How the PlayStation Changed Everything
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
🎮 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.
🤝 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.
🎨 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.
🌐 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.
🛠️ 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
💡Sega y Nintendo
💡CD-ROM
💡Ken Kutaragi
💡Final Fantasy VII
💡Gran Turismo
💡E3
💡RPG
💡Crash Bandicoot
💡Tomb Raider
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
how do you know PlayStation is not a
normal game system
it carries these telltale signs
[Music]
at the dawn of the 1990s there were only
two names that mattered in the world of
video game consoles Sega and Nintendo so
he had Mario on the left side and he had
Sonic on the right side and you know
what was places to bring to the party he
looked in the eye at the end of the
presentation he said Sam you'll never
make a good game you'll never take on
Nintendo it may look like a harmless
Bagel toaster but inside is a deadly
donut back then no one could have
foreseen that a consumer electronics
company with zero experience in gaming
would disrupt the space so thoroughly
that its name would soon become the de
facto noun for home consoles not just
that but its impact would change the way
we thought about games forever users
lose all sense of reality and enter
another world
wasn't a lot of respect for conventional
wisdom quite a lot of possibly misplaced
arrogance around the fact that we knew
what we were doing that we were going to
get it right
[Applause]
Sony's Playstation wasn't just a console
it was the revolution that began the
modern era of video games this is the
story of how its Legacy began told by
two former Sony presidents Andrew House
one of the original mines behind the
PlayStation's groundbreaking marketing
Who Rose to CEO status and Sean Laden
who helped developers bring some of
PlayStation's most beloved games to life
for over 20 years PlayStation really
overturned the tea table everyone had to
kind of deal with the world that Sony
was going to create after that remember
do not underestimate the power of
PlayStation
[Music]
technology has transformed ham
entertainment and many young kids now
are growing up spending their time and
their money on this kind of strange
electronic world the origins of
PlayStation go all the way back to the
late 1980s when Sony agreed to produce
sound processor chips for Nintendo's new
SNES console just a short duration into
their partnership Nintendo proposed a
joint venture it wanted Sony to create a
new drive system for the SNES based on
the CD-ROM format that Sony had
pioneered but the deal collapsed in an
ugly fashion leaving many Sony
Executives bitter and wary of working in
the industry again there was a sense
that video games were toys and Sony's
not a toy company so what confidence do
we have to fight on someone else's
Battlefield with unproven weapons and no
experience or strategy But Ken kutaragi
the man who first arranged Sony's deal
with Nintendo refused to be deterred the
often called father PlayStation was
trying to get the company to not back
down from their gaming ambition to the
rather lean further in and say that we
can't do a profile for the Nintendo
let's just do our own Machine kutaragi's
Vision was to create a machine that
bought the cutting-edge experience of
arcades into the homes of regular people
that would mean a console capable of 3D
Graphics at the time that felt like a
true Quantum Leap Beyond Sega and
Nintendo's 2D offerings but while
Stellar visuals would be what would sell
the console to the public it was the use
of cheap CD-ROMs rather than expensive
cartridges that would be Sony's secret
weapon those shiny plastic Bagels would
convince The Wider games industry to bet
on PlayStation at least that's what Sony
hoped getting flash ROMs manufactured
and built in in Hong Kong invariably or
Taiwan the lead times of getting those
things done the expense per unit was
light years away from what we were able
to do with optimal disk you know you
didn't have to have a hundred thousand
unit plus minimum order on flash ROM
which was the order of the day for
things like genesis or Super Nintendo
with Optical disk you can just order 10
000 discs and if your game sells out on
Thursday give us a call and we can
replenish You by Wednesday the next week
and it really sort of change the dynamic
around that and that I think was the
aspect that people sort of lose sight of
by lowering the cost of how your magic
costs to make physically a game you
could have developers have more
developer participation in the industry
you lower the barrier to entry so there
could be lot lots more companies making
games that in turn opened up to creative
risk taking of a kind that had been seen
in the business before which wasn't
possible with the previous model despite
skepticism among the executives kataragi
had the backing of Sony's new CEO norio
ogre who have previously spent over a
decade as the president of CBS Sony
records one of ogre's first decisions as
CEO was to purchase Columbia Pictures
Entertainment he wasn't just interested
in furthering Sony's electronics
business but his entertainment Ambitions
too and cataracti's Playstation could be
the Gateway into a new and lucrative
Market still the first moves were made
with some trepidation when I joined the
division my then boss said to me you
know give it more or less you you're an
idiot and and it's a toy and you know
it's destined for failure and why would
you want to go and work on something
like that there was kind of a sense I
think for the finance side it was like
please lease everything because in nine
months you may not be there anymore
anyway so we're kind of up against this
sink or swim dichotomy but down in the
newly dug PlayStation trenches the staff
of Sony's fresh gaming division were
eager to bring the fights to their
heavyweight Rivals most of us still very
very Junior in the industry and so we
had the advantage of what there wasn't a
lot of fear there wasn't a lot of
respect for conventional wisdom and
therefore you know there was possibly
quite a lot of you know possibly
misplaced arrogance that found that
around the fact that we knew what we
were doing that we were going to get it
right we were just all there to embark
on this new Venture with the enthusiasm
and the Gusto of the uninitiated and
just dived in the swimming pool and
thought yeah Nintendo Sega these two
entrenched embedded leaders in the field
sure why can't we start a new platform
and and take them on head to head this
is Shigeru Miyamoto Japanese youngsters
call him the god of games Nintendo now
has 80 of the computer games Market in
the United States the company showing
that in one area of software at least
the Japanese aren't just successful they
can wipe the floor with their arrivals
all the confidence in the world couldn't
make up for Sony's clear disadvantage
though the company had no experience in
creating video games at all there wasn't
even one person on staff who could rival
Superstar developers like Nintendo
Shigeru Miyamoto or sega's yujinaka we
didn't have any first party development
at that time because you can't spin that
stuff up in six months you've got to
spend years doing that we couldn't
afford to have that strategy you know we
had to be heavily flipped the other way
around very dependent on third-party
Publishers and third-party developers we
had a very deep partnership with Namco
from the start they were like the
Touchstone in the Japanese Market if you
really want to talk about bringing
arcade into the home nothing told that
story or sold that story better than
Canon Ridge Racer that people were
lining up in arcades to drop their 100
yen coin into a slot to pay three
minutes of these games and we're saying
you can take this thing home and then
Ubisoft and Instagram and you name it
everyone just found a place to come to
where they thought they all had an equal
chance to be the biggest dog in the room
Sony's initial Reliance on third-party
development was a very different
approach to how Nintendo and Sega did
business within a couple of months of
the SNES launching it already had a trio
of Nintendo developed games in contrast
Sony planned to launch the PlayStation
in Japan without a single game made by
its own hand but the company knew first
party development would be vital to its
long-term success Sony needed its own
developer at the time we had a
partnership with a company called
signosis in Europe which we ended up
buying three years later to bring that
facility in-house they had reached the
head breath and they had a sensibility
about wanting to be successful in
Japanese Market they're very keen to do
that and I think they were also looking
at us as being an Insurgent party that
they could get in and and be part of a
growing Enterprise not just being bolted
onto somebody else's established success
Sony bought psygnosis in 1993. the
studio would go on to create Wipeout the
jewel in the crown of PlayStation's
European launch in 1995. this game is
very fast to have incredible Graphics
but when you first start you'll probably
spend so much time crashing to notice
and alongside the Tokyo space Japan
Studio cygnosis formed the first
building block of what would become Sony
Computer Entertainment worldwide Studios
better known today as the hugely
successful PlayStation Studios the path
to God of War and The Last of Us began
here
[Music]
foreign
PlayStation required more than just a
console and some games though it needed
a brand an identity and it needed to be
built by people who understood that a
console was more than a plastic box of
silicon chips Innovation number one was
moved to Optical media Innovation number
two was Sony's recognition that going
into entertainment was a completely new
thing for them and the electronics team
that they had the technical prowess they
didn't know exactly what entertainment
was all about the original southern
created entertainment was a joint
venture between Sun electronics and Sony
Music Entertainment and you brought
these two cultures together in one room
the Sony Music team
console plugged into your TV but as a
lifestyle like music gaming had its own
culture aesthetic and personality and
PlayStation's identity was absolutely
not going to be the childlike image
projected by Nintendo
I mean you try and avoid using that
awful word attitude but it was something
that was very prominent at the time it
was sort of games that had a just a
tonally a very different message around
them than what you'd seen before that
they weren't you know just cute and
found there was slight elements of
darkness and and so on that was starting
to emerge even at that time if the
suspense doesn't kill you
something else will everyone's gonna die
particularly pan when we started
advertising for PlayStation games it was
like nothing anyone had seen before
early PlayStation advertising was
groundbreaking and it was taking that
music sensibility of putting it into a
interactive entertainment medium and
seeing what they can do with that so it
spoke differently it pitched differently
PlayStation really overturned the T
table everyone had to kind of deal with
the world that Sony was going to create
after that by the final month
and identity have been found and forged
it was time to launch the console in its
first region Sony's home territory of
Japan it was sort of a bunch of sort of
very deliberate people in their 20s sort
of hammering on a sort of closed store
room door you know shouting one two
three eating isan which was also the
launch date 12-3 no one had seen Game
campaigns like that before there was a
very simple idea around you know the
targeting of the initial campaign around
PlayStation and that was that the
mindset was going to be of someone who
was 17. if you were older and in your
20s and and upwards it was that sort of
fun mindset that you had when you were
17 and that's what the platform is going
to offer if you were younger than that
that it was what you aspired to be that
you were aspired to be a 17 year old
because that was cool and hip if you
were a young kid 100 000 PlayStations
were sold in Japan on launch Day by the
end of the year 300 000 had been sold
despite tough competition from Sega
which launched its own 3D capable Saturn
console just weeks before the
PlayStation was an instant success story
The Next Step was to bring PlayStation
to the rest of the world Sony knew it
had to make an impact ahead of its U.S
and European launch in September 1995
and a brand new summer trade show called
E3 was the place to do it but on the
first day of the show it seemed as if
Sega had stolen Sony's Thunder the Rival
company announced that its Saturn
console which was also planned for a
September launch in the west was
available right there and then in U.S
stores for 399 it was a huge move from
Sega but one that Sony was well prepared
for for the PlayStation presentation
Steve race the head of development at
Sony Computer Entertainment America took
to the stage to deliver the industry's
boldest mic drop
299
we all understand that that created Bad
Blood between SCE and the entertainment
software Association which was
sponsoring the event where I think the
ground rules were you know we'll have
this keynote panel discussion that you
can't bring a commercial message to it
you just have to talk about the warm
fuzzies of interactive entertainment and
for Sony guys to come up there and go
yeah thanks for the rules but 299 mic
drop off the stage just kind of fed into
the narrative that PlayStation is the
Rogue platform you can tell it things
but it won't necessarily listen but
while the statement created headlines
this Sega undercutting price points came
with Incredible risks let's say a lot of
the cost work was sort of dollar based
and the thing that everybody was really
frightened about was was currencies
right and you know being put in a
position of selling a unit that the more
that you sold the more money you lost
and you know whether it was 299 or not
that's exactly what happened because I
went back and checked exactly what it
was but the Yen strength into I think 80
Yen to the dollar in the summer of the
launch year which was a historic
historic high and so you're in this you
know really really awful position now of
you know 299 sounded great on studies
and then when you start look at the
economics around that it's an absolute
disaster you know potentially for that
first year or two on Friday you'll
finally be able to get your hands on the
PlayStation what could have been a
disaster was instead a Monumental
success PlayStation significantly
outsold the Sega Saturn in both the US
and the UK and the console quickly
became the flagship games machine of the
generation within its first year Sony
took control of 20 of the entire
American video games Market the
PlayStation needed to provide more than
just initial novelty if it were to
survive though and despite strong
success in its first year there was
still some doubt that PlayStation could
really contend with the industry
heavyweights I was trying to get a
business off the ground Distributing
other internal Sony studio games in
Japan and I went to the editor of you
know the sort of most prominent magazine
in games that was out there at the time
and I remember he looked me in the eye
at the end of the presentation he said
Son you'll never make a good game you
just you don't have what it takes you
don't have an eye to Quality you'll
never take on Nintendo and so the real
battle began Sony had to prove that
PlayStation was the place to find not
just quality but experiences that you
couldn't play anywhere else thanks to
the cheaper CD format it was able to
encourage development Partners to take
creative risks and experiment Beyond
established genres and so the
PlayStation quickly became the home of
some of Gaming's most Innovative
Creations we gave a lot of autonomy to
the studios to decide what they want to
make as a first party platform holder it
was an imperative upon PlayStation and
Sony to continue to bring not just a
variety of content but actually create
new genre you know make gaming something
that it wasn't at the time in the early
days it was fighting racing RPG it was
until PlayStation where you had
something like parappo which introduced
the idea of Rhythm Action gaming had to
make that one up because I know what to
call it
if you want to test me until you finding
the things
[Music]
something like PaRappa the Rapper was
certainly not without risk in terms of
making that a you know somehow a big
Triple A title in the US there's an
element of the quirky a mindset of
trying to find the somewhat
unconventional or giving the
conventional a Twist I think Crash
Bandicoot you know very much fell into
that category it was a platform game on
its surface but had other elements and
you know the choice of a Bandicoot to be
the sort of you know lead character the
ad campaign of having a guy dressed up
in a suit going shouting outside
Nintendo headquarters which was one of
the first large-scale campaigns that I
did hey plumber boy stash man you're
in your side we had Sonic on the right
side you know what was PlayStation
bringing to the party I think we put
some energy in trying to make Crash
Bandicoot into a type of mascot for the
platform but I think the breadth of our
offering diluted the impact of having a
mascot or not want a piece of me
you want some of this Crash Bandicoot
showed how PlayStation was thinking
differently about established video game
Staples but elsewhere in the consoles
Library developers were exploring
Uncharted Territory where the Sega
Genesis and Super Nintendo have thrived
on Platformers and fighting games some
of PlayStation's biggest successes were
in action-fueled Adventures and blood
drenched horror I remember biohazard in
Japan AKA Resident Evil was the first
game to go out with an explicit content
sticker is big red triangle like you
know danger danger and of course nothing
helps sell a title faster than uh
government label telling you you
shouldn't play this I think the best
example I can give is sort of Tomb
Raider both the gameplay mechanics are
different and represent sort of a real
move you know shift forward in what
games could be coupled with a strong
female character as the lead an
adventure setting shades of Indiana
Jones all of those elements together led
us to believe that this is something
that you want to really get behind to
make emblematic of the platform perhaps
Sony's most significant move though was
to convince Japan's most prolific RPG
developer to leave a decade of Nintendo
loyalty behind and bring its most
ambitious game to PlayStation
[Music]
foreign
for them to get square to bring Final
Fantasy VII to PlayStation was huge you
know remember those those opening cut
scenes and the ability to to ramp that
up it really showed that we'd come to a
new uh a new agent gaming right I mean
part of the promise of PlayStation was
it was to bring 3d gaming into the home
with something like Final Fantasy with
the artists and The Visionaries at
Square it really showed the way you
could do with this it was remarkable to
all developers who saw it it just gave
them more colors to paint with more more
shapes to work with Final Fantasy 7 went
on to become the PlayStation's second
biggest game of all time selling over 10
million copies but in a demonstration of
the diversity of PlayStation's Library
final fantasy's huge story and even
larger swords were in complete contrast
to the PlayStation's best-selling game
of all time Gran Turismo developed by
Sony's own Japan Studio it was a racing
Sim the likes of which had never been
seen outside of an arcade before to date
it has sold almost 11 million copies no
matter your gaming tastes there was
something for you on Playstation Sony's
advancements in both technology and
business strategy had pushed the game's
industry into a vibrant and varied new
place by 1999 the company had claimed an
astonishing 60 of the American video
game Market it was the uncontested king
of the fifth console generation its
position was so strong that it easily
fended off competition from sega's new
more advanced Dreamcast but the
PlayStation couldn't last forever with a
new millennium insight and armed with
all of its new experience Sony set in
motion plans for a successor console
welcome to the third place
the concept behind the PlayStation 2 was
simple do it again but bigger and better
but despite its success with the
original PlayStation the sequel
initially proved to be a difficult
second album oh here we go again
PlayStation 2 is the first time for Sony
to launch a successive platform you know
Sega had done it and then hello had done
it we'd never done it so we didn't know
we didn't know about the trickiest
around that we've had to make it up as
we went along the PlayStation 2 had some
architectural uniqueness to it which was
difficult to get across to you know some
of the developers who were more used to
working on a traditional like arcade
based platform despite the difficult
the original PlayStation provided a good
blueprint the new console had to push
the technology forward in a way that
would fundamentally change the
opportunities available to both
developers and players for Playstation
that was the CD-ROM for PlayStation 2
that was DVD sold in PlayStation 2 will
be the biggest thing to come along since
TV was invented it started to open up
another chapter in PlayStations sort of
you know Vision which was not just to be
about games or interactive entertainment
but to not necessarily be our home hub
in in some sort of living room dominant
sense but to allow you to have lots of
different members of the family still
interact with PlayStation potentially
for different reasons the ps2s
the drive wasn't just a movie player
though much like how CD-ROMs allowed
developers to think beyond the limiting
boundaries of cartridges DVDs provided
the space to create significantly more
ambitious games oh boy it's about on
schedule
and that was just a very serendipitous
alignment of technological Trends
um PlayStation got in there before
anybody else what you're doing is you're
making just a bigger palette to paint on
more painting is more time more time is
money but more painting is also richer
more involved storylines you could
actually have a narrative and so began
the journey towards the huge cinematic
action games that Define PlayStation
today I remember when we did the getaway
when I was in the London Studio that was
really groundbreaking we were making a
movie in a game at the same time it was
a huge step change from whatever action
adventure tropes had been prevalent at
the time because you had DVD and you had
endless amounts of memory and you could
put all kinds of textures you can put
the you know 16 square miles of London
into a into a DVD and that means you can
tell a bigger story you can tell a more
nuanced story and I think that was what
really was a huge change that PS2
brought to the gaming Market was the
Inception of that kind of hugely
narrative based gaming I just bought my
boy only a good time storage and
narrative have remained a core part of
PlayStation's DNA the evolution from DVD
to Blu-ray to SSD has seen Sony's story
Ambitions expand today the PlayStation 5
is considered the home of cinematic
single player games in fact that's
almost exclusively what it's known for
in contrast to The Wilds and
experimental days of the original
PlayStation Modern Sony is much more
focused and risk-averse there's no
Parappa no vibriven but the foundations
of the original console are still clear
to see third-party Partnerships Remain
the lifeblood of not just the platform
but modern console gaming an
ever-expanding array of developers
create new and fascinating games every
year and that variety means that no one
person's Playstation or Xbox library is
the same as anyone else's long gone is
the era when you're action was
guaranteed to be almost entirely made up
of games produced by Shigeru Miyamoto
the PlayStation changed video games
forever and we play in its world
over 200 apes are on the loose and it's
up to you to stop them introducing ape
Escape
what'd you say
your toast
where are you open the drapes
shh
it's called mental wealth
today
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