Yup.
And at the end of the day, it's simply a snazzy sci fi shooter killing aliens with a Starship Troopers vibe. No plot or politics, no tons of cut scenes etc... And it was even just $40. Huge seller. If you look at it, it's such a basic game concept and idea, yet it did great on console and PC.
Well realistically SIE aren't going to make an army of Helldivers 2 clones. They also aren't going to (or shouldn't, anyway) make a huge swath of GAAS titles. I mean look at Helldivers 2: they've had issue getting regular content updates out for that game, and it's their biggest hit of the year. When you have a breakout hit GAAS, you have to be ready with more content on a regular basis. If you have too many GAAS in rotation at once, each of which need regular updates, then you're going to run into a problem of not having enough in resources to provide content simultaneously.
So then, you're forced to cut updates short for one or two of those games. Guess what happens? Now gamers are questioning your commitment to the
other GAAS titles you've got going, and some will start scaling back their investments on those in fear updates slow down or stop. That ends up creating a vicious self-fulfilling cycle, all because some trust was eroded beforehand.
Both can absolutely work. They are completely different markets with completely different focuses. Not to mention Sony can also turn a portion of those PC players into making ALL the money from each transaction as well over time. They're not limited to only Steam. Once they have enough content on the platform, they can bring a subscription service to PC gamers as well. They are not limited at all by the PC platform.
The modern PC market is nowhere near as divergent from core console gaming as it was in the '80s, '90s, early '00s or even during the 7th generation or
even early 8th generation. In terms of Western 3P releases, PC (mainly Steam) now gets virtually 90% - 95% of all AAA and AA games Day 1. The only real exceptions are SIE's non-GAAS AAA and Take-Two. Talking Western releases altogether, PC gets 100% of the games now (either absolutely or statistically close).
Even for non-Western games, the difference in release timings and libraries between core consoles and PC have mostly vanished. All of Capcom's big AAA releases are Day 1 on Steam and, apparently, Steam is the biggest (or at least most active) platform for games like SF6. All of SEGA/Atlus's big AAA and even smaller AA releases are Day 1 on Steam, and it seems Square-Enix will be gradually moving that direction going forward.
With Korean & Chinese devs, virtually everything is Day 1 PC outside of exceptions like Stellar Blade, but those kind of games will be on PC within the year. And WRT Western & non-Western 3P games, PC has a
SIGNIFICANT number of exclusives that are simply not on console or take many years to reach console. World of Warcraft still isn't on even Xbox, let alone PlayStation, despite MS now owning ABK. VALORANT took 4 long years to finally hit consoles; iRacing still isn't on console, and plenty of smaller AA and indie titles have no console versions in sight.
So when we look at not just the actual games released, but the timing or releases and platform splits, it's simply not true that PC is a "completely different" market to consoles nowadays. You as a platform don't see your market share triple in 4 years while core console market stagnates, if you're a "completely different" market. But that's exactly what's happened in Japan, and now, PC market share is almost equal to that of consoles in that region. Before the start of this gen, that was nowhere near being the case.
Unlike what fanboys will think... Sony doesn't care where the money comes from. PC is not going to be a detriment to their console business. You know what was? Almost making their entire portfolio of developers change from making high quality SP IP campaign games to experimental Live Service GaaS games all at the same time... You guys need to focus on the right battles here that's actually causing Sony harm on the console platform.
Sony will care where the money comes from, if a subset of hardcore/core enthusiasts shift their purchasing habits to platforms that aren't PlayStation. Because that doesn't just affect 1P sales (less rev cut for SIE when the game's bought on Steam vs. PS Store, for example), but it also impacts:
-3P B2P
-3P MTX
-Subscription retention rates
-Peripheral sales
...all of which could take a dip. Regarding future hardware, the initial dip would be in the early adoption phase: you can split up hardcore/core enthusiasts between high-ARPU and mid-ARPU. Hardcore having more of the high-ARPU, and core having more of the mid-ARPU. We can also throw in mid-low ARPU and low ARPU, but I think those would be better served for majority of core enthusiasts (mid-low ARPU), casuals (mostly low-ARPU) and mainstream (all low-ARPU). However, they wouldn't be part of the initial dip.
In the
initial dip, I think they'd more likely see mostly some mid-ARPU core enthusiasts at risk of skipping out on early adoption, but some high-ARPU core enthusiasts might as well. Hardcore enthusiasts are more likely to be early adopters regardless because of how much they've already invested in the platform + them basically being super loyal + them being the type to want all the newest gaming stuff Day 1 (or close to it). That's the initial dip.
The
second dip would be over a longer period, and follows the initial. Any weakening in early adoption rates could impact total revenue and margins, reducing the install base early on which also makes price cuts or sales promos less likely. If order volumes were too large vs demand, they'd be sitting on stock longer to move, meanwhile can't keep orders through the fabs up as high as needed meaning they could be suspect to higher costs per wafer for new batches, hurting prospects of price drops.
Once you get into the lower end of the core market, and definitely into the casual & mainstream markets, price sensitivity increases. Value-for-dollar remains high but they dynamic starts to inverse: hardcore/core enthusiasts value the perceived quality of hardware & software offerings over anything, whereas casuals & mainstream value the perceived quantity of software, and perceived "value" of hardware/ecosystem benefits relative to cost (e.g comparative to those "$200 worth of software FREE!" value-adds certain programs use, or like computers used to i.e Gateway).
The longer dip is influenced by the shorter dip, but by how much depends on a bunch of different factors. But what you and a lot of others should be asking is, does SIE have a way to offset any potential losses from those dips? Not even necessarily in terms of the revenue, but profits? For example, if they see a drop in 3P B2P revenue by 20%, but their profits from 3P B2P revenue drops by 35%, then that'd signal more Day 1 buyers are skipping buying those games on the platform. So where does SIE get back that 35% in lost profits for, say, the fiscal quarter? What if that 35% drop in 3P B2P is for the fiscal year? And keep in mind, with a drop in 3P B2P would also probably some some drop in sub retention, though at a lower amount.
Any strategies SIE does which could negatively impact early adoption and long-term adoption rates of new hardware & associated software on that hardware, they'd have to try making sure they have other avenues to make up for lost revenue and specifically lost profits. As things currently are, I don't think they have the means of making up those drops and that's where other things like hardware R&D, software development, marketing deals, marketing budgets etc. would in turn get negatively impacted, which ends up resulting in
less for the market as a whole.
So ironically the people who are all "pro consumer" and want "more choice for all gamers", should be sharing similar concerns in the areas I just outlined. Not handwaving it away simply because it's not cheerleading over record profits from the latest fiscal quarter.
i'm ignoring it because it's irrelevant. hiroki totoki explained the whole thing. i posted it before.
How is it irrelevant? If even 15% of PC HD2 sales were from dual-platform holders who decided to buy on PC instead of PS5, then what's to say that percentage don't start to migrate more of their 3P purchases to platforms outside of PlayStation? Which does ultimately affect SIE negatively?