Shifty1897
Member
I still think there's a market for a digital only PS4 handheld. Runs all your PS4 games, keeps that ecosystem alive for another 6 years.
I’d buy oneI still think there's a market for a digital only PS4 handheld. Runs all your PS4 games, keeps that ecosystem alive for another 6 years.
No, it's physically not possible. The PS5 is the size it is for a reason.Sony could build a device similar to Switch but with PS5 graphics, maybe?
More people buying games and subscribing to PSN+.
Steam Deck and Apple/Android fit the bill. Also we really don't see Eastern handheld numbers but they're pretty popular and getting better all the time, especially the screens.
I'm happy Sony and others keep evolving VR but I know what I'd buy given the choice of where to spend $500-$1k.
Also in terms of VR profit with low entry Samsung Gear is likely outperforming all VR platforms for net profits, for now.
Lower the graphic details and smaller screen to output on.No, it's physically not possible. The PS5 is the size it is for a reason.
Nah vr will never be a real thing. Holodecks are the only real solution for what vr is trying to achieve. Even then a lot of people will still just want to relax and play a game. Not flail around.Vr in some form or fashion is the future, handhelds are not.
Many VR games use traditional controls. Holodecks don’t and never will make you feel like you are there the way VR does.Nah vr will never be a real thing. Holodecks are the only real solution for what vr is trying to achieve. Even then a lot of people will still just want to relax and play a game. Not flail around.
The handheld market isn't viable for Sony at all. Even Nintendo isn't even purely handheld anymore, the Switch is a hybrid though a Switch Lite would be dropped later on as an extra option. But fact is even Nintendo doesn't support 2 devices anymore, their sole hardware is Switch.
Sony isn't going to release separate hardware that needs its own development kits and shelf space. PSVR2 kind of makes sense since its powered by PS5 and might expand it a little since competitors don't offer it.
Personally, I’d rather a Sony vr headset than handheld. Probably in the minority here but that is my opinion on it.
The same people that think a new PlayStation handheld device will be a success are the same people who still buy physical releases.I don't understand how people can think like this. The dedicated handheld market has shrunk incredibly. We went from a gen where the DS AND the PSP were successes, to the next gen the Vita struggling and the 3DS selling half of what the DS did.
Sony focused on their bread and butter, home consoles, and Nintendo decided to focus all of their devs on one device, a hybrid, which was a hit. If Sony launched Vita 2, it would have flopped. And if Nintendo did a strictly handheld console, without the sharable controllers and dock, there is no doubt in my mind they would have struggled.
As someone mentioned before. PSVR2 is forcing more current gen only games since it's only PS5 native and there will be a lot of crossover experiences with it.Cute article but Sony knows what they are doing.
Sony focusing on VR rather than the handheld market is a smart move. The VR space is being handled absent-mindedly on Meta's part and Sony has the ability to make VR a premium experience for its core audience and a long-lasting business venture. Nintendo/Apple/Android own the handheld market. Nintendo is lucky because it knows exactly who its audience is and how it can easily attract them with its legacy franchises. I don't see Sony catching audiences in a similar way in the handheld market again. With the Steam Deck, the core gamer base who wants a premium handheld experience will probably already own a Steam Deck, and those who are considering a premium handheld will more than likely gravitate towards Valve rather than Sony because of what's available and possible with the device.
That's fair to say. That would be down around half of what they sold of the first one. It's reasonable to assume there aiming for more than the first one. Considering 10 million would be twice as many as the last one and probably a big success, we are looking at a pretty small scale here compared to consoles. More in line with the sales numbers of a single aaa game, to give some perspective. Depending on their goals, they might even lose a little money if they sell that $10 million. Guessing how much money they plan to make is even harder than guessing how many of these a plan to sell.
Before the el cheapo quest, it was PSVR that was the king in terms of units sold/VR content.
Also, PSVR was profitable according to various sources.
I don't understand how people can think like this. The dedicated handheld market has shrunk incredibly. We went from a gen where the DS AND the PSP were successes, to the next gen the Vita struggling and the 3DS selling half of what the DS did.
The same people that think a new PlayStation handheld device will be a success are the same people who still buy physical releases.
Remember when 3DS and Vita came out and everyone was like "Nooo handhelds are doomed because of mobile gaming"? Nintendo can actually thank the Freemium model that the Switch is that successful. Smartphones nowadays are so much more powerfull, but still don´t manage to do gaming right.
VR, on the other hand, reminds me somehow of the 3D hype that started with Avatar. Heck, I used the 3D function of my older TV maybe 3 or 4 times until the glasses collected dust. Beside Half Life, which killerapps does VR have? And don´t say Beat Saber, it sold 4 million copies and is nowhere to be an AAA title (if we go by the 10 million sales definition in the other thread). Disclaimer: I don´t own a VR headset, but played with it a lot of times - and it never clicked on me.
Soooo .. is VR doomed? Will it ever exit its niche?
Depends on their margins, PSVR 2 is likely more costly to make than 1, and that price with the current economic situation won't bring in as much as if the PSVR1 costed $549 in 2018. The same goes for the more costly games.
They want to cement an audience that could grow so they can ride the growth of the industry if it takes off, that seems to be the goal of almost every company in VR right now other than those who are intentionally targeting a niche with limited units for profits.
No it was Samsung with their GEAR VR partnering with Oculus to use their tech. So in a way Quest has been the leader since the inception, with a side of Samsung.
And some say the opposite, I am doubtful on profitability, i could see break even around 2018, but that was when things were down and the headset was stagnating, and since then PSVR1 has been effectively dead with stock sitting on shelves, and software sales were never that pretty, Beat Saber was still a top game on the system, but Sony never revealed any million sellers at all.
As far as we know CREED, Beat Saber, and Among Us are the only major VR titles to cross 1 million units on any headsets/platforms.
More people buying PS4 games? Games they already own and games that sell for very little because of the backlog?
Even if you kept making PS4 games, which is counterintuitive for PS5, you're not going to make the requisite money to make this worth it.
Do you realize that even Nintendo isn't doing this. They made a console/handheld combo. A pure handheld would make no sense.
Sony could add 100 million of annual revenue from just 2 million new PSN+ subscribers.
And this handheld would cost Sony close to nothing. Many small vendors are already making handheld gaming PCs from off the shelf parts.
This would be the PS4 as a handheld. there is already a PS4 console. They would crossplay/save.
Sony could add 100 million of annual revenue from just 2 million new PSN+ subscribers.
And this handheld would cost Sony close to nothing. Many small vendors are already making handheld gaming PCs from off the shelf parts.
That's because both learned no lessons from previous mistakes, made new ones, had mishandled launches, the games were ready early on, and the the novelty factor/fad parts of both were toned down for both successors. Sony making the most bone-headed moves and quickly dropping support way too fast. Nintendo at least tried to salvage it, which ended up resulting in them walking back their vision for the 3DS eventually and releasing products related tot hat name that didn't even have the core feature that was intended to boost sales, butt they managed to do it.
With that said, a handheld would be a bad idea right now between their mobile adventures, and needing to spread teams too thin, would cripple the company. Gamingbolt.
So most console owners worldwide.
I'm not a hardware engineer or anything but I think you may be greatly underestimating the challenge of making this handheld.
Maybe 6 million. Vita managed 10-15 million. A handheld PS4 could safely double that.How many units would you need to generate 2 million new PSN subscribers?
Pretty obvious why the author is writing articles and not leading an electronics division...
No space to bet on handhelds anymore. VR is a risky bet but it does hit they will have the best position in the industry in 10 years.
Also playstation has handhelds covered through steamdeck.
The gear only sold like 5+ million units, and when you compare that with the available amount of cellular devices, that's not a very good attach rate.
https://www.polygon.com/2016/10/13/13273814/playstation-vr-profit
Shawn Laden is on record saying the opposite in regards to profitability,
I still have my OG Vita mint. It’s a masterclass in quality and styling that still looks and feels better than the majority of handhelds today.Sony made an awesome handheld with the Vita and nobody really bought it so I doubt they are entering that market again any time soon
This is silly because the Gear compatibility list was limited, and changed across iterations,
it also sold 7+ million, and it didn't take anywhere near as long.
PSVR1 needed a price cut and game deals, with retailer bundle sales across almost 7 years to reach 5.
To say PSVR1 was the leader before Quest 2 is just nonsense. It was Samsung, and then PSVR1.
Article was from 2016, two years before the date I mentioned.
Most games are sold physical.
They are counting digital games sales in countries with a high rate of digital, and omitting the customers that don't, in some research they include mobile data into the numbers as well which fudges it up, like that one new zoo thread, where it showed like 38% of sales were physical, which is still more than all 3 of your links.
There's also regional issues involved to, many of the US data look at the same handful of states for most data.
The physical revenue numbers don't match the inconsistencies among the sources when you add up US sales, and then WW sales including all regions instead of restricting it to US+Select states, and primarily Western and a few other countries in Europe, and sometimes a couple in Asia (which also often lump in mobile data making it useless.)
Just looking up your argument there is no consistency in the sources.
Another issue, your first link which is a second Newzoo post, said 72% of console games sales were digital, they were not talking about units. They were talking about revenue, digital is often much cheaper than digital and older games can be in bargain bins, it usually takes long for digital to do that, if ever.
If you look at the Newzoo thread here covering that same source that first link of yours says, the US is closer to even. How does that make sense toward that 72% if they were talking about units instead of revenue? It doesn't. In that thread they have Physical around ~40% in the US, which is the biggest gaming market for "consoles" therefore that 72% doesn't make sense.
But when you look at the games listed it makes a lot more sense, they were talking about the money coming in from digital compared to physical worldwide is 72% on consoles.
US physical sales being ~40% revenue means that they are still bringing in a lot, but digital is going to be bringing in more with the higher costs and easier access to mtx/dlc in some cases. Along with price retention.
Throwing the numbers out of context is misleading.
Are you saying that despite the article saying profitability in 2016, that breakeven on headsets wasn’t until 2018?
Read my post from before this time. I didn't say that at all.
Also you're not reading my last post either. no Gear in any iteration was compatible with 200 million phones. You are also making a nonsensical comparion.
Depends on their margins, PSVR 2 is likely more costly to make than 1, and that price with the current economic situation won't bring in as much as if the PSVR1 costed $549 in 2018. The same goes for the more costly games.
They want to cement an audience that could grow so they can ride the growth of the industry if it takes off, that seems to be the goal of almost every company in VR right now other than those who are intentionally targeting a niche with limited units for profits.
No it was Samsung with their GEAR VR partnering with Oculus to use their tech. So in a way Quest has been the leader since the inception, with a side of Samsung.
And some say the opposite, I am doubtful on profitability, i could see break even around 2018, but that was when things were down and the headset was stagnating, and since then PSVR1 has been effectively dead with stock sitting on shelves, and software sales were never that pretty, Beat Saber was still a top game on the system, but Sony never revealed any million sellers at all.
As far as we know CREED, Beat Saber, and Among Us are the only major VR titles to cross 1 million units on any headsets/platforms.