated and

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just dived in the swimming pool and

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thought yeah Nintendo Sega these two

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entrenched embedded leaders in the field

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sure why can't we start a new platform

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and and take them on head to head this

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is Shigeru Miyamoto Japanese youngsters

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call him the god of games Nintendo now

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has 80 of the computer games Market in

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the United States the company showing

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that in one area of software at least

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the Japanese aren't just successful they

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can wipe the floor with their arrivals

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all the confidence in the world couldn't

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make up for Sony's clear disadvantage

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though the company had no experience in

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creating video games at all there wasn't

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even one person on staff who could rival

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Superstar developers like Nintendo

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Shigeru Miyamoto or sega's yujinaka we

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didn't have any first party development

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at that time because you can't spin that

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stuff up in six months you've got to

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spend years doing that we couldn't

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afford to have that strategy you know we

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had to be heavily flipped the other way

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around very dependent on third-party

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Publishers and third-party developers we

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had a very deep partnership with Namco

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from the start they were like the

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Touchstone in the Japanese Market if you

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really want to talk about bringing

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arcade into the home nothing told that

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story or sold that story better than

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Canon Ridge Racer that people were

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lining up in arcades to drop their 100

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yen coin into a slot to pay three

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minutes of these games and we're saying

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you can take this thing home and then

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Ubisoft and Instagram and you name it

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everyone just found a place to come to

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where they thought they all had an equal

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chance to be the biggest dog in the room

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Sony's initial Reliance on third-party

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development was a very different

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approach to how Nintendo and Sega did

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business within a couple of months of

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the SNES launching it already had a trio

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of Nintendo developed games in contrast

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Sony planned to launch the PlayStation

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in Japan without a single game made by

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its own hand but the company knew first

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party development would be vital to its

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long-term success Sony needed its own

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developer at the time we had a

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partnership with a company called

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signosis in Europe which we ended up

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buying three years later to bring that

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facility in-house they had reached the

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head breath and they had a sensibility

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about wanting to be successful in

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Japanese Market they're very keen to do

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that and I think they were also looking

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at us as being an Insurgent party that

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they could get in and and be part of a

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growing Enterprise not just being bolted

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onto somebody else's established success

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Sony bought psygnosis in 1993. the

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studio would go on to create Wipeout the

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jewel in the crown of PlayStation's

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European launch in 1995. this game is

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very fast to have incredible Graphics

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but when you first start you'll probably

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spend so much time crashing to notice

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and alongside the Tokyo space Japan

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Studio cygnosis formed the first

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building block of what would become Sony

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Computer Entertainment worldwide Studios

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better known today as the hugely

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successful PlayStation Studios the path

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to God of War and The Last of Us began

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here

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[Music]

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foreign

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PlayStation required more than just a

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console and some games though it needed

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a brand an identity and it needed to be

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built by people who understood that a

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console was more than a plastic box of

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silicon chips Innovation number one was

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moved to Optical media Innovation number

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two was Sony's recognition that going

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into entertainment was a completely new

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thing for them and the electronics team

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that they had the technical prowess they

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didn't know exactly what entertainment

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was all about the original southern

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created entertainment was a joint

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venture between Sun electronics and Sony

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Music Entertainment and you brought

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these two cultures together in one room

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the Sony Music team

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console plugged into your TV but as a

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lifestyle like music gaming had its own

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culture aesthetic and personality and

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PlayStation's identity was absolutely

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not going to be the childlike image

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projected by Nintendo

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I mean you try and avoid using that

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awful word attitude but it was something

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that was very prominent at the time it

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was sort of games that had a just a

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tonally a very different message around

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them than what you'd seen before that

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they weren't you know just cute and

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found there was slight elements of

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darkness and and so on that was starting

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to emerge even at that time if the

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suspense doesn't kill you

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something else will everyone's gonna die

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particularly pan when we started

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advertising for PlayStation games it was

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like nothing anyone had seen before

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early PlayStation advertising was

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groundbreaking and it was taking that

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music sensibility of putting it into a

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interactive entertainment medium and

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seeing what they can do with that so it

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spoke differently it pitched differently

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PlayStation really overturned the T

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table everyone had to kind of deal with

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the world that Sony was going to create

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after that by the final month

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and identity have been found and forged

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it was time to launch the console in its

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first region Sony's home territory of

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Japan it was sort of a bunch of sort of

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very deliberate people in their 20s sort

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of hammering on a sort of closed store

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room door you know shouting one two

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three eating isan which was also the

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launch date 12-3 no one had seen Game

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campaigns like that before there was a

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very simple idea around you know the

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targeting of the initial campaign around

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PlayStation and that was that the

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mindset was going to be of someone who

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was 17. if you were older and in your

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20s and and upwards it was that sort of

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fun mindset that you had when you were

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17 and that's what the platform is going

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to offer if you were younger than that

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that it was what you aspired to be that

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you were aspired to be a 17 year old

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because that was cool and hip if you

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were a young kid 100 000 PlayStations

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were sold in Japan on launch Day by the

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end of the year 300 000 had been sold

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despite tough competition from Sega

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which launched its own 3D capable Saturn

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console just weeks before the

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PlayStation was an instant success story

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The Next Step was to bring PlayStation

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to the rest of the world Sony knew it

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had to make an impact ahead of its U.S

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and European launch in September 1995

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and a brand new summer trade show called

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E3 was the place to do it but on the

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first day of the show it seemed as if

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Sega had stolen Sony's Thunder the Rival

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company announced that its Saturn

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console which was also planned for a

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September launch in the west was

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available right there and then in U.S

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stores for 399 it was a huge move from

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Sega but one that Sony was well prepared

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for for the PlayStation presentation

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Steve race the head of development at

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Sony Computer Entertainment America took

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to the stage to deliver the industry's

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boldest mic drop

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299

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we all understand that that created Bad

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Blood between SCE and the entertainment

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software Association which was

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sponsoring the event where I think the

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ground rules were you know we'll have

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this keynote panel discussion that you

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can't bring a commercial message to it

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you just have to talk about the warm

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fuzzies of interactive entertainment and

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for Sony guys to come up there and go

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yeah thanks for the rules but 299 mic

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drop off the stage just kind of fed into

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the narrative that PlayStation is the

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Rogue platform you can tell it things

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but it won't necessarily listen but

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while the statement created headlines

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this Sega undercutting price points came

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with Incredible risks let's say a lot of

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the cost work was sort of dollar based

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and the thing that everybody was really

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frightened about was was currencies

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right and you know being put in a

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position of selling a unit that the more

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that you sold the more money you lost

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and you know whether it was 299 or not

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that's exactly what happened because I

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went back and checked exactly what it

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was but the Yen strength into I think 80

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Yen to the dollar in the summer of the

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launch year which was a historic

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historic high and so you're in this you

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know really really awful position now of

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you know 299 sounded great on studies

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and then when you start look at the

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economics around that it's an absolute

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disaster you know potentially for that

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first year or two on Friday you'll

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finally be able to get your hands on the

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PlayStation what could have been a

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disaster was instead a Monumental

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success PlayStation significantly

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outsold the Sega Saturn in both the US

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and the UK and the console quickly

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became the flagship games machine of the

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generation within its first year Sony

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took control of 20 of the entire

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American video games Market the

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PlayStation needed to provide more than

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just initial novelty if it were to

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survive though and despite strong

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success in its first year there was

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still some doubt that PlayStation could

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really contend with the industry

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heavyweights I was trying to get a

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business off the ground Distributing

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other internal Sony studio games in

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Japan and I went to the editor of you

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know the sort of most prominent magazine

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in games that was out there at the time

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and I remember he looked me in the eye

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at the end of the presentation he said

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Son you'll never make a good game you

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just you don't have what it takes you

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don't have an eye to Quality you'll

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never take on Nintendo and so the real

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battle began Sony had to prove that

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PlayStation was the place to find not

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just quality but experiences that you

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couldn't play anywhere else thanks to

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the cheaper CD format it was able to

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encourage development Partners to take

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creative risks and experiment Beyond

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established genres and so the

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PlayStation quickly became the home of

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some of Gaming's most Innovative

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Creations we gave a lot of autonomy to

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the studios to decide what they want to

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make as a first party platform holder it

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was an imperative upon PlayStation and

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Sony to continue to bring not just a

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variety of content but actually create

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new genre you know make gaming something

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that it wasn't at the time in the early

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days it was fighting racing RPG it was

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until PlayStation where you had

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something like parappo which introduced

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the idea of Rhythm Action gaming had to

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make that one up because I know what to

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call it

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if you want to test me until you finding

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the things

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[Music]

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something like PaRappa the Rapper was

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certainly not without risk in terms of

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making that a you know somehow a big

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Triple A title in the US there's an

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element of the quirky a mindset of

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trying to find the somewhat

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unconventional or giving the

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conventional a Twist I think Crash

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Bandicoot you know very much fell into

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that category it was a platform game on

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its surface but had other elements and

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you know the choice of a Bandicoot to be

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the sort of you know lead character the

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ad campaign of having a guy dressed up

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in a suit going shouting outside

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Nintendo headquarters which was one of

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the first large-scale campaigns that I

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did hey plumber boy stash man you're

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in your side we had Sonic on the right

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side you know what was PlayStation

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bringing to the party I think we put

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some energy in trying to make Crash

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Bandicoot into a type of mascot for the

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platform but I think the breadth of our

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offering diluted the impact of having a

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mascot or not want a piece of me

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you want some of this Crash Bandicoot

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showed how PlayStation was thinking

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differently about established video game

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Staples but elsewhere in the consoles

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Library developers were exploring

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Uncharted Territory where the Sega

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Genesis and Super Nintendo have thrived

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on Platformers and fighting games some

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of PlayStation's biggest successes were

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in action-fueled Adventures and blood

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drenched horror I remember biohazard in

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Japan AKA Resident Evil was the first

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game to go out with an explicit content

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sticker is big red triangle like you

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know danger danger and of course nothing

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helps sell a title faster than uh

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government label telling you you

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shouldn't play this I think the best

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example I can give is sort of Tomb

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Raider both the gameplay mechanics are

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different and represent sort of a real

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move you know shift forward in what

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games could be coupled with a strong

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female character as the lead an

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adventure setting shades of Indiana

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Jones all of those elements together led

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us to believe that this is something

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that you want to really get behind to

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make emblematic of the platform perhaps

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Sony's most significant move though was

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to convince Japan's most prolific RPG

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developer to leave a decade of Nintendo

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loyalty behind and bring its most

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ambitious game to PlayStation

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[Music]

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foreign

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for them to get square to bring Final

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Fantasy VII to PlayStation was huge you

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know remember those those opening cut

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scenes and the ability to to ramp that

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up it really showed that we'd come to a

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new uh a new agent gaming right I mean

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part of the promise of PlayStation was

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it was to bring 3d gaming into the home

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with something like Final Fantasy with

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the artists and The Visionaries at

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Square it really showed the way you

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could do with this it was remarkable to

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all developers who saw it it just gave

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them more colors to paint with more more

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shapes to work with Final Fantasy 7 went

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on to become the PlayStation's second

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biggest game of all time selling over 10

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million copies but in a demonstration of

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the diversity of PlayStation's Library

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final fantasy's huge story and even

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larger swords were in complete contrast

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to the PlayStation's best-selling game

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of all time Gran Turismo developed by

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Sony's own Japan Studio it was a racing

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Sim the likes of which had never been

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seen outside of an arcade before to date

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it has sold almost 11 million copies no

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matter your gaming tastes there was

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something for you on Playstation Sony's

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advancements in both technology and

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business strategy had pushed the game's

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industry into a vibrant and varied new

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place by 1999 the company had claimed an

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astonishing 60 of the American video

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game Market it was the uncontested king

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of the fifth console generation its

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position was so strong that it easily

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fended off competition from sega's new

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more advanced Dreamcast but the

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PlayStation couldn't last forever with a

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new millennium insight and armed with

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all of its new experience Sony set in

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motion plans for a successor console

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welcome to the third place

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the concept behind the PlayStation 2 was

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simple do it again but bigger and better

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but despite its success with the

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original PlayStation the sequel

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initially proved to be a difficult

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second album oh here we go again

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PlayStation 2 is the first time for Sony

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to launch a successive platform you know

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Sega had done it and then hello had done

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it we'd never done it so we didn't know

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we didn't know about the trickiest

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around that we've had to make it up as

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we went along the PlayStation 2 had some

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architectural uniqueness to it which was

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difficult to get across to you know some

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of the developers who were more used to

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working on a traditional like arcade

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based platform despite the difficult

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the original PlayStation provided a good

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blueprint the new console had to push

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the technology forward in a way that

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would fundamentally change the

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opportunities available to both

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developers and players for Playstation

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that was the CD-ROM for PlayStation 2

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that was DVD sold in PlayStation 2 will

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be the biggest thing to come along since

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TV was invented it started to open up

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another chapter in PlayStations sort of

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you know Vision which was not just to be

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about games or interactive entertainment

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but to not necessarily be our home hub

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in in some sort of living room dominant

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sense but to allow you to have lots of

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different members of the family still

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interact with PlayStation potentially

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for different reasons the ps2s

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the drive wasn't just a movie player

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though much like how CD-ROMs allowed

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developers to think beyond the limiting

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boundaries of cartridges DVDs provided

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the space to create significantly more

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ambitious games oh boy it's about on

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schedule

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and that was just a very serendipitous

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alignment of technological Trends

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um PlayStation got in there before

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anybody else what you're doing is you're

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making just a bigger palette to paint on

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more painting is more time more time is

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money but more painting is also richer

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more involved storylines you could

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actually have a narrative and so began

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the journey towards the huge cinematic

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action games that Define PlayStation

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today I remember when we did the getaway

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when I was in the London Studio that was

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really groundbreaking we were making a

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movie in a game at the same time it was

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a huge step change from whatever action

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adventure tropes had been prevalent at

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the time because you had DVD and you had

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endless amounts of memory and you could

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put all kinds of textures you can put

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the you know 16 square miles of London

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into a into a DVD and that means you can

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tell a bigger story you can tell a more

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nuanced story and I think that was what

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really was a huge change that PS2

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brought to the gaming Market was the

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Inception of that kind of hugely

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narrative based gaming I just bought my

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boy only a good time storage and

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narrative have remained a core part of

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PlayStation's DNA the evolution from DVD

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to Blu-ray to SSD has seen Sony's story

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Ambitions expand today the PlayStation 5

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is considered the home of cinematic

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single player games in fact that's

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almost exclusively what it's known for

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in contrast to The Wilds and

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experimental days of the original

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PlayStation Modern Sony is much more

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focused and risk-averse there's no

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Parappa no vibriven but the foundations

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of the original console are still clear

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to see third-party Partnerships Remain

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the lifeblood of not just the platform

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but modern console gaming an

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ever-expanding array of developers

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create new and fascinating games every

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year and that variety means that no one

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person's Playstation or Xbox library is

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the same as anyone else's long gone is

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the era when you're action was

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guaranteed to be almost entirely made up

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of games produced by Shigeru Miyamoto

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the PlayStation changed video games

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forever and we play in its world

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over 200 apes are on the loose and it's

play23:04

up to you to stop them introducing ape

play23:07

Escape

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what'd you say

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your toast

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where are you open the drapes

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shh

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it's called mental wealth

play23:32

today

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