And it's Sony's job to market Horizon, to position its release schedule better, to sell people on their game over competing offerings. Again, you're acting like because more games are releasing, it means less games should exist instead. That thinking makes no sense.
To me it just means publishers have to compete harder to sell their game to buyers. Isn't that the kind of competition people wanted to see?
Again, competition is fine, but games overshadow each other all the time. That is the result of overcrowding and the answer isn't more game releases.
Trust me, right now they are NOWHERE
NEAR hitting that number. You can't when your annual output is as low as one or two games
.
You think Sony has only released 1-2 games this year?
Square-Enix's situation with AA releases in 2022 and 2023 is a better example of what you're speaking of. But that's Square-Enix, not Sony/SIE.
Square enix just put out a statement largely suggesting that they are going to cancel these AA type games. The profits aren't there for these games.
And again, that is purely down to SIE's imprecise marketing. No one told them to release HFW within a week of Elden Ring. They chose to do it themselves, knowing (or maybe not; at this point they seem very aloof) Elden Ring would've probably been weaponized against their game (which it was). They chose to release HZD close to Zelda: Breath of the Wild. They chose to release Rise of the Ronin close to Dragon's Dogma 2.
If it wasn't Elden Ring or Zelda it would be something else. There are constantly big titles coming out and these games are already crowded by GaaS/F2P games.
Hell, they chose to release Helldivers 2 a couple weeks apart from VII Rebirth which might've suppressed buying power and demand for Rebirth, to to SIE's defense on that one, they were caught off-guard by Helldivers 2's massive viral success just like everyone else.
You're proving my point.
I don't need someone trying to snidely pose a passive-aggressive judgement on my knowledge. For starters I've never claimed to be a textbook expert on Sony's corporate history nor do I care to. What I've always mainly been interested in is SIE's gaming history.
That said, don't assume I don't do research simply because we differ on our points of view.
But your lack of knowledge on them is in direct conflict with your statements that fly in the face of not knowing what you're talking about.
Breaking Bad is an evergreen IP. It's arguably just as popular now as it was a decade ago. The fan interest will ALWAYS be there.
So, it doesn't really matter when SIE could've negotiated rights to get a studio going to make a game based on the IP. Why? Because any time is always the right time for an IP like Breaking Bad.
Just because synergy was low, doesn't mean there was zero synergy.
And what kind of game would it be exactly? And why has no one made it? You think anytime is the right time, but this is precisely how you could drop 100 million into a game and it be a total flop. I know so many people who watched Breaking Bad that aren't gamers. I don't think there is nearly as much of a value in gaming here as you do and Sony has tried to make a poor mans GTA before with limited success.
Synergy was near zero, it's something that Howard Stringer focused on. Again, you don't know Sony.
This is where you're wrong. Before SIE, Sony had Sony Imagesoft, who DID specialize in licensed games. In fact that was practically all they developed and published between the NES, SNES, Genesis, and SEGA CD. And not just licensed games of Sony Pictures IP; Disney IP were also licensed regularly by them for both game development and publishing.
So even before the PS1, Sony had some idea of leveraging licenses to develop and publish video games. And then even going to PS1, Psygnosis made various licensed games themselves. They made & published The City of Lost Children (fun game if a bit obtuse), for example So this notion that Sony didn't have a history of licensed games until very recently or the teams to make successful licensed games is false.
Yeah, they're not the same company dude. Sony Online Entertainment also did Star Wars Galaxy, but guess who owned them at the time? Sony Pictures. It was a completely different company and completely different leadership. Again, you don't know Sony and it's laughable.
Sony also did a bugs life, developed by Traveller's Tale, which they published in 1998. It was a Disney property. I'm not saying they never did licensed games, but that that was not in their wheelhouse.
Similarly you bring up Psygnosis, which was an external company purchased by Sony, which operated independently for some time. Again this wasn't Sony. You keep proving my point.
These terms you're using like "major" and "premier" are all relative and from a modern context. By late '90s standards, SIE were already a major software developer. They had Gran Turismo, Warhawk, Parappa the Rapper/UmJammer Lammy, G Police, Arc the Lad, Beyond the Beyond, Crime Crackers, Motor Toon Grand Prix, PoPoLoCrois, the entirety of Psygnosis (Wipeout, City of Lost Children, F1, and plenty others), Crash Bandicoot, Spyro, NFL Gameday, Crash Team Racing, and Legend of Dragoon just to name some.
Sony bought Incognito in 2002 and they made Warhawk. Nearly ever game you listed were games made by companies Sony did not own the time, with a few exceptions. They were a publisher, not as much of a developer and most of these games did not sell that well, hence why they were almost all abandoned.
That level of output was comparable to other devs/pubs of the time like Konami, Capcom, SNK, Tecmo, EA, Acclaim, SEGA, Squaresoft, Enix, and Nintendo. By the industry standards and expectations of both the late '90s and early/mid '00s, SIE were already a major software developer and premier publisher.
Simply was not true.
You're basically trying to invalidate that, intentionally or not, by using very selective modern contexts and examples to describe their past inaccurately.
So like you saying Sony weren't a major software dev in the '90s or premier publisher until the 2010s?
Correct.
You're skirting around the topic. You said that it would be easier for games to scale, that was made as a general remake. Which also means, it could be taken as a universal statement i.e applicable to all device types.
Meaning the problems I mentioned with those games i.e BG3, Jedi Survivor etc. on those named platforms, shouldn't be happening if what you said was true.
Which, it isn't, which is why I brought them up.
Easier doesn't mean you can't run into problems in game development. Look up the word easier, it means less difficult not not difficult at all or perfect.
Helldivers 2 was greenlit and began its development before the modern GAAS strategy SIE outlined at the start of this generation.
The context is that they are slow on things that should've been happened by now. If their GAAS strategy were better organized, heck if their multiplat strategy were better organized, a F2P MLB entry would've been one of the first things they pursued.
Helldivers was greenlit and in development before the GaaS strategy was outlined. So what is your point? The game was also in development a significantly longer time than you'd anticipate Sony would let a developer work on a title like that. How much of their GaaS strategy existed before it was outlined publicly, and how much impact did that have on the development of Helldivers?
Strategy and execution or two completely different things, that again I don't think you understand, because I doubt you work in the corporate world.
San Deigo Studios has a roadmap and a budget. Mobile development might be on the roadmap, but there are other priorities within their budget. Their multiplatform strategy also has a roadmap and an escalation of the roadmap.
Their first major title published title on Steam was Day's Gone in 2021. Meaning that looking at PC came in 2020 or earlier. They bought Nixxes in 2021 to accelerate their PC strategy. Why didn't they buy Nixxes in 2020 or 2019? Because that isn't how things work out necessarily. What datapoints did they have that PC could be successful for them? What data did they have to suggest that they needed to farm out PC Ports. That happens over time.
Similarly with MLB they need mobile staff, so do they hire internally for it or do they find a partner who can handle this and if so? Who? This is probably something Sony will need to do for San Diego studios, but then will the priority be MLB or Helldivers, what about Gran Turismo? This is the stuff that gets debated at the corporate level.
What happened to 'organic growth'? SIE knew they were going to make multiplat versions of MLB The Show, but didn't bother to expand SSD to handle the increase in capacity? I thought this was something they always did and separated them from, say, Microsoft?
When you grow too fast you end up laying people off, just like Sony just did... You have to expand in a thoughtful manner. Have you ever gone through the hiring process? How many people have you interviewed? Do you think they just magically start working at your company?
You mean to tell me, they knew from early on they were going to make multiplat version of MLB The Show due to a new deal, and didn't bother to include mobile in that strategy? No one at SIE saw the obvious fantasy league tie-in feature benefits? The revenue & profit potential for a mobile version easily eclipsing a PC release? Didn't see the value in growing SSD or hiring an external partner to develop it? Didn't think the MLB League would be 100% gung-ho for a mobile version of the game?
Include a mobile strategy with what infrastructure? They didn't want to make MLB multiplatform. They were forced to do it. Even if they wanted to make MLB on mobile, they'd have to come to terms with MLB on how that would work out and then you still have to come to terms with Apple and Google taking their cut.
What external partner should they go with? Can you name a company? How would you evaluate them? How much would the mobile game cost to develop?
How long did CoD exist before it went mobile?
Yeah, smells like shit leadership and decision-making to me.
That's because you think in a vacuum with only the benefit of hindsight and none of the internal deliberations or opportunity costs or budgeting.
Go ask other people I've had differences in topics with, and I bet some of them will tell you I have indeed conceded on prior points and changed my mind about them. In fact, I do it rather regularly.
You started a rumor across multiple forums that PSVR2 was definitely going to be streaming despite no evidence of that and all evidence pointing against that and you NEVER conceded.
But if I'm not doing that with the things you are mentioning, then maybe that's because what you're countering my points with aren't good enough to convince me I should reconsider my stance?
Your points were countered on PSVR2 and you were proven wrong...
I haven't said they're done, either. But the likelihood it'd be anything significant has heavily decreased. These companies have finite budgets for M&As, investments and the sort. If Sony Corp are putting 80% of their M&A budget for the next couple years (just as example) towards a film/TV acquisition, they aren't going to suddenly have even 30% towards a gaming-related one, let alone more.
It don't work like that.
You don't know how M&A budgets work. They change all the time, largely based on the economy, interest rates, revenue, and profitability. These are all variables. Sony was in a position to buy Insomniac and Bungie because of the success of the PS4 generation.
So where is the Destiny TV show from Sony Pictures?
Where is the Horizon TV show? It takes time to put a tv show together. Sony JUST closed on Bungie last year. Somehow you think these things just manifest themselves and no one actually has to work on them.
Microsoft's "success" was gained through anticompetitive market practices. Obviously, I don't want Sony to try doing similar in modern-day. Also the synergies I'm speaking of are within the realm of entertainment, where the ways to synergize are easier to understand for the average person, and clearer to communicate. They also work more naturally together.
And all of whom are also guilty to some degree of anticompetitive market practices. Did we forget this part? We gonna pretend that isn't an issue anymore?
Most successful competitive practices are seen ultimately as anticompetitive.
Yes, obviously Spiderman benefited SIE tremendously. But Sony weren't the first ones approached to make a game with the IP; Microsoft were. And that's just if we're talking about an exclusive game. ABK have made plenty of Spiderman games and that's without owning the film rights.
ABK lost that right because their quality sucked. Microsoft passed on that right because they were ran by idiots and lacked studios to do it justice. SIE became the benefactor.
And was there ever a Spider-Man game as successful as Sony's? No. To that same point Sony can probably make the most successful installments of all of the IP Paramount owns. Not sure what it matters whether sony was first approached or not. You seem to have trouble understanding what the argument here is, which Sony can put funding into these games that others couldn't. They have the studios and financials and userbase to do it.
You look at Hogwarts Legacy and its really the first time harry potter got that kind of funding. Most licensed games are trash because the studios that make them spend more on the licensing than they do on the development.
Sony would own these IP and have the incentive to put even more money into them. Marvel increased royalty fees recently. I would not be surprised if Sony stops the marvel deals after the x-men deal expires. Having control of your own IP is a gamechanger.
It doesn't matter if a lot of Sony Picture's IP lacked the market share or mind share of a SpongeBob; very few IP in the world do, regardless of who owns them. Should other companies have just not bothered making new IP or licensing IP simply because they or their parent company lacked license/IP ownership?
Not owning IP means that you have to control the level of investment i.e. risk involved. It's exactly why EA said no more to FIFA. When the very success of the game drives up the cost to license the property, it becomes problematic.
And all it took was for SIE to go about it in a way to look like cucks. Also they could've avoided this PR nightmare by just announcing PSN account linking as opt-in when they were ready to implement it again.
Whatever you say.
The SIE of today doesn't have to make best use of all of Paramount's IP, just the ones they are interested in and suited towards. And while, yes, SIE definitely needs to expand both organically & inorganically, the question towards the latter is, will there be devs/pubs on the market willing to be acquired by the time SIE are ready? And if so, who?
That's where if you take too long, you miss your window of opportunity.
All of this takes time.
And what's Paramount's profits off that subscription service look like?
Oh, yeah...right
""Nearing" profitability."
All I needed to hear.
You have no idea why streaming services lose money.
So if they're going to be profitable by 2025, why do they want to sell to Sony? Are the profit margins just going to be too slim to justify sovereign operations and they need to be acquired to continue regardless? What ways are Sony going to massively grow the profit margins to both recoup M&A costs, and justify the acquisition in the first place?
Why does any company want to sell? If this was the argument no company would ever sell. It's about ROI. The shareholders took a massive loss with streaming. They can get a nice return on the company through a sale to Sony and use that money elsewhere. Where Sony can use Paramount to make more money now and into the future. The sale of purely sony electronics to Paramount studios, the streamlining of employees across Paramount and Sony Pictures. It's immediate operating income.
Which content specifically? How would it make it more successful?
I mean it is clear that you don't know what Sony Pictures owns. They own the rights to Seinfeld. It's still to this day one of the most popular shows. The Office going to Peacock is probably the only reason why millions of people have Peacock. It all comes down to what they own the distribution rights to. They could very well own the distribution rights to The Last of Us, Breaking Bad, The Boys, Outlander, Better Call Saul, The Crown, Blacklist, Cobra Kai, Stargate SG-1, obviously the Spider-Man movies, Jumanji, Men in Black, Davinci Code, Bad Boys, Uncharted, Gran Turismo e.t.c.
Having content draws people to a streaming service. Crazy idea... I know...
Their Star Wars shows have been getting bad critical reception and worst viewership. The Marvel shows have been in decline for over two years now. Outside of recent things like X-Men '97 or rare solid films like Guardians 3, the only steadfast successful Disney/Hulu content in both viewership & critic/fan reception have been licensed shows like Bluey.
Andor got bad reception? Not everything has to be a success or a straight line of success. Sometimes you run into issues and have to recover. It's hilarious that you want to focus on bad shows, but ignore successful recent shows...
Oh great, MORE remasters! At least these would be movies, I guess.
Not just movies. Sony remasters TV shows as well. It makes them more palatable to watch. Seinfeld for example was remastered. Old shows are still very popular and often find new audiences. It's significantly cheaper than creating a new show.
Cost savings how? They're spending at least $13 billion (likely) to buy Paramount. I'm pretty sure some smart licensing here and there would work out better at least in the mid-term if you want to talk cost savings.
Again, it's clear you don't know how any of this works. Sony can take over the marketing and distribution of Paramount content. This means you layoff of a lot of people who are now redundant. This increases the operating margins. Same thing with legal, HR, IT, e.t.c. You cut out middlemen like Skydance and take over financing yourself and you keep more of the profit from your movies. You use Sony cameras and equipment and you get a slight discount on it, but Sony electronics gets guaranteed volume. It's good for the business as a whole.
So Sony owns Seinfeld? And they've never tried making a Seinfeld game?
Perfect example of you not knowing what you're talking about. What would a Seinfeld game look like. A game about nothing?
Hmm, maybe if they didn't completely give up on internal AA games they could've taken a managed creative approach to a Seinfeld game. You know, the type of thing that for all all we know could've opened up some new creative avenues in the gaming space for others to follow, or become a viral hit (or both).
LOL your personal biases are hilarious.
Yes, which the government has conveniently not also bought against Microsoft or other Big Tech companies, when companies like Microsoft have regularly violated regulatory agreements multiple times and just paid the fines because they're pocket change to them.
Also the same Microsoft which has an employee whose mother is a judge in a high place of the US district court system. Same Microsoft that pays big money for lobbyists...and they're at least not being looked into in a similar level to Apple? Yeah, totally not sus /s.
What does this have to do with Sony buying Paramount?
This is another example of not knowing what you're talking about. Sony's games don't have to pay for the acquisition of Paramount. Paramount will always be an asset, it doesn't need to be paid off like a car. It doesn't inherently depreciate in value. This came up with the ABK deal when Microsoft was asked how they would pay off the 70 billion. They don't have to pay off 70 billion. They still have the asset and the asset still has value.
Their revenue, profit, assets, and market cap are all going to rise if this goes through.