Helldivers 2 announced for Xbox Series X|S (Releases August 26, 2025)

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Better question is: how many are willing to stay on it just for the ecosystem and controller when all the games are on the other platform.
The difference in games has always been exaggerated. Otherwise nobody would have an Xbox. I never felt the need of getting a PS, I have all the games I am interested in on Xbox, why would I change ? If they continue to carry forward my library of games, I have zero reason to move somewhere else. And now, we are seeing games like FF XVI, FF VII or Helldivers coming to Xbox. This further strengthens the message that I don't need to go anywhere (even if I personally have 0 interest in these specific games).
 
Will this only happen ? I am not expecting a mass migration.
I use my adult son often as an example as he has been on Xbox his whole life and has a huge Xbox library

That said when we have talked about next gen stuff he has zero desire to move to PS as many casuals do not care how things are going behind the scenes

He doesn't care how many consoles they sell he just wants to enjoy games and still access his library
 
There was an argument to be made that Sony should port their exclusives to all platforms, 18 months ago.

Two things changed since then.

  1. Both Sony leadership and Playstation leadership publicly rejected that on the basis of protecting their core business: they believed, rightly or wrong, that they wanted to prioritse their hardware and ecosystem to generate revenue.
  2. Microsoft went third party after hardware sales plummeted
So Sony today are left with choices:

  • Go for the 30% by porting games to Xbox.
  • Wait for the influx of Xbox users for the PS6, and gain 100% of revenue
So if economics are the driver of live service games, and potential move to third party, then the same economic argument dictates they actually go harder on retaining exclusives.

But I'm not sure whether this conversation in itself is warranted at the moment: Helldivers going to Xbox is long overdue as they publicly comitted to live service games going to Xbox, while at the same time rejecting single player goes being ported. The dude bro online commentary is purposefully focusing on one element while ignoring the other to try to score internet points on Twitter #fullslate

It only takes one journalist to reach out to Playstation to ask them whether their strategy has changed or not.
Youtuber already reached out to Playstation France and they gave him this response (AI dubbing is by Youtube as video is in French)


If you ask me though, I think we will see at least some singleplayer games hitting Xbox at some point.

Will this only happen ? I am not expecting a mass migration.
Migration will only start happening if MS shows its hand for next-gen and it is deemed unacceptable for whatever reason by the majority of users.

Until that happens there's 30m users that aren't gonna move any time soon and should be monetized if possible. There's no real reason for Sony to not do this as they are for the 1st time in full control of their lane, and PS players moving to PC in protest or whatever have a significant financial roadblock ahead of them.
 
Who knows if GT will ever come to PC (or Xbox). But it seems out of all their big franchises, it's the last one which hasnt yet. GoW, LOU, Horizon, UC, Spiderman, Ghosts have all gone. And lots of smaller franchises too.

Even though GT is a big seller like some of those other franchises, I think Sony has a big heart for keeping GT for PS only. It makes a lot of sense to make it PC since if they want juicy PC sales, the PC market is the one to go for racers. But I think Sony treats GT as the identity of PS even though some of those other games sell more. Then again, maybe Kratos or LOU characters or Aloy are the posterboys. Same for MLB the Show (unless some reason the league doesnt want it on PC due to piracy or modders). PC has lots of baseball fans too so it's a fit.

So Sony will spend time porting over small titles like Sackboy or Returnal, but not GT or MLB? Sounds odd.

I think the only thing that's holding GT from PC is Kaz himself and that's because of cheaters/modders like you said. It will ruin the game for the guys that play hours to gain 1/10 of a second on a lap. They really need to be careful with this.
As much as I like it Polyphony can't realistically continue to give free updates every month forever so something has to change in their model, we'll see. Personally I play my games offline not only GT7 so I'm not affected at all by any PC port.

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Concord beta is counted in the 5 hours 🧨

You are also right about the identity thing and that's why exclusives are a must, not so you can brag about it online but because I think the more platforms your game is on the more diluted focus, style and quality wise it'll be since you're trying to please different type of gamers. There's a reason why people like myself own and play on a unique platform. Should be interesting if there's numbers/stats of how many players own a single one vs multiple.

But what do I know? I'm just a customer and if one day Gran Turismo changes too much and isn't in line with my taste I simply won't buy it like any other product.
We are very far from this, let's see first how GT8 looks.
 
Youtuber already reached out to Playstation France and they gave him this response (AI dubbing is by Youtube as video is in French)


If you ask me though, I think we will see at least some singleplayer games hitting Xbox at some point.


Migration will only start happening if MS shows its hand for next-gen and it is deemed unacceptable for whatever reason by the majority of users.

Until that happens there's 30m users that aren't gonna move any time soon and should be monetized if possible. There's no real reason for Sony to not do this as they are for the 1st time in full control of their lane, and PS players moving to PC in protest or whatever have a significant financial roadblock ahead of them.

Case by case

Seems I have heard that somewhere else recently
 
Better question is: how many are willing to stay on it just for the ecosystem and controller when all the games are on the other platform.

Not much. Xbox has been on continuous decline since like 2015. people have been leaving the brand for years now and that's when they still had exclusives. Only the super hardcore Xbox fans are left now.
 
Case by case

Seems I have heard that somewhere else recently
Yep.

This isn't the 2010s, 3P players are no longer willing to take exclusivity checks, and PS have decided if the larger industry doesn't want its cash anymore, then they surely won't mind if Sony competes with them for turf on previously uncontested waters, like Steam or Xbox or even Nintendo.

Expect Sony to not only start ramping up ports to other platforms, they might even dabble in some genres that they normally left entirely to 3P players.
 
Youtuber already reached out to Playstation France and they gave him this response (AI dubbing is by Youtube as video is in French)


If you ask me though, I think we will see at least some singleplayer games hitting Xbox at some point.


Migration will only start happening if MS shows its hand for next-gen and it is deemed unacceptable for whatever reason by the majority of users.

Until that happens there's 30m users that aren't gonna move any time soon and should be monetized if possible. There's no real reason for Sony to not do this as they are for the 1st time in full control of their lane, and PS players moving to PC in protest or whatever have a significant financial roadblock ahead of them.

Well, this makes sense since all other live service games are (or are intended to be) on Xbox.

But we'll need to wait and see what their approach will be with hybrid games like Marvel Tokon. I can also see them releasing single-player games using the same excuse they use for PC releases.
 
Yep.

This isn't the 2010s, 3P players are no longer willing to take exclusivity checks, and PS have decided if the larger industry doesn't want its cash anymore, then they surely won't mind if Sony competes with them for turf on previously uncontested waters, like Steam or Xbox or even Nintendo.

Expect Sony to not only start ramping up ports to other platforms, they might even dabble in some genres that they normally left entirely to 3P players.

Why would Sony opt to keep consumers on Xbox in exchange for 30% rather than convert them (like they did during the PS4), into their ecosystem? The PS5 has already generated more profit than all previous PlayStation generations combined thanks to their current strategy.

You're arguing that a live service game signals their intent to generate more profit, but then suggest an action that would see them earn less in the long-term. That's a contradiction, no?
 
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Why would Sony opt to keep consumers on Xbox in exchange for 30% rather than convert them (like they did during the PS4), into their ecosystem? The PS5 has already generated more profit than all previous PlayStation generations combined thanks to their current strategy.

You're arguing that a live service game signals their intent to generate more profit, but then suggest an action that would see them earn less in the long-term. That's a contradiction, no?
How will Sony convert more players to PS ecosystems?

By making exclusives. Something they dont make anymore.
 
One could say that this isn't a Sony first party game so it doesn't matter, or one could say this is Sonys first sign of going third party which is a lot more fun. 🤷‍♂️🤣
 
La gran curiosidad es ver los números que obtienen en las consolas de juegos gratuitos, despidos y dominados por la IA.
 
Why would Sony opt to keep consumers on Xbox in exchange for 30% rather than convert them (like they did during the PS4), into their ecosystem? The PS5 has already generated more profit than all previous PlayStation generations combined thanks to their current strategy.

You're arguing that a live service game signals their intent to generate more profit, but then suggest an action that would see them earn less in the long-term. That's a contradiction, no?
Because why wait for their money to maybe come in 2-4 years (when Xbox ceases to become a mass-market console device and a big chunk of their users face no choice but to shift next gen) instead of getting it today (minus a %)? Microsoft is already pivoting out of the big volume HW race and pushing Xbox as a Steam/SteamOS competitor of sorts.

Time value of money is a thing. especially when consumer spending is not guaranteed to go up again.
 
Case by case means if it makes money, it is going third-party. I would expect most releases to be delayed after Sony gets initial sales but I would not expect any service games to be off of the table.

Does it matter in the long run if a game is going to Xbox consoles? I think a few others have made this point. MS is making it clear the Xbox console is not going to be the future of Xbox. Regardless if that means the consoles are going away, or becoming more open, Sony PC games will be playable on Xbox in the future. I do find it weird that some Xbox fanatics think this is a win when it is happening at the demise of the console they have defended for decades. I guess when everything is an Xbox, everything is a win.

Sony is playing with fire as more titles go third-party. While there is money to be made, they have stated multiple times that they must protect their console business. They cannot compete with Microsoft and Steam in the PC space and there is potential to weaken their console brand as more titles go third-party. It also gives fodder for the media warriors to shout #SonyToo.

On a personal level, I think it is great more games are available to more players. From a business perspective, I think this goes against what has been working for PlayStation in the past.
 
Because why wait for their money to maybe come in 2-4 years (when Xbox ceases to become a mass-market console device and a big chunk of their users face no choice but to shift next gen) instead of getting it today (minus a %)? Microsoft is already pivoting out of the big volume HW race and pushing Xbox as a Steam/SteamOS competitor of sorts.

Time value of money is a thing. especially when consumer spending is not guaranteed to go up again.

Because they could earn thousands from each new convert rather than $12
 
Because they could earn thousands from each new convert rather than $12
That math doesn't seem accurate at all. Like for one they'd be making $28 a pop on unit sales alone, and that's assuming all regular edition sales + 0 MTX.

I have no clue where you're getting thousands from either. Whatever the true amount is, that money is neither guaranteed to come (because those users could simply opt not to buy a PS device next gen), and even when it comes it will come in much later and inflation will lessen its value to Sony.
 
Youtuber already reached out to Playstation France and they gave him this response (AI dubbing is by Youtube as video is in French)


If you ask me though, I think we will see at least some singleplayer games hitting Xbox at some point.


Migration will only start happening if MS shows its hand for next-gen and it is deemed unacceptable for whatever reason by the majority of users.

PlayStation France PR has no fucking idea about PS Studios specific future strategy regarding if this port is an exception or not, so they gave them the related standard PR polite reply. Maybe even PS Studios/SIE heads don't know it.

Pretty likely it's a test to see what happens when publishing a successful PS Studios GaaS on Xbox: to see if it's profitable, if it accelerates or increases the Xbox Series to PS5 migration to avoid them migrating instead to PC/Xbox PC handheld 'consoles'/Switch 2, if it has some negative effect on PS hardware sales or other metrics, etc.

If they steal userbase quick enough, a lower enough Xbox and GP active userbase could make MS move away from future Xbox console plans (maybe even 3rd party manufactured ones), something that would be good news for Sony because would give PS6 a monopoly in home consoles as Switch had in portables.

If results are good they'd double down doing the same not only releasing there day one the Bungie games but also other upcoming PS Studios GaaS -particularly those not developed internally or using external IPs- as could be Marvel Tokon.

In any case, it's super clear that Sony is 100% sure that they won the war, that Xbox is defeated and isn't a threat anymore, and went to loot the corpse to acquire a bigger portion of the remaining users there before MS or somebody else does by moving them to an Asus Xbox, Meta Xbox, Roomba Xbox or whatever else.

And well, maybe Arrowhead wanted to make it multiplatform and Sony ported it after studying the case and seeing no issues other than a few fanboys complaining about it in gaming forums.
 
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PlayStation France PR has no fucking idea about PS Studios specific future strategy regarding if this port is an exception/test or not, so they gave them the related standard PR polite reply.
Which is why I said this is not believable to me.

I think the downside risk has been quite minimal for PS when they ported to PC, and it's actually even less for porting to Xbox at this point. If this was 2020 I'd have thought something different though.
 
Case by case means if it makes money, it is going third-party. I would expect most releases to be delayed after Sony gets initial sales but I would not expect any service games to be off of the table.

Does it matter in the long run if a game is going to Xbox consoles? I think a few others have made this point. MS is making it clear the Xbox console is not going to be the future of Xbox. Regardless if that means the consoles are going away, or becoming more open, Sony PC games will be playable on Xbox in the future. I do find it weird that some Xbox fanatics think this is a win when it is happening at the demise of the console they have defended for decades. I guess when everything is an Xbox, everything is a win.

Sony is playing with fire as more titles go third-party. While there is money to be made, they have stated multiple times that they must protect their console business. They cannot compete with Microsoft and Steam in the PC space and there is potential to weaken their console brand as more titles go third-party. It also gives fodder for the media warriors to shout #SonyToo.

On a personal level, I think it is great more games are available to more players. From a business perspective, I think this goes against what has been working for PlayStation in the past.

I've been happy with their strategy of Console launch first and then releasing on PC later on, after a year or so case by case. Hasn't cannibalised their profits with what we've seen thus far.
 
Which is why I said this is not believable to me.

I think the downside risk has been quite minimal for PS when they ported to PC, and it's actually even less for porting to Xbox at this point. If this was 2020 I'd have thought something different though.
Yep. I think the risk with PC was already small:

Most PC players specially in some countries would never buy a console, and most PS fans won't leave PS to play only in PC instead. And even if a tiny portion of the userbase moved from PS to PC, it's getting more than compensated with the influx of new players going from PC to PS.

And I agree that the risk with Xbox is even smaller: the marketshare and userbase of Xbox continues decreasing and is going to go extinct soon. And this port got announced the day after MS did shut down games and studios (making Xbox fans sad or angry) and will be released the same day Gears of War releases on PS (something that also made Xbox fans angry/sad). So many MS fans must be thinking about alternatives. And well, PS fans have no incentives to move to Xbox.

So with the port Sony doesn't lose anything: Helldivers 2 will be available anyways in the upcoming Xbox PC handhelds & consolized PCs, and PS players will continue in PS. So by releasing the port they simply make more revenue and profit (doesn't even need to sell 100K to make it profitable) and may convert some of these remaining Xbox players to PS.

I've been happy with their strategy of Console launch first and then releasing on PC later on, after a year or so case by case. Hasn't cannibalised their profits with what we've seen thus far.
Yes, the PS active userbase and user spent kept growing and is now at all time records, as is SIE's total revenue and profit, or their console revenue in areas like game sales / addon sales / game sub sales sales / accesories sales plus obviously off-PS 1st party revenue.

Regarding their total 1st party game revenue, extrapolating the console unit sales percentages between 1st and 3rd party to their total game revenue, we see that more or less their 1st party revenue should be aprox. almost twice as big as it was starting this generation and PC+GaaS push.

Its not considered as gaas by Sony in their presentations
In their presentations they don't list every single game when listing GaaS or non-GaaS.

GT Sport and GT7 are by definition GaaS. Not listing them there doesn't mean they aren't GaaS. There are many other GaaS normally not listed there like Convallaria, Midnight Murder Club, Firewall Ultra, Horizon Online or Marvel Tokon. Maybe they don't mention GT because it already was a successful GaaS before this GaaS initiative, so they use the available space to highlight other ones.

And well, GT7 also has a meaty SP content so could be listed as SP game too. Typically in their lists they differentiated between non-GaaS SP games ('tentpole') and the MP GaaS titles to highlight that in addition to invest in their traditional games they're also investing in MP focused/GaaS games. They can only list a few games in these list, and GT7 maybe isn't a good example because it's a both SP and MP GaaS title.

In the same way, not mentioning some non-GaaS title in their list of SP games examples as could be Stellar Blade or Uncharted doesn't mean that they consider them a GaaS or MP game.

Case by case means if it makes money, it is going third-party.
Sony will continue being first party because will continue being the platform holder of PlayStation.

Even if since the 80's they published each decade some dozens of games in non-Sony platforms (computers, consoles, mobile), so being a 3rd party in these platforms, they will continue being the first party of the market leader console brand, PlayStation.

Microsoft instead (as others like Sega or Atari did before), seems will stop being a console maker, so a console first party. So in consoles will be only a third party publisher. Using instead PC and Windows as their home platform.
 
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Not even microsoft is dumb enough to try the first ever successful full third party console, so they are going to the pc-box oem space, but somehow sony geniuses are going to make it work because "the war is over lets all be friends" ... some of you people live in crazy town la-la land.
 
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Not even microsoft is dumb enough to try the first ever successful full third party console, so they are going to the pc-box oem space, but somehow sony geniuses are going to make it work because "the war is over lets all be friends" ... some of you people live in crazy town la-la land.
"The Playstation brand is too strong to fail!"

They've convinced themselves that any box with a PS logo on it will sell no matter what, even if it offers nothing you can't get elsewhere. Not realizing that each past console succeeded only because it was actually backed by something, be it hardware or software. The Vita couldn't make that argument in a smartphone world and that's why nobody bought it. Good look to PS6 making that argument without exclusive software in a world where basically any hardware will be strong enough to run most games.
 
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Helldivers 2 looks like a really fun game. Will definitely try it out on the series x. Since xbox fumbels their studios I'll have to start relying on PlayStation to deliver the games.
 
That math doesn't seem accurate at all. Like for one they'd be making $28 a pop on unit sales alone, and that's assuming all regular edition sales + 0 MTX.

I have no clue where you're getting thousands from either. Whatever the true amount is, that money is neither guaranteed to come (because those users could simply opt not to buy a PS device next gen), and even when it comes it will come in much later and inflation will lessen its value to Sony.


That's just one generation of hardware. That is what is at stake.
 

That's just one generation of hardware. That is what is at stake.
1) This is not "thousands" of dollars, so you're already proving your argument false.

2) $734 is like a couple CODs/FIFAs plus PS+ for the duration of the gen. This type of consumer gives zero shits about exclusives, if they did then attach rates of these exclusives would have skyrocketed.
 
1) This is not "thousands" of dollars, so you're already proving your argument false.

2) $734 is like a couple CODs/FIFAs plus PS+ for the duration of the gen. This type of consumer gives zero shits about exclusives, if they did then attach rates of these exclusives would have skyrocketed.
My brother, what I'm trying to get across to you (and clearly failing here) is that Sony would earn far more money bringing people into their ecosystem now that all the games are on their platform than they would by earning 30% on individual releases on other platforms.

It's not even an opinion or conjecture - it is their current policy, and one that has seen them make more money than ever before. In fact, it is the view they themselves -- not me -- reiterated when the suggestion of releasing their games on Xbox was brought up.

If you disagree because you think they could earn far more money doing it the other way, sure. But right now, you're struggling to see the forest beyond the trees. For instance, the 700 spending rate per console generation would translate to more as that gamer is likely to continue buying other Playstation platforms in the future, in the same way that Apple can extrapolate revenue per iPhone user depending on how much they spend on average per iPhone.
 
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My brother, what I'm trying to get across to you (and clearly failing here) is that Sony would earn far more money bringing people into their ecosystem now that all the games are on their platform than they would by earning 30% on individual releases on other platforms.

It's not even an opinion or conjecture - it is their current policy, and one that has seen them make more money than ever before. In fact, it is the view they themselves -- not me -- reiterated when the suggestion of releasing their games on Xbox was brought up.

If you disagree because you think they could earn far more money doing it the other way, sure. But right now, you're struggling to see the forest beyond the trees. For instance, the 700 spending rate per console generation would translate to more as that gamer is likely to continue buying other Playstation platforms in the future, in the same way that Apple can extrapolate revenue per iPhone user depending on how much they spend on average per iPhone.
There's no assurances that an Xbox user is definitely hitting PS6, let alone switch to PS5. A percentage will and are already, but some of that population will go for PC, some might get whatever Xbox brings out next at any price and some might leave gaming behind entirely.

Gaming now is very calcified, especially with physical game splits declining like they are, the idea of entirely switching your gaming presence is actually very costly because you have money locked in via digital purchases. Meanwhile you have a ton of games coming out every month for all platforms, this means that the value proposition of exclusives is going DOWN not up.

Meanwhile, you have a live-service game that is by nature always in need of players, and a platform of 30m that are always up for an online shooting game that you are not monetizing.

I think this is an easy decision if you have the data behind the scenes and know what new PS5 owners immediately play when they do their 1st boot up of that machine.
 
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I use my adult son often as an example as he has been on Xbox his whole life and has a huge Xbox library

That said when we have talked about next gen stuff he has zero desire to move to PS as many casuals do not care how things are going behind the scenes

He doesn't care how many consoles they sell he just wants to enjoy games and still access his library
This is what I hear too. Those that are on Xbox will stay on Xbox, 20 or whatever ports to PS isn't doing much. I haven't heard a single one talk about PS.

But It's not just digital libraries, it's discs too, and achievements and saves and friend lists. Dropping everything is no small thing.
 
This is what I hear too. Those that are on Xbox will stay on Xbox, 20 or whatever ports to PS isn't doing much. I haven't heard a single one talk about PS.

But It's not just digital libraries, it's discs too, and achievements and saves and friend lists. Dropping everything is no small thing.

As a multi-console owner, I just enjoy playing on the Xbox ecosystem more, I prefer the controller and the general system features, UI and interface.

That is where the majority of my library is right now, 99% of the games are identical across the world so there's a very little in terms of performance differentials these days anyway.
 
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This is what I hear too. Those that are on Xbox will stay on Xbox, 20 or whatever ports to PS isn't doing much. I haven't heard a single one talk about PS.

But It's not just digital libraries, it's discs too, and achievements and saves and friend lists. Dropping everything is no small thing.
Before cross play was the norm I had a large set of Xbox friends I played with and a large set on Playstation and while some of the Xbox people have migrated to mostly PC the vast majority of those I know in the Xbox ecosystem will buy the next Xbox console and have zero desire to own a Playstation
 
As a multi-console owner, I just enjoy playing on the Xbox ecosystem more, I prefer the controller and the general system features, UI and interface.

That is where the majority of my memories right now, 99% of the games are identical across the world so there's a very little in terms of performance differentials these days anyway.
I've moved to PC so it's a bit different for me. But my living room PC feels almost like an Xbox since I have an Xbox controller and see those button labels and even the Xbox logo in Steam and I also leech on Gamepass a lot.

I don't like the current console UI though. Or the Xbox App UI. A grid UI is always bad with a controller. They should've never moved away from the 360 blades UI, that was perfect. And having Xbox Live Arcade on a blade was awesome.
 
What a clown

Fun fact: many of the games published by Sony for MSX never were released in Japan or translated to Japanese. The MSX was a global standard made by Microsoft and ASCII sold around the world with many companies manufacturing their own version of this computer (but with console-like cartridges and controllers too) standard, being Sony just one of them.

Speaking of clowns: put back on that red rubber nose. MSX computers were only popular in Japan and isolated parts of Asia. The ENTIRE standard was designed with the Japanese market in mind. People in places like the US knew about MSX, but IBM PC-compatibles and Apple machines, even stuff like the Atari ST, obliterated MSX sales in America. In Europe, Atari, Amiga and other microcomputers decimated MSX offerings there.

And since you were so quick trying to call me a clown, you actually just proved another point I've been making: if Sony's MSX games weren't even released in Japan, then they basically prioritized those releases for markets where MSX was a super-niche product. Now why would they do that, at a time they were scaling up into console game development with Sony Imagesoft later in that decade (and even some games for platforms like Famicom prior to that)? Oh, was it perhaps because Sony didn't want to dilute their core game development focus on console (including hardware like SFC's sound chip) in their primary market for said console game focus, with focus of games for a computer standard that was mainly only popular in Japan?

Now how's that relate to today? If Sony wanted to grow brand presence in markets like China & South Korea with PC ports, why didn't they make them regional efforts? Why did they make them global releases in markets where their console business is huge and also increasingly in competition with PC gaming growth? Ironically, what you just described Sony of doing with MSX, was smarter in protecting core interests vs. what they've been doing with their PC strategy today.

What a joke.

Despite being FULLY acquired by Sony in 1993, Psygnosis kept developing or publishing games for Amiga, PC, Mega Drive, Mega CD, Amiga CD 32 or eventually even SNES, GBA or FM Towns specially during a couple years more. From 1995 onwards they focused more in PC and PlayStation only, with some rare N64 or Saturn (or even GBA) release until 2000, soon after being rebranded to SCEE Livepool Studio.

Their list of releases outside PS (specially in PC) during their 1993-2000 period is very long, includes DOZENS of games. Won't post it here but here you have a list of games that Psygnosis developed and/or published.

And I already explained why Psygnosis did that: pre-existing contracts and terms to their acquisition that aren't too dissimilar to what SIE have/had with Bungie. Psygnosis was too large to fully integrate into Sony's gaming unit at the time, and platforms like the Mega Drive & SNES were on their way out (and not seen as competitors to upcoming 32-bit 3D-centric consoles like PlayStation). Stuff like Amiga CD32 were basically dead by the time PS1 launched, same with FM Towns Marty, and SIE probably viewed Amiga similar to how they did IBM-compatible PCs.

Also again, Psygnosis had games in-development for some of these platforms when they had been acquired, and as a new console platform holder, there was still a big chance the PS1 would've failed. That's why it made sense to have Psygnosis as a multiplat publisher for some years, but as PS1 established itself as the dominant console & Sony's gaming unit grew, you do realize those Psygnosis games on non-PlayStation consoles began drying up...right?

The hilarious thing here is you trying to use the situation with Psygnosis, at a time when PS was still trying to establish itself as a brand and risked fading away like countless other new entrants in the market at that time, as a justification for SIE's multiplatform efforts today. Today, when PS is clearly an established brand and (seemingly) not at risk of going anywhere.

Of course, you are going to look at that and say "that's exactly why they are porting all their games to PC and now porting more games to Xbox (a console you yourself have said is dead or on the verge of death, so how the hell does bringing games to a dead console make any sense?), because you have to make your POV stay in lockstep with whatever business moves SIE wants to do. You gotta move those goalposts.

Me? I'd look at it from what's logical, and take it to its logical conclusion. That SIE have been compromised, and bought into unsubstantiated claims that consoles are coming to an end. That they're worried over growth of hardware-agnostic platforms like Steam or a cloud future. That the only way to be successful in the market is to be on as many platforms as possible.

And that's why they're bringing Helldivers 2 to Xbox. And most likely, quite a few other games going forward too.

I can't wait to see your new goalpost when SIE announces a 1P AAA single-player game coming Day 1 on PS5/PS6 & PC, because you'll inevitably do so. It's what you've been doing for years.

Meanwhile in America, in 1995 Sony Electronic Publishing restructured, changing Sony Imagesoft (who were publishing and developing games for consoles and compugers since 1989, initially as CBS Imagesoft) to move its business and marketing part from Santa Monica to Foster City to become the SCEA HQ and their development part became Sony Interactive Studios America (SISA, later known as 989 Studios), who started to make the PC only MMORPG (a GaaS, yes) EverQuest, but also made games released during the second half of the 90s in both PS1 and PC like ESPN Extreme Games, Jet Moto, Twisted Metal (Japan only) or Twisted Metal 2 and published the PC only games (and externally developed) Tanarus and CyberStrike 2.

They also published PS1+Windows games like NFL GameDay 99 developed by the then external (but with ex-coworkers) the San Diego developer Redzone Interactive, that later got merged into 989.

At some moment SISA got renamed and split into a studio more focused (989 Studios, their new name) and a studio more focused on PC online games (SOE, Sony Online Entertainment), who acquired Verant Interactive. They developed the MMORPGs PC only games Everquest released in 1999 (plus many expansions), Star Wars Galaxies in 2003, Everquest II in 2004, The Matrix Online in 2005 (acquired it shortly after launch and did post launch stuff), Pirates Online Constructible Strategy Game in 2006, in 2007 Vanguard: Saga of Heroes, Stargate Online Trading Card Game or Legends of Norrath, in 2008 published (not developed) Pirates of the Burning Sea and to don't make it too long in the 2010s also released in PC titles like Free Realms, DC Universe Online, Gundemonium Recollection, Star Wars Clone Wars Adventures, Payday: The Heist, Magic: The Gathering - Tactics, Wizardry Online, PlanetSide 2 until they sold SOE in 2015 and got renamed to Daybreak.

From the second half of the 2010s until today there's also Sony Pictures Virtual Reality who released Quest/PCVR stuff like Starship Troopers Continuum, Ghostbusters Rise of the Ghost Lord, Zombieland Headshot Fever, Groundhog Day, Passengers: Awakening, Hotel Transylvania Popstic, location based VR experiences or domestic VR experience like that one about Spider-Man.

Did you really just Google search and Wiki a history lesson I already knew about, just to recite a history lesson that adds NOTHING to your point or even come from your own POV? 🙄

Meanwhile in Japan they also had their plently of PC or non-PS console stuff with Aniplex and other Japanese branches. Plus there's some minor pre-big PC push from SCE in PC like Helldivers 1, Predators Hunting Ground etc.

And well, there's also the mobile gaming branches both in the west and Japan but the post is already too long.

Aniplex has nothing to do with SIE or PlayStation. They're their own thing. And yeah maybe get off this history lesson bent because you're just rambling with a Wiki article copypasta.

What I perfectly understand that you don't want to accept the fact that Sony always made a good amount of computer gaming stuff,

I've acknowledged they have several times. Even in the past, I've mentioned the Everquest games. And an arcade bowling game that never got a PS1 port, but did get ported to Windows.

and that they also published many dozens of games for non-Sony consoles even in the 80's, 90's or in recent times. Plus also made several mobile games since the early days of mobile gaming.

What does any of this have to do with Sony publishing Helldivers 2 on Xbox today? How does any of what you said, tie into the news of the thread, beyond the fact that both things have happened?

You spent more time giving a history lesson that wasn't needed, than tying anything together.

And that they never got doomed for doing so, so now that they are stronger than ever won't get doomed either. You got butthurted because they announced an Xbox port, but PlayStaiton will continue being super strong and the record breaking market leader. That's all.

That was your entire point? Just cheering for more money of SIE's that isn't yours, to save more bar graphs and pie charts in the future in replies to threads that have nothing to do with fiscal results?

"That's all" indeed 🤦‍♂️

It didn't matter becuase the only Sony games that actually mattered on PS1 were Gran Turismo and Gran Tirismo 2.

"Mattered" how? In terms of sales? Because even that isn't true. You might not care about the Motor Toon games, but those were crucial stepping stones to get to Gran Turismo. You don't care about Jumping Flash or Arc the Lad, but those games helped make PlayStation competitive against Saturn in the early years, especially in markets like Japan. Those games did, in fact, help to sell systems, even if early sales weren't "fast" the way we're conditioned to seeing nowadays.

Games like Parappa might not matter to you, but they helped basically create new subgenres, and also helped keep PS1 relevant in the market. It'd really help to stop pretending games don't matter unless they themselves sell many millions of copies; that mentality is what's poisoning the Western games industry today, especially in AAA.

You keep stressing the fact that PS5 has few true exclusives (as in, stuff not available on PC or PS4), but how do you even determine what truly matters here? God of War Ragnarok and Spider-Man 2 sold massively on their respective launch windows, and then consumers moved on.

TLOU2 also sold massively in its initial launch window, then cemented itself as one of the most divisive games in history and getting the chance to piss off both gamers AND normies between the game and a mediocre 2nd season to a TV show that's basically killed the show's chances for Season 3.

Are we also going to ignore how both Ragnarok and Spiderman 2 were contentious themselves with segments of the fanbase over creative choices compared to their predecessors? These are the kind of things that matter in addition to sales themselves, because they can impact sales of future installments.

Horizon Zero Dawn launched on PC five years ago, God of War three and a half ago, and yet we still haven't seen any true negative effect on hardware sales.

Using "true" as a way of quantifying negative effects already reads like an attempt to dismiss that any negative consequences have occurred, and in fact said consequences have begann creaking up. PS5 sales are still lower than PS4's when launch-aligned; maybe not massively so, but they are. And one of the reasons the trend isn't too bad yet, is because Xbox this gen has essentially bled out, so there's been a big influx of Xbox owners shifting to PlayStation (as well as PC).

Also, if you look at a market like Japan, there have absolutely been very noticeable declines, but it's not due to stuff like HZD or GOW going to PC. It's a combination of that, and other things like PlayStation losing most of the exclusives they once had last gen, or timed exclusives in other cases, particularly among 3P titles. That's not something SIE could have necessarily controlled, but their porting strategy this gen has definitely made it easier for 3P to prioritize less exclusives to PS themselves.

For how long do we have to wait? PS6 will be it? PC ports and cross gen is the exact same stuff PS5 went through at the beginning of the generation, and it trucked along just fine.

If SIE continue as they have so far, or accelerate their multiplat strategy, then yes, PS6 launch period we will see some of the things that have been speculated upon so far (and various examples of parts of which have already began manifesting).
 
The only thing guaranteed in getting rid of platform exclusives is that it destroys the platforms who get rid of said exclusives.

It's like people know nothing of the videogames crash of the 1980's which culminated with ET. The exact same patterns are repeating themselves, everything from ballooning costs, publishers and platform holders (mistakenly) thinking multiplatform approaches are the remedy, the general lack of quality control and care, etc.

I guess we are destined to allow the same mistakes to unfold once again. Although I highly doubt Nintendo are stupid enough to follow suit, if they understand their own history they will be well aware of everything that happened and why it allowed them to become what they are today.

Would go a step further, and say the people who say exclusives are anti-consumer or bad, either don't know gaming history, don't appreciate it, or don't really care about video games.

I wouldn't worry about Nintendo; even in the event they stop making hardware, they'd sooner make an app exclusively for their own games to be available through, than put their games on other companies' storefronts. And they'd probably lock that in with subscription models of some type, plus required online connections (all-time for GAAS, periodic for non-GAAS).

Console gamers are console gamers.

Millions of Xbox users this gen didn't get the memo.

Nailed it.

To think Sony release a game like astro bot and it only sells a couple of million units is tragic.

Hopefully they port it to switch 2 to get some much deserved sales.

It's almost like different games have different budgets and different sales targets.

Also, Astro Bot's certainly sold closer to 3 or 3.5 million by this point. The 2 million was prior to the TGA GOTY stuff, unless you think the game's sold zero copies in six months.

I actually think this is badly timed and won't go as well as hoped. You want something like this to align with a big event to draw people in.

You can't expect bean counters at SIE to care about things like this.
 
Speaking of clowns: put back on that red rubber nose. MSX computers were only popular in Japan and isolated parts of Asia. The ENTIRE standard was designed with the Japanese market in mind. People in places like the US knew about MSX, but IBM PC-compatibles and Apple machines, even stuff like the Atari ST, obliterated MSX sales in America. In Europe, Atari, Amiga and other microcomputers decimated MSX offerings there.

And since you were so quick trying to call me a clown, you actually just proved another point I've been making: if Sony's MSX games weren't even released in Japan, then they basically prioritized those releases for markets where MSX was a super-niche product. Now why would they do that, at a time they were scaling up into console game development with Sony Imagesoft later in that decade (and even some games for platforms like Famicom prior to that)? Oh, was it perhaps because Sony didn't want to dilute their core game development focus on console (including hardware like SFC's sound chip) in their primary market for said console game focus, with focus of games for a computer standard that was mainly only popular in Japan?
I'm not going to read all the back and forth you did with Yurinka, but for sake of discussion regarding MSX I can only go by my anecdotal example of one - me.

I never heard of MSX until the internet came about and learned about it.

All I can add as some random food for thought was out of all the gaming mags my bros used to buy in the early/mid 80s, which included a ton of console/arcade gaming mags and home computing mags, I dont remember ever seeing one thing written about MSX. It was all arcade/atari/coleco/intellivision. Or the mag was more geared to C64, Apple, Atari 400/800 or whatever home computers were out at the time. Amiga wasnt out yet. This comes from US centric mags, which were sold in Canada. If for whatever reason MSX was covered, it must had been so few and forgettable I dont remember. But I remember all the other platforms covered. Even Vic-20 and Vectrex.

And later in the 80s when I bought my own gaming mags, and my bro still bought computer focused mags, I still dont remember any MSX coverage.
 
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"Mattered" how? In terms of sales? Because even that isn't true. You might not care about the Motor Toon games, but those were crucial stepping stones to get to Gran Turismo. You don't care about Jumping Flash or Arc the Lad, but those games helped make PlayStation competitive against Saturn in the early years, especially in markets like Japan. Those games did, in fact, help to sell systems, even if early sales weren't "fast" the way we're conditioned to seeing nowadays.

Games like Parappa might not matter to you, but they helped basically create new subgenres, and also helped keep PS1 relevant in the market. It'd really help to stop pretending games don't matter unless they themselves sell many millions of copies; that mentality is what's poisoning the Western games industry today, especially in AAA.
Yes, in terms of market reach, you know where I was going. I do care about Motor Toon Grand Prix, Jumping Flash!, Arc the Lad and PaRappa the Rapper, so please drop that shitty condescending attitude when I have always showed personal interest on the niche, Japanese AA side of SIE's history far more than you.
Jumping Flash! and PaRappa the Rapper both fall in the line of fairly innovative titles that broke out new spaces on gaming, but quickly fade out as soon as they couldn't keep up to their contemporaries at Nintendo and Konami. Arc the Lad was a regional hit (like many games, such as Wipeout) that quickly positioned itself on the Japanese market without much competition, and there's no secret that as soon as 3 dropped in 1999, the series was beginning to lose its steam.
Gran Turismo was the only series that was treated with actual care and willingness to build it by SCE, when even Arc the Lad had to be given to Cattle Call on the PS2 generation when Square ended up buying G-Craft in the previous years, and it's no secret that Twilight of the Spirits and Generation are pretty much despised in Japan.
TLOU2 also sold massively in its initial launch window, then cemented itself as one of the most divisive games in history and getting the chance to piss off both gamers AND normies between the game and a mediocre 2nd season to a TV show that's basically killed the show's chances for Season 3.
Please explain to me how this remotely impacted the game's tail in the long run. S2 is an extremely external factor that I don't even know why you'd bring it up, when it's universally agreed to be worse than TLOU2.
Are we also going to ignore how both Ragnarok and Spiderman 2 were contentious themselves with segments of the fanbase over creative choices compared to their predecessors? These are the kind of things that matter in addition to sales themselves, because they can impact sales of future installments.
Are we also going to ignore how God of War 2018 was contentious itself with segments of the fanbase over being a completely different direction compared to its predecessors? Most of your points so far have revolved around reactions of loud minorities and hypothetical scenarios that may or may not happen, while completely dismissing or ignoring any fact that is remotely against whatever you're trying to prove.
Using "true" as a way of quantifying negative effects already reads like an attempt to dismiss that any negative consequences have occurred, and in fact said consequences have begann creaking up. PS5 sales are still lower than PS4's when launch-aligned; maybe not massively so, but they are. And one of the reasons the trend isn't too bad yet, is because Xbox this gen has essentially bled out, so there's been a big influx of Xbox owners shifting to PlayStation (as well as PC).

Also, if you look at a market like Japan, there have absolutely been very noticeable declines, but it's not due to stuff like HZD or GOW going to PC. It's a combination of that, and other things like PlayStation losing most of the exclusives they once had last gen, or timed exclusives in other cases, particularly among 3P titles. That's not something SIE could have necessarily controlled, but their porting strategy this gen has definitely made it easier for 3P to prioritize less exclusives to PS themselves.
That's what being heavily supply-constrained for two years and price increases will do. I knew you were going to bring up Japan (not that I'd call it 'noticeable declines', considering how PS3 and PS4 did over there), but have you even considered the fact that the console launched at ¥49,980 / ¥39,980 in 2020, while it's now sold at ¥79,980 / ¥72,980 in 2025?
If SIE continue as they have so far, or accelerate their multiplat strategy, then yes, PS6 launch period we will see some of the things that have been speculated upon so far (and various examples of parts of which have already began manifesting).
We will just see what happens, though I will just say that I haven't seen any of the things speculated in 2019 and 2020 yet.
 
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Speaking of clowns: put back on that red rubber nose. MSX computers were only popular in Japan and isolated parts of Asia. The ENTIRE standard was designed with the Japanese market in mind. People in places like the US knew about MSX, but IBM PC-compatibles and Apple machines, even stuff like the Atari ST, obliterated MSX sales in America. In Europe, Atari, Amiga and other microcomputers decimated MSX offerings there.
What a clown, you have no idea. 8 and 16 bit computers sold more or less this:
  • PC-98: around 18M (but had many models until the 2000s) *
  • Commodore 64: around 12-17M
  • MSX: around 4-9M
  • Apple II: around 5M (plus >1M of Apple IIGS)
  • Spectrum: around 5M
  • Amstrad CPC: around 3M
  • Commodore Amiga: around 5M
  • Atari ST: around 2M
  • FM Towns: around 500K *
  • X68000: unknown, pretty likely some hundred thousands *
* = Japan only

And no, MSX wasn't made for the Japanese market. It was made for the global market to have a global computer standard like the VHS was for video, and was made by Microsoft (USA) and ASCII (JP). Many companies from all around the world made their own MSX computers and games for it, being Sony just one of them. Many key manufacturers were Japanese and ASCII was the one mainly moving it, so the main manufacturers were Japanese.

The thing is that the computers market was a very fragmented one, with different computars working better in different countries, and being incompatible between them. MSX tried to solve that problem, but wasn't very successful.

The king of the 8 bits in USA and EU was Commodore 64, and in Japan the PC-88 (and later PC-98, which lasted until the 2000s) and maybe later X68000. In the west there was the 16 bits war between Amiga and Atari ST, and Commodore won but later all these microcomputers got replaced by IBM-PC.

The IBM-PC stantard was mostly used for offices (in the early 80s they did cost around $1500 and were worse to play than most of these other home computers) and started to become popular to play at home aprox. in the late 80s/early 90s as they became cheaper and more powerful. By aprox. the mid 90s or so it already dominated the computers market.

And since you were so quick trying to call me a clown, you actually just proved another point I've been making: if Sony's MSX games weren't even released in Japan,then they basically prioritized those releases for markets where MSX was a super-niche product. Now why would they do that, at a time they were scaling up into console game development with Sony Imagesoft later in that decade (and even some games for platforms like Famicom prior to that)? Oh, was it perhaps because Sony didn't want to dilute their core game development focus on console (including hardware like SFC's sound chip) in their primary market for said console game focus, with focus of games for a computer standard that was mainly only popular in Japan?
I didn't say that Sony MSX games weren't released in Japan. I said many of them, not all. Back then there were developers making MSX games in America, Europe or Asia, and generally most of them weren't sell worldwide, many of them were limited to the region where they were made.

As an example, some Japanese made games (by Sony or any other publisher) never left Japan while other ones were published in many countries by them or by other publishers who wanted to localize and distribute them elsewhere.

Same happened in many other regions. As an example, here we had Sony España (Sony Spain), who published MSX games, educative software or productivity apps (stock manager, spreadsheets, videoclub manager etc) in Spain. Many of them were developed by local dev teams, were only sold in Spain, had texts only in Spanish or in some cases a few nearby countries, in many cases localized by somebody because most of them were in Spanish.

Sony España or other publishers also imported to Spain and localized some foreign games and apps, often originally made by other publishers & devs. Same happened in many other publishers in many other countries. Back then there wasn't a global market as we have today.

Same happened with the Japanese branch of Sony: they published local games there, some of which never left Japan, imported and localized to Japanese some other ones etc.

In MSX Sony wasn't only making MSX games, they were also making MSX computers, or MSX accesories including innovative gamepads like wireless one. Sony was with MSX since 1983 until I think it was 1988 with Family Boxing:


Months later in 1989 Sony founded the American publisher CSG Imagesoft Inc, later renamed to Sony Imagesoft, who published in the west games for NES, Master System, Game Boy, Game Gear, Super Nintendo, Mega Drive, Mega CD, MS DOS, Windows or Macintosh. As an example, one of these games was developed by Game Freak and had music from Akira Yamaoka.

Meanwhile in Japan in late 80s/early 90s they also published games for platforms like Windows, Mac, Super Famicom, Sega CD, PC-Engine, etc. under the publishing labels Epic (A.K.A. "Epic/Sony Record - A Division of CBS/Sony Group") or Sony Music Entertainment Japan publishing labels. This later label did continue working until the PS2 days separated from SCE (similar to what happens today with Aniplex).

Now how's that relate to today?
Relates to see that Sony has always been publishing games for computers and non-Sony consoles since the 80s until today. And since they didn't get doomed for doing so before, they won't get doomed now for making a late port for Xbox.

If Sony wanted to grow brand presence in markets like China & South Korea with PC ports, why didn't they make them regional efforts? Why did they make them global releases in markets where their console business is huge and also increasingly in competition with PC gaming growth? Ironically, what you just described Sony of doing with MSX, was smarter in protecting core interests vs. what they've been doing with their PC strategy today.
Sony wants to grow their gaming business worldwide in every possible way.

In countries where they already are big (like west and Japan), but specially where they have more room to grow: top countries (like China or Korea) or the fastest growing countries or regions (India, MENA) where Sony/PS has a small market share.

Same goes with platforms: they want to continue growing PS but its growth and the home console market is limited. Specially considering PC is a much bigger market, and mobile even more.

Back in the early 80s, in the MSX days, publishers mostly only shipped to their country or some other nearby ones not to protect any country, but instead because of logistics, back then the world wasn't as globalized as today: distant shipments were more relatively way more expensive than are today, there was more paperwork, there was the language barrier (English wasn't as common worldwide as today), they didn't have internet, and even phone calls to other countries were very expensive. And distribution and sales were way more complex: the market wasn't dominated by a few huge retailer/store franchises, but instead games were sold mostly in small local stores that weren't part of any global franshise.

In most of the world there wasn't even big malls, ore there were just a few and there weren't videogame specific stores: you bought games instead mostly in small local stores that also sold tvs, radios or washing machines, or in small local stores where they sold computers, or small local videoclubs, or in toy stores. So publishers and distributors had to go city by city selling individually to small family businesses separatedly.

Nowadays with global digital stores is way easier, both the ones of the gaming platforms or retail ones like Amazon. And there are huge retailers with huge presence in many countries, or at least having many stores in the same country, simplifying the process a lot.

Companies make nowadays global releases because they are companies and are not stupid: they try to make as much money as possible by selling as much as possible and now they can afford global releases, which obviously provides way more money than being limited to one or a few countries, or to want to block on purpose top selling markets or regions.

Regarding regional efforts in specific new regions where they want to grow, they already are doing them: one part is starting to work in the platforms that are more popular there (mobile and PC), plus also partner with local devs (MiHoyo, Game Science, Shift Up, Netease...) or local platform holders (like Tencent) and make initiatives like China/India/MENA Hero Project.

And I already explained why Psygnosis did that: pre-existing contracts and terms to their acquisition that aren't too dissimilar to what SIE have/had with Bungie.

Psygnosis was too large to fully integrate into Sony's gaming unit at the time, and platforms like the Mega Drive & SNES were on their way out (and not seen as competitors to upcoming 32-bit 3D-centric consoles like PlayStation). Stuff like Amiga CD32 were basically dead by the time PS1 launched, same with FM Towns Marty, and SIE probably viewed Amiga similar to how they did IBM-compatible PCs.

Also again, Psygnosis had games in-development for some of these platforms when they had been acquired, and as a new console platform holder, there was still a big chance the PS1 would've failed. That's why it made sense to have Psygnosis as a multiplat publisher for some years, but as PS1 established itself as the dominant console & Sony's gaming unit grew, you do realize those Psygnosis games on non-PlayStation consoles began drying up...right?
Nah, this is just a nonsensical madeup theory out of your ass. Psygnosis continued publishing games during many years in non-PlayStation consoles and computers after their full acquisition by Sony because Sony wanted to do so, to make more money.

In the same way that Sony wanted Bungie to continue releasing their stuff multiplatform, to make more money not being limited to their own platform. In this case, because one of the reasons they acquired Bungie was because Sony wanted to be more multiplatform and expand beyond their PS consoles.

Games back in the 90s were made in a some months or barely above a year, it's nonsensical to think they had a pre-acquisition contract to release Rollcage 2 for Windows (I still own that copy today btw) more than 7 years before its release (Sony acquired Psygnosis in 1993 and this release was in 2000). Specially when back then they selfpublished their games and there was no Steam or anything to sign: they manufactured their games and sold them.

And well, Psygnosis wasn't a huge publisher like let's say Activision Blizzard King today at all. They had their niche of fans specially in the Amiga, but weren't top sellers. After acquired, a few years later their output decreased because they kept shifting to focus in their internal development part than in publishing externally developed games, also because as always the next generation required more budget/time/devs for the games, and was a particularly difficult generation transition because of the jump from 2D to 3D, a jump many devs weren't able to make and because of that many people left the industry. And well, obviously now being part of Sony they prioritized their own platform, PlayStation.

The hilarious thing here is you trying to use the situation with Psygnosis, at a time when PS was still trying to establish itself as a brand and risked fading away like countless other new entrants in the market at that time, as a justification for SIE's multiplatform efforts today. Today, when PS is clearly an established brand and (seemingly) not at risk of going anywhere.
I'm not justifying anything, I'm just describing the truth: Sony kept releasing games in non-PS platforms via Psygnosis up to 7 years after having fully acquired it.

In the same way they were also doing at the same time with several other subsidiaries like the ones I mentioned in these posts and keep doing it today with Bungie, Aniplex, Lasengle, PS Studios and so on.

And no, if Sony keeps updating Fate/Grand Order 10 years after release on mobile, or released this year a Japanese focused game as Switch console exclusive game with Aniplex, or will release on Xbox Marathon or Helldivers 2 isn't because any pre-existing contract,: Sony does so because they think it's good for their business and want to make more money. Nobody is forcing them, they see their numbers and to what they think it's the best option for their business.

That SIE have been compromised, and bought into unsubstantiated claims that consoles are coming to an end.
They haven't been compromised and nobody at Sony ever said consoles are coming to an end, and even less SIE or PlayStation.

SIE & PlayStation are posting their best numbers ever and are growing in all areas. And they have been working to grow beyond that both with PlayStation and beyond it.

I can't wait to see your new goalpost when SIE announces a 1P AAA single-player game coming Day 1 on PS5/PS6 & PC, because you'll inevitably do so. It's what you've been doing for years.
I won't move any goalpost.

I think that as part of to continue expanding their gaming business and PlayStation, they'll eventually release their PC PSN store and at some point will end releasing their SP games too day one on PC, using their own PC store/launcher as an extention of PlayStation, to play you your PlayStation games in your laptop or PC handheld (not only the Sony one) if you want to do so. And to make more appealing for PC players to buy a PS5 after having build a PSN library if there's crossbuy between that store and its console version.

I think they'll do it after seeing that releasing GaaS day one everywhere day one doesn't negatively affect their console business, and that same goes with releasing the SP games around a year or less later. I think they may keep timed exclusivity for PC in non-PSN PC stores.

I think that PC PSN store could release at the same time than their portable (which I think will be a PC handheld using that PC PSN store) and PS6.

Did you really just Google search and Wiki a history lesson I already knew about
I posted it partly to correct you and show a few sources, since you had no idea you were talking about or were simply lying.

Aniplex has nothing to do with SIE or PlayStation.
Obviously has to do with SIE/PlayStation, it's a game publisher owned by Sony that publishes in different platforms including PlayStation.

What does any of this have to do with Sony publishing Helldivers 2 on Xbox today?
You spent more time giving a history lesson that wasn't needed, than tying anything together.
Both cases are Sony publishing games outside PlayStation, something they always have been doing since the early 80s. It didn't doom any of the other PS consoles, so won't doom this or the next one.

And yes, was needed to highlight that this dooming and drama is nonsensical, specially because doomers like you had no idea about Sony's gaming history.

That was your entire point? Just cheering for more money of SIE's that isn't yours, to save more bar graphs and pie charts in the future in replies to threads that have nothing to do with fiscal results?
The point was to talk about this announcement explaining that isn't something new, showing the tons of similar previous cases where Sony published games outside their consoles.

If you get butthurted by related factual data like their related history, metrics of graphs because don't match your doom and gloom anti-Sony narrative and fantasies it's your fault, not mine.
 
I think Sony kinda doesn't think of Microsoft as an immediate threat anymore. MS are not gonna be targeting mass-market expansion with their consoles anymore, and there's like 30m units out in the wild with a high percentage that is highly unlikely to switch (meaning they are unmonetizable), so why block it anymore?

The two release dates matching is kind of interesting and points in this direction imo. Not sure if I'd agree with their calculus, but that seems to be how they're thinking.
It's short-sighted maybe (thinking they are not competing)…they are still competing. It is just not the way they use to compete. I think Sony is making a smart decision by putting HD2 on as many platforms as possible and if they can put it on Switch 2, they should. It's a live service game.
 
I'm not going to read all the back and forth you did with Yurinka, but for sake of discussion regarding MSX I can only go by my anecdotal example of one - me.

I never heard of MSX until the internet came about and learned about it.

All I can add as some random food for thought was out of all the gaming mags my bros used to buy in the early/mid 80s, which included a ton of console/arcade gaming mags and home computing mags, I dont remember ever seeing one thing written about MSX. It was all arcade/atari/coleco/intellivision. Or the mag was more geared to C64, Apple, Atari 400/800 or whatever home computers were out at the time. Amiga wasnt out yet. This comes from US centric mags, which were sold in Canada. If for whatever reason MSX was covered, it must had been so few and forgettable I dont remember. But I remember all the other platforms covered. Even Vic-20 and Vectrex.

And later in the 80s when I bought my own gaming mags, and my bro still bought computer focused mags, I still dont remember any MSX coverage.
Yeah same here, in Sweden. I think I first learned about MSX when reading on the internet about Metal Gear, sometime after playing Metal Gear Solid on PS1.

This thread suddenly became a time machine. When googling on MSX I now see that my first computer apparently was a sort of starting point for MSX. Spectravideo SVI-328.

Wikipedia:
The SV-328 is the design on which the MSX standard was based. Spectravideo's MSX-compliant successor to the 328, the SV-728, looks almost identical, the only immediately noticeable differences being a larger cartridge slot in the central position (to fit MSX standard cartridges), lighter shaded keyboard and the MSX badging.

First game played:
Armoured Assault

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But Sweden was extremely Commodore focused back then. Spectravideo, and MSX and MSX2, disappeared almost before anyone knew they existed. C64 was where you wanted to be if you were a computer gamer in the early 80s. I think it was more popular than even NES, I certainly knew more people gaming on C64. Later when Amiga 500 arrived there were Atari ST as well, and Amstrad, not nearly as big but still had a spot on the market. MSX must've gone poof long ago by then.

No idea what this has to do with Helldivers 2 on Xbox…
 
I'm not going to read all the back and forth you did with Yurinka, but for sake of discussion regarding MSX I can only go by my anecdotal example of one - me.

I never heard of MSX until the internet came about and learned about it.

All I can add as some random food for thought was out of all the gaming mags my bros used to buy in the early/mid 80s, which included a ton of console/arcade gaming mags and home computing mags, I dont remember ever seeing one thing written about MSX. It was all arcade/atari/coleco/intellivision. Or the mag was more geared to C64, Apple, Atari 400/800 or whatever home computers were out at the time. Amiga wasnt out yet. This comes from US centric mags, which were sold in Canada. If for whatever reason MSX was covered, it must had been so few and forgettable I dont remember. But I remember all the other platforms covered. Even Vic-20 and Vectrex.

And later in the 80s when I bought my own gaming mags, and my bro still bought computer focused mags, I still dont remember any MSX coverage.

Exactly, and I bet you most people in Western countries at that time hadn't heard of MSX either, because the computer line was specifically designed to address problems with IBM-compatible PCs & DOS in the Japanese market. Those issues were why companies like NEC made such headway in Japan, so companies like ASCII and Microsoft developed a standard to help Japanese computers have a high level of device & software compatibility.

I'm sure the most hardcore of computer diehards in America, Europe etc. knew of the MSX's existence, but the actual sales of the systems out in those regions were extremely niche. And that's fine, because the MSX wasn't really developed with non-Japanese markets in mind.

Yes, in terms of market reach, you know where I was going. I do care about Motor Toon Grand Prix, Jumping Flash!, Arc the Lad and PaRappa the Rapper, so please drop that shitty condescending attitude when I have always showed personal interest on the niche, Japanese AA side of SIE's history far more than you.

Eh "far more" is probably a stretch but at least you do care about that side of their output. And I do respect that, because a lot of other people simply don't care at all.

Jumping Flash! and PaRappa the Rapper both fall in the line of fairly innovative titles that broke out new spaces on gaming, but quickly fade out as soon as they couldn't keep up to their contemporaries at Nintendo and Konami. Arc the Lad was a regional hit (like many games, such as Wipeout) that quickly positioned itself on the Japanese market without much competition, and there's no secret that as soon as 3 dropped in 1999, the series was beginning to lose its steam.

Well, define "quickly". I'm sure Sony weren't necessarily expecting things like Parappa to be evergreen properties like Mario, and claiming Parappa became irrelevant because of Konami series like DDR or Beatmania is an unfair comparison. There are different types of rhythm games; Nana-on-sha maybe just wanted to keep their series character-driven and more story-centric, to compliment the visual style they had developed early on. That doesn't mean the character-driven approach suddenly became outdated when styles like DDR got popular; the two styles can coexist.

Also worth considering, the rate game genres and the industry as a whole were advancing during the '90s was unprecedented, so even if a franchise started falling off by a latter installment, that doesn't invalidate the performance of the earlier installments. Which with Arc the Lad, that clearly was the case with 1 & 2. Otherwise it's like saying Tomb Raider was irrelevant because the IP lost a lot of steam by the 4th installment, when saying such kind of invalidates the impact the first two installments clearly had for the market & the platform.

Gran Turismo was the only series that was treated with actual care and willingness to build it by SCE, when even Arc the Lad had to be given to Cattle Call on the PS2 generation when Square ended up buying G-Craft in the previous years, and it's no secret that Twilight of the Spirits and Generation are pretty much despised in Japan.

Well if the metric of IP that mattered (in the sense of sales for the market) is based on whether that IP persisted onto the PS2, again I think that's a bad argument and not a good way of judging an IP's worth. Sony IP that were on PS1, that didn't make the jump to PS2, weren't necessarily "failed" IP or IP that brought little to the market. And trying to judge their worth by measuring their sales or impact relative to other IP, kind of strips away understanding the specific niche & role the IP may have been intended to serve in the first place.

It's also worth stating that sometimes market tastes just change. 2D beat 'em ups had some amazing entries on 16-bit consoles, but the jump to 3D left many behind. Streets of Rage is an excellent example of that (not Sony, yes, but just to illustrate a point). A lot of the Sony IP from PS1 that didn't move on to PS2, either simply served their purpose on the PS1 and weren't "needed" anymore, or the creative teams wanted to move onto new projects, or 3P franchises stepped in to fulfill a similar role anyway. And yes, in some cases it was also because IP (Jet Moto, for example) just declined heavily in quality, but well that's something more about 989 Studios itself and is a whole topic onto itself.

Please explain to me how this remotely impacted the game's tail in the long run. S2 is an extremely external factor that I don't even know why you'd bring it up, when it's universally agreed to be worse than TLOU2.

It's actually easy to understand why S2 could negatively impact sales for TLOU2 going forward; S1 was very well-received by 'normies' and casuals who generally don't even play games, but likely went and picked up a copy of TLOU1 due to liking the show at the time. A lot of those same types will likely not do the same for Part 2 after having gone through Season 2 of the show.

I also think the recent decision by Neil Druckmann and Hailey Gross to depart the show altogether (or in any major capacity beyond maybe consultation) will potentially hurt Season 3 of the show. That depends on how much they've already provided for Craig Mazin to work with, because he's shown he doesn't get the source material, when left to his own devices. So the problems with Season 2 could be exacerbated with Season 3 (in terms of characterization and writing, and certain creative choices), which in turn could lead to lower interest still by 'normies' and casuals to buy the games.

Are we also going to ignore how God of War 2018 was contentious itself with segments of the fanbase over being a completely different direction compared to its predecessors? Most of your points so far have revolved around reactions of loud minorities and hypothetical scenarios that may or may not happen, while completely dismissing or ignoring any fact that is remotely against whatever you're trying to prove.

GOW 2018 did cause some contention, I'm not going to pretend otherwise. But it'd seem Ragnarok caused even more, both among fans of the "traditional" Jaffe-style games, but also among some who in fact loved GOW 2018. And there were some creative choices we can all agree were too obtrusive, like the constant "hints" for puzzles that basically told you the solutions more often than not.

None of the contention was with a majority in either game's case; I never said that and never insinuated it either. But it was there.

That's what being heavily supply-constrained for two years and price increases will do. I knew you were going to bring up Japan (not that I'd call it 'noticeable declines', considering how PS3 and PS4 did over there), but have you even considered the fact that the console launched at ¥49,980 / ¥39,980 in 2020, while it's now sold at ¥79,980 / ¥72,980 in 2025?

I have considered that, yes. But the price going up isn't the only issue, because software B2P sales in Japan were rather weak even when the system was at a normal price. The software situation has been long-term an issue there, and sure the first year or two would be due to the install base still building up. But it's persisted long afterwards.

We will just see what happens, though I will just say that I haven't seen any of the things speculated in 2019 and 2020 yet.

What were the things you saw speculated in 2019/2020? Because I'm sure there were some wild takes, but I'll give some things I've seen in support for the PC strategy others have said over the years, and how those talking points haven't materialized:

-IDEA: PC ports won't disrupt the studios

-TRUTH: Studios like Naughty Dog already had to set aside time & manpower to retool their engine & pipelines for hosting PC development

-IDEA: GAAS won't come at the expense of single-player

-TRUTH: Studios like Bend & Bluepoint were sidelined this gen due to GAAS that go cancelled

-IDEA: SIE won't put any non-GAAS on PC Day 1

-TRUTH: LEGO Horizon was Day 1 on Steam AND Switch

-IDEA: PC ports will help fund more single-player games for console

-TRUTH: SIE is only putting out one tentpole single-player AAA a year (if that); most of the profits from PC ports has either been pocketed or used to fund more ports & GAAS

-IDEA: SIE will never focus on MAU

-TRUTH: SIE literally announced a shift in focus to MAU at the recent fiscal call
 
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I have a dream, that a console will not be judged by the color of the box or by its software lineup, but by the content of its operating system
 
Simple question for those who say this all makes perfect business sense and always part of the plan since it is a gaas and needs the extra users:

Why launch the game on xbox now and not on day 1 alongside ps5 and pc? Why does releasing helldivers for xbox now suddenly "make sense", but apparently didn't make any sense on february 8 2024?
 
I have a dream, that a console will not be judged by the color of the box or by its software lineup, but by the content of its operating system

They should be judged only by the amount of paragraphs their supports are willing to write on online forums.
 
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