It's getting there slowly. Mlb the Show is already day one on Xbox and switch. And Helldivers 2 is Sony's first new gaas game and already day one PC.
If this was 2019, nobody would had guessed Horizon and Days Gone would be PC, or the other games on PC, xBox or switch by Feb 2024.
Things can change a lot: look how much Sonys multiplat game strategy changed from zero in 2019 to now.
Well I guess the question now can be: is that shift negatively affecting PS5 sales? As of yesterday, PS5 is 2 million behind PS4 launch-aligned, and chances are Sony will miss their FY target for units sold-through by 2 million. In isolation that looks not bad; great even if you consider the FY target was unrealistic.
However, they're now forecasting a slowdown of sales into the next FY. That could be due to a multitude of reasons, such as consoles (PS systems in particular) peaking the 3rd/4th years and then gradually tapering off. However, there could be other factors, and considering where Xbox console sales are at right now,
AND Switch sales declining, you'd think Sony would be able to have easily hit the 25 million FY 2023 target. But they aren't.
So where are those 2 million other people going? If I had to guess, it's a combination of them staying on PS4s (due to so many cross-gen games still around and very few current gen-only PS5 exclusives to entice them), going to mobile (this could be some of the Nintendo folks, tho not many), possibly waiting for the new consoles (Switch 2, PS5 Pro), and the elephant in the room no one wants to say exists: going to PC. And out of those four, I'd say "going to PC" is probably the popular answer.
What does that mean? Well it means Jim Ryan was right (again), for starters, when he said PC is a competing platform for PlayStation. It also means, like others who replied to you have said, that Sony's multiplatform growth strategy on PC could have longer-term negative impacts on demand for the console. In fact, it could already be having small negative impacts on selling demand for the console. Just because it took Xbox ~ 7-8 years to see a slow build-up rapidly increase into a collapse, doesn't mean it'd take PlayStation as long to see something similar. Because PlayStation and Xbox have been competing for a very similar audience for so long, people otherwise exclusive to one or the other are generally aware of "telltale signs" that could be occurring with the other if one has already exhibited them, and thus act sooner with that learned knowledge.
I.e, if someone who had both an Xbox and PlayStation last gen, bought that Xbox in 2014 and then bought a One X in 2017 only to decide not to buy an Xbox Series S or X because they went with a PC this gen instead, also bought their PS4 as a secondary console in 2016 (maybe the PS4 Pro) and were in the market of picking up a PS5 or PS5 Pro, what took them 6 years to decide Xbox consoles wasn't worth invest in (even if Day 1 for all MS 1P on PC didn't really kick off until maybe 2017-2018), might only take 2/3 the time to decide a similar decision for PlayStation consoles. Perhaps going through what they did with XBO gen and getting a gaming PC in 2020 delayed them getting a PS5, but seeing more Sony 1P games go to PC between 2019 and today convinces them to not get a PS5 OR a PS5 Pro.
That's what Sony risks if they continue with the 2-year/1-year window for the big 1P AAA traditional tentpole releases going from PS5 to PC, because we also know from the Insomniac hack that PC versions are now being developed simultaneously with the console ones. That's been the case with Wolverine, for example, as well as Spiderman 2 IIRC and maybe even HFW tho in that game's case the PC port didn't start dev 'till later. Wit Wolverine for example, this strategy has not only resulted in a rather damning (illegal) playable build of the game on PC, but also means PS5 owners have to wait longer for the game, as dev time, resources and optimization are shared with the PC version. One of the marketing points Sony used to justify the PC ports in the past (that some fans have latched onto) is that the revenue from those games would result in more games for console players. Well, they forgot to mention those games would take longer to make in part because of PC simultaneous development.
Whoops :/
Anyway, again I have no issue with Sony expanding out onto other platforms. It makes sense, and it can lead to good things. But they can't devalue the appeal of their own console to do so. Another possible factor into the console sales not hitting the FY target could be pricing; there's a price cut planned for areas in Europe seemingly, and we'll be able to tell if it indeed is just a slight overpricing that caused sales targets to be a tad softer-than-expected, depending on the European numbers at the end of the quarter when the price cut goes into effect. If, though, the price cut needs to be too steep in order to hit projected targets, or fails to help hit projected targets regardless, then at least some of the other factors mentioned above have to seriously be taken into consideration. And as you can clearly see, getting even more aggressive with porting the big tentpole releases to PC is NOT going to resolve those issues. It'd just kick the problems down the road and PC in that sense would only be a temporary solution that could cause long-term wider damage.
Because of the increasingly large demo crossover between console and PC, Sony have to be very careful how they leverage that platform in particular for growth. They don't have vested interests in PC like Valve (Steam), or Microsoft (Windows, DirectX, Azure, Office etc.) do. They used to in a sense with the VAIO computers, but they got rid of that over a decade ago. It isn't relevant. They don't even have their own storefront or launcher on the platform. So any gaming focus from them on PC, for the time being, would just at most be a lateral transfer of ecosystem activity with a potentially growing negative impact depending on how aggressive efforts for PC get. For example people are pointing to Helldivers 2 on Steam and, yes, it's been very successful there. Glad for the game. Very successful on PS5 as well. It deserves all the success it's seeing, and more.
However, the Steam players aren't actually 100% additions to the PlayStation players. A lot of them are actually either PlayStation players who chose to get the Steam version for various reasons (pricing deals, free online, better performance through brute-forcing for starters),
or are PC/Steam players who
would have gotten it on PS5 if that was the only platform available. Meaning in both cases, Sony traded away 100% revenue and larger profits per copy sold, for 70% revenue and lower profits per copy sold. That's not as great of a trade-off when you think about it.
A similar issue could arise for the single-player ports, and it will grow in time if the current cadence of port releases between console & PC for 1P AAA games and GaaS titles continues, or the timing between versions shrinks dramatically. Over time it'll also mean Sony risks more core enthusiasts opting to go PC altogether and not purchasing future PlayStation hardware like a PS5 Pro or PS6. Why bother, when you can get a console-equivalent PC experience for only a few hundred bucks more, get access to Steam, GOG, EGS, tons of retro emulators, productivity software and upgradability opens for that extra price
PLUS all of Microsoft's games and a growing number of Sony's games with short & shortening windows for the ports? Long-term the PC just looks like the better investment in that scenario.
Ideally, their multiplatform strategy should look like the following:
GaaS
*Most Day 1 between PS, PC and (if able) mobile
*Some Day 1 between PS, PC, other consoles (Nintendo, Xbox), and (if able) mobile
*Tie in free perks and bonuses for PS+ subscribers (who are only on the PS4/PS5 consoles)
non-GaaS 1P AAA
*All PS console exclusive
*All with a minimum 4 year window between console and PC, 6 year window preferred
*PC ports should be within 1-2 years of new equivalent game from studio or 1P (whether a sequel or new IP) exclusive to console
*PC ports should be cheaper than the console launch versions
*Any additional QOL/performance upgrades for PC should if possible have equivalent matches for console version available for buyers on the console
non-GaaS 1P AA
*Some mobile-exclusive but based on existing IP, i.e Nintendo strategy with Pokemon GO!
*Others should be console-like AAA-indie to mid/high-level AA games for mobile & PS5
*Some could also come to PC
*Most that are mobile & PS5 should be Day 1 on both
*Some can be mobile/PS5/PC Day 1
1P Remakes
*If original game is at least one console generation old and more than 4-6 years old, Day 1 on console/PC should be okay
*If possible, some should also be on mobile
*Even so, for strategic purposes some should still remain console exclusive for at least 4 years if they're remakes of really big games (i.e a MGS)
*In the case of ones that are console exclusives, once they get ported to other platforms, make sure a new remake is coming as a console exclusive within 1-2 years
1P Remasters
*Make sure they have great QOL improvements and additional features/content where able
*Most can likely be Day 1 between console, PC and mobile
*Some can probably go to other consoles (Nintendo, Xbox) maybe six months-one year after launch elsewhere
*Try to make sure for key remasters, new PS-exclusive entries in the IP are released 1-2 years from time of remaster release
*Remasters should target games from early PS4 gen and earlier (primarily PS3 and earlier), preferably as small to medium-sized collections
3P AAA exclusives
*Try to lock down for at least 1-2 years as console exclusives
*Try to lock down some for at least 1 year - 18 months as full exclusives (no PC Day 1 version), for non-GaaS titles
*In exchange, make sure there are sound investments (co-funding, co-development etc.) in those titles
3P AA exclusives
*Try to lock down for at least 1 year as console exclusives (depending on game scale and/or early success)
*Try to lock down some for at least 6 months - 1 year as full exclusives (no PC Day 1 version)
*In exchange, make sure there are sound investments (co-funding, co-development etc.) in those titles