Ecosystem. Ps6 = members of ps ecosystem due purchase of games on psn going all the way back (ps4). This will be a closed ecosystem vs nextbox(open via multiple stores) thus Sony needs to hit mass market adoption asap. According to Sony pro devices exist to ensure core gamers do not migrate to pc. Releasing games on Xbox ecosystem = cash to fund and expand their IPs. This is why Sony needs multiple gaas titles due to weak IPs (non Pokémon level).
This same talking point was used by certain people to justify the PC ports. You know, PC, that platform with
billions of users?
Where are the new 1P internally-developed PS5 games this gen that weren't already in development prior to PS5's launch? How many of them aren't GAAS?
We need to stop using this line of thinking because it's proof now it's bullshit. Any extra money they get from multiplatform sales, are going right to the stocks and fattening CEO pockets & bonuses. They're not using that surplus to develop new games.
Multi platform is the future as all entertainment is competing for your time.
OK then. Let's get Disney to premier the new Alien: Earth series on HBO Max and Apple+ Day 1.
Oh wait...
That's not the real issue.
TLOU2 on PS4 is an example of not to be worried about the specs. Especially with improvements to A.I.
The real issue is handheld imo.
I'm all for supporting it with cross gen titles, but when it comes supporting it with 10th gen only games is the real issue.
Those handheld specs start to limit the generation leap.
I'm gonna keep it 100%: I don't know if SIE's 1P studios have what it takes to make a TLOU2 even this gen, let alone next gen. I mean purely on the graphical/immersion side of things and feeling like something
TRULY pushing otherwise modest hardware to its absolute limits (TLOU2 is...well, a "special" case when it comes to the story....great game mechanics tho).
Games like TLOU2 were made during an era where SIE wasn't blinded by pursuing multiple platforms, meaning that tye of market outlook wasn't getting in the way of creative vision for their games. Which meant those games had even more reason to push limits because they
ONLY had the PlayStation install base to depend on for sales, meaning they had to be showpieces for the console by necessity. Without the outlook of multiplatform (even if it's 1-2 years after initial release, a window that'll likely shrink as we've seen with Spiderman 2), those PS4-era 1P AAA games didn't have the associated safety nets. So they
HAD to be system pushers even at a technical level, as that's all they had.
One example right there in how genuine exclusivity can be a strong motivator and benefit a game's design & market impact. Now I'm not saying games like Yotei look "bad". However, I also can't shake the fact it "feels" like a game with a very conservative/iterative design (even visually) because the studio knows they have to help in some capacity with a PC version within the year of its release. That's a whole bunch of configs to consider for scope, if you want acceptable performance, and that is going to impact how much a game can push the console's limits. Same with Intergalatic, and again, I think it looks
fine visually. Do I think it'll push PS5 the way games like TLOU2 pushed PS4 visually? No.