“He likes to make a lot of noise,” Stringer said “He’s putting pressure on me and I’m putting pressure on him. That’s the nature of business.”
“I (would) lose money on every PlayStation I make — how’s that for logic, ” he said.
I’m going to take it for granted that this probably isn’t the entirety of Stringer’s comments on the subject. And I haven’t seen anything on this elsewhere. And, I’m also going to assume that the editorially inserted “(would)” in that last sentence is mispresenting Stringer’s statements a bit. Sony’s argument all along about the PS3’s price point is that they are already losing money because of the Cell Processor and the Blu-Ray drive.
Nevertheless, Sony’s business model has been to make that money back through the game sales. But, you can’t sell games to people who don’t have the system on which to play them!
Don’t get me wrong. I love my PS3. But I’m in that hardcore market that the gaming industry loves. I would have found a way to justify a PS3 purely for Metal Gear Solid 4 and Ratchet and Clank. But, the gaming market has shifted a bit under Sony since the last console cycle. The “casual” gamer (a problematic and vague term to begin with) does indicate a new market just out to have a good time, not necessarily wade into the most high tech gaming experience on the market.
If Sony wants to sell systems, that price will have to come down. Sony, at this point, does not have an option. And their attitude about it has been one factor that’s put them in this place. Everytime they speak, they sound as if they’re trying to milk consumers for money.
I’ve followed Little Big Planet from afar, hopeful that it would be at least worth some interest and a rental, but the game seems to be getting some of the highest scores in the short history of the PlayStation 3. The hype is even outstripping some of that I saw for Grand Theft Auto IV.
Which is odd in some ways. The idea of a level builder isn’t anything new. Excitebike did it back in the day. Halo has a level design tool for multiplayer maps. And LBP‘s use of a 2D sidescrolling visual style interestingly harkens back to the days of old, as well. At some level, I kind of wonder if the game isn’t capitalizing on the indie game design ethos, or the serious games idea, both of which are becoming more and more relevant to everyday gamers.
But, LBP apparently provides a level of control that few, if any, other games have. I was trying not to get too hyped about this, but now I’m thoroughly excited. And if I can use the game as a presentation application, I will be frikkin’ ecstatic! I can imagine the fun of incorporating this kind of thing into a classroom.
But for now, enjoy…
It’s hard to see sack people, hear this music, and not just feel better about things. It makes me happy…