The Sony PlayStation changed the gaming industry’s landscape when it was introduced to players 30 years ago. The PlayStation 2 went on to become best-selling console of all time, a title it still holds today. But the company has its fair share of challenges ahead with the ever-changing gaming sector. Just last year, Microsoft’s $69 billion acquisition of Activision Blizzard threatened the landscape of gaming exclusivity. And Sony faces some headwinds with lower demand and industry-wide layoffs. Sony has continually adapted and evolved over the span of the past three decades, but can it continue to hold strong in the console wars? CNBC spoke with Sony Interactive Entertainment CEO Jim Ryan, former SIE Worldwide Studios chairman Shawn Layden and other experts to find out.
Chapters:
0:00 Introduction
1:55 An early hit
6:08 Rough patch
8:15 Content is king
12:05 Looking ahead
Produced by: Ryan Baker
Technology Correspondent: Steve Kovach
Edited by: Nic Henry
Supervising Producer: Jeniece Pettitt
Additional Camera: Andrew Evers
Animation: Uma Sharma, Christina Locopo, Jason Reginato
Additional Production: Liam Mays
Additional Footage: Sony, Getty Images
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Can The Sony PlayStation Remain The Top-Selling Gaming Console?
From Spider-Man to God of
War and Final Fantasy. It's been 30 years since
the PlayStation first brought to life some of
the most iconic video game franchises. Hello New York! Whether it's coming from
third party partners, that release stuff that is
exclusive to their platform or their own
first party studios making stuff, the library has
been the number one thing that really pushes the
success of the systems. For PlayStation, the game
has always been, no pun intended, great content to
a great co
nsole, and I think that that is where
the exclusivity brings people and creates a
loyalty and engagement that is really hard to
replicate. During its pandemic era
rollout, the PlayStation five was nearly
impossible to come by. Hunting for a new
PlayStation for Christmas or an Xbox Series series
ten? Good luck! Sony's always done great
hardware design, and it's one of our strengths.
It's one of our points of difference. The PlayStation two is the
best selling video game console of all time, with
nearly triple the sales of Sony's latest PlayStation
five. Annual gaming sales
exceeded $24 billion for Sony in fiscal year 2022,
which makes up over 30% of the company's overall
revenue. The PlayStation network, the company's
online gaming platform, has 123 million active
monthly users. For reference, that's
about the same number of people who tuned in for
the record breaking Super Bowl 58. If you include mobile, you
include global. You put it all together,
the video game industry is a $200 bi
llion plus
industry. It's bigger than music. It's bigger than movies
on a revenue basis, the largest entertainment
sector in the world. The Nintendo Home
Entertainment System entered Japanese homes in
1984 before spreading internationally two years
later. It utilized game
cartridges that were inserted directly into
the device, a standard for that decade's gaming
consoles. You mean you haven't. Played it yet? We can play
it on my Nintendo Entertainment System. In 1994, the PlayStation
launched in
Japan, which accelerated the gaming
industry's shift away from cartridges. Going over to a disc
format was a big deal because of how much data
could be stored on those discs versus what was
possible on cartridges at the time, and that was a
large reason why a lot of third party studios even
moved over to PlayStation. While competitors in the
modern video game landscape, Sony and
Nintendo, had privately signed an agreement in
1988 to jointly develop an optical disc game player,
there were even 2
00 Nintendo PlayStation
prototypes that were manufactured, but the
relationship fell apart before its release. Just when we were about to
announce the launch of this, Nintendo backed
away and they ended up going with Philips for
their optical disc format, and Sony was kind of left
at the altar standing here with this beautiful
compact disc reader. And so the PlayStation was
born. Sony's first foray into
the video game space entered the US in a 1995
launch that was announced at the first Electron
ic
Entertainment Expo known as E3. Sega, one of
Sony's biggest competitors at the time, also
announced its US release of its Saturn console
with the price point of $399. Before the launch, there
was considerable uncertainty. We were
moving into a space that had two pretty entrenched
occupants, Nintendo and Sega. The then president of Sony
Computer Entertainment America took the E3 stage
and made a short but significant announcement. $299. The price of the
PlayStation launching in the US. That w
as throwing the
gantlet down. It's like PlayStation is
not here to play, we're here to win, and we're
going to come in $100 under all of you. But it
just blew the blew the doors off when people
thought, wow, Sony's not here to dip their toes in
the water, they're jumping all in. There was no way that we
could assume that we were going to be successful.
And it was really not until the day of launch. You know, we woke up that
morning and we saw big queues outside, retailers
of excited people waiti
ng to get their hands on on
their PlayStation, that we realized that we were
probably on to something there. The original PlayStation
went on to sell over 100 million units worldwide. Jim Ryan joined Sony in
1994, the same year that the PlayStation was born
in Japan. He is set to retire in
March of 2024 after a 30 year tenure with the
company. I have hugely fond
memories of the original PlayStation, and I'd
never really played too many games before joining
what was then Sony Computer Entertainme
nt,
putting CD discs to that thing and really
experiencing Tekken, experiencing Ridge Racer,
uh, experiencing Resident Evil. Those were great
days. From the beginning, the
company knew just being a tech company wasn't
enough. You had to bring some secret sauce in from
the entertainment world. And by doing a joint
venture between Sony Music and Sony Electronics, I
think that was the key to the early success of
PlayStation. The PS2 was released in
2000, and went on to become the best selling
video
game console of all time, selling a total of
over 155 million consoles. We went into markets where
video gaming had never really been a thing. So,
you know, southern Europe, for example, Italy and
Spain and places like the Middle East, we
established a gaming culture where none had
existed. The PS2 also functioned as
an affordable home entertainment system as
it had a built in DVD player. This helped some
buyers justify the purchase, as DVD sales
reached $16.3 billion and accounted for more tha
n
half of the US home video market by 2005. We put like The Matrix
into a box with a PS2. You don't like games, but
you want to watch this movie? DVD was a real
accelerant for the PlayStation two adoption. But this momentum came to
a halt when Sony released the PlayStation 3 in
2006. Our Icarus moment was when
we launched the PlayStation three. We
created a huge hole in the bottom line that we need
to fill over time. The machine was
incredibly expensive. I just remember
anecdotally getting that
sticker shock when you
guys announced the price of the PlayStation three. Oh my god, who's going to
buy this? This is ridiculous at the
time. Now, today, that kind of
a normal console price, I guess. Can you just talk
a little bit about the challenges in that
generation that you guys went through? Yeah, I think if I had. To kind of, um,
encapsulate PlayStation three generation, I think
I'd sort of say that we maybe we got a bit
carried away with the success that we'd been
enjoying on PlayStation
two. And we we kind of
stumbled a little bit at the start of that
generation, and the early days were difficult. It was very, very
powerful, but it was also very expensive and it was
frankly hard to develop for we needed to work
really hard with some, some amazing franchises. The company slashed prices
multiple times for the PS3, but still lagged
behind Microsoft's Xbox 360 and Nintendo's Wii. The company picked itsself
up, brush itsself off, came up with some of the
most amazing games of the g
eneration. Uncharted
began on PS3, Killzone was on PS3, resistance was on
PS3 and knew that we had to win out by not being a
computer in the living room, but by being a game
machine in your house. The 2013 launch of the
PlayStation four proved to be the hit Sony needed. After the slump in sales
from its predecessor. It launched at a lower
price than the PS3, and Sony saw its fastest
start in console sales up to this point in the
years that followed. Sony went on to sell
double the amount of PS4
consoles compared to the
Xbox One. I always played a fair bit
of FIFA back then because, you know, power of the
PlayStation four allowed, um, sports games in
particular soccer. Um, that as a European. I'm crazy about to become
really realistic and, uh, you know, really great
gaming experience. I think PlayStation's
success is really rooted at the core of what they
do best, which is content. And, you know, in the
industry, we always say content is king and it's
true. There's this trend where
game
rs play, they spend more time in fewer
blockbuster games. So what that means for us
as game makers is we're making these benchmark
titles and they're their big bets, they're big
budgets, and that comes with a lot of risk. The PlayStation content
library is composed of first party and third
party developed games, meaning it's a mix of
games created in-house at PlayStation Studios and
by outside developers. The PlayStation depended
on third party developers and publishers to bring
content in. We b
uilt a platform, we
built some software, but the majority of the
opportunity was spread against Electronic Arts,
Activision, Ubisoft, Namco, Capcom. Sony was happy not to be
the biggest publisher on the platform as long as
they could increase it. It wasn't about taking
shares of the pie, it was about making the pie
itself bigger. And I think that was a
difference of approach that helped the company
to be successful. But a slice of that pie
was taken off the table in 2023, when Microsoft
complete
d its purchase of the video game giant
Activision Blizzard. Well, we were concerned
about what the regulatory climate would be, but we
never thought that there was any, you know, real
reason that was legitimate. Why these two
companies couldn't combine. The big controversy is
obviously Activision is is a big producer of games,
and the concern was that with Microsoft acquiring
them, they would own pretty much what is left
of independent big studios and not share the games
over with PlayStation. Y
ou had this interesting
argument about Microsoft buying Activision and
what that could mean for exclusives, what that
could mean for cloud streaming. At the same
time, Sony has done very similar things buying
studios to make them exclusive or making
exclusive deals with companies like square. In your view, why was the
Activision deal wrong or bad for the industry? Yeah, the the reason that
we felt this one was, was different to anything
that had happened in the past was the sheer size
and import
ance of the Call of Duty franchise. So we were absolutely
thrilled to be able to negotiate a deal with
Microsoft to ensure that that franchise remains
available on PlayStation platforms for the next
ten years, and that was very important to us, and
we're very happy to have done that deal. But the timeline is a
little different, though, right? Because why didn't
you agree to the deal when it was first offered, and
instead you were part of the case with the FTC? A key witness for the
FTC? Yeah, I
you know what? We're at risk of getting
very granular here, but there are deals and
deals. And, you know, the deal that was offered at
a certain point of time may not have been the
deal that was actually signed. Microsoft's Activision
acquisition was by far the most expensive in
industry history, and more than double Microsoft's
second largest acquisition of its 2016 purchase of
LinkedIn. I see the consolidation in
the industry. I see people like
Microsoft or Embracer or some groups out of Saudi
Arabia buying up a bunch of studios, and I see
consolidation to be the enemy of creativity. If we've commoditized the
product, you're just going to get more of the same. But throughout its time in
the gaming industry, Sony itself has also acquired
more than a dozen game development studios, and
many of these studios have gone on to produce some
of its biggest hits. Insomniac games was
behind the PlayStation five's record breaking
success with Spider-Man 2 in 2023, and now the way
these games ar
e being played is also evolving. Over the past decade,
Sony's game revenue has shifted overwhelmingly
from physical discs to digital downloads. Both Xbox and PlayStation
began introducing entirely disc free consoles with
the Xbox Series S and the PlayStation 5 in 2020. Both companies are also
improving their ability for users to stream games
directly from the cloud. Both Sony and Microsoft
utilize in-house servers for streaming games for. Microsoft, the advantage
of doing that is that they own A
zure. And, you know,
in that respect, obviously their cost to deliver
that experience is going to be lower. Microsoft controls 60 to
70% of the overall cloud gaming market.
Playstation plus has about 8 million subscribers to
its premium tier that allows users to stream
from the cloud. That's about 17% of its
users that pay for its subscription gaming
service. However, right now, cloud gaming
accounts for a small part of the overall gaming
market. Cloud enabled gaming
generated just over $5 billi
on in revenue in
2022, which pales in comparison to the $35
billion in console game sales. I've lost count of the
number of times over. Very many years that
people have said the era of the console is over,
cloud will will emerge and it will over time become
a significant component of the way that people enjoy
interactive entertainment. But it's not there yet. Especially considering
that the telecommunications
infrastructure needed for smooth gameplay is just
not strong enough in much of the worl
d, including
certain parts of the US. The fact that there is a
rural broadband initiative in the federal government
indicates that rural broadband needs work. This inequality in
internet connectivity can also lead to delays in
digital downloads, indicating the modern
relevance of physical discs for both
PlayStation and Xbox. And oftentimes when people
talk about things like console wars and
exclusivity and that kind of thing, they really
compare PlayStation and Xbox more directly. Nintendo doesn
't get
talked about in the same breath as often. I feel
like people kind of just let Nintendo be its own
thing. Yet, Nintendo Switch is
the second best selling video game console of all
time, behind the PS2. I think that maybe the
mobility aspect of it, and because it's a handheld,
people think about it differently, almost more
competing against the phone than not a console,
but it is a console. If you think about what
PlayStation has done now with a handheld that you
can pair with your PS5 and
be able to, you know,
move around the home, it kind of shows that they
see Nintendo as a competitor. Shortly before Christmas,
we launched PlayStation portal, which is a device
that allows people to use our remote play
functionality to enjoy PS5 gaming experiences in a
handheld environment. And more recent years,
there has also been an increase in leveraging
the iconic PlayStation content outside the
gaming space. I'm really pleased about
the early successes of PlayStation productions. Working w
ith Sony
Pictures, we've taken some of our best IP and
converted that to to movies with uncharted to
the TV format with The Last of Us. I think what really
impressed them was the fact that I didn't turn
into a monster. And Sony plans to keep
increasing the intellectual property
within its systems by 2025. The company says it
expects to be putting 50% of its investment into
new IP. That compares to just 20%
back in 2019. It's an important piece to
kind of cement that that idea that that games are
part of the pop culture now, and we reach broader
audiences every time. Quality in in the
adaptations is just as important as a quality of
the games that we make. But the gaming industry is
facing some headwinds. Thousands of jobs were
cut in the gaming industry in 2024, and last month,
Sony laid off 900 workers from its PlayStation
division, or 8% of the unit's global workforce. Herman Holst put out a
statement that day saying, we are at a stage where
we need to step back and look at what our
business
needs. At the same time, our
industry has experienced continuing and
fundamental change, which affects how we all create
and play games. I would say that it's
really important never to forget that we are in the
entertainment business, and that's what we do. That's our strength. I
think that's why we've enjoyed some considerable
success over the last 30 years, never losing sight
of that as a cornerstone.
Comments
Did this dude say Xbox series 10? 😂
"Xbox Series 10" is wild. His producer needs to help him
If Sony keeps porting their exclusives to PC then no its over. PS5 still has the potential to out sell PS2 but its not looking likely with PC porting. 1,000+ dislikes from salty PC, Nintendo, and Microsoft fans😂😂 . Jim Ryan you could have take PS5 to a whole new level. You're a legend in PlayStation but PC Porting and Japan Studio closing hurts.
Sony needs to make a full PlayStation documentary like Xbox did a couple of years ago
Man's couldn't even do a bit of research calling it a Xbox Series 10
Seeing Cinema bringing jn $81b a year and thinking Avatar was worth literally 5% of that is wild
Who wrote the script 😂😂😂😂😂
Playstation growing up was truly what got me into video games. I made friends through it. Same for Nintendo. I own the ps3, ps4 and now ps5. I also own the N64, Wii and the Switch.
The real issue here is that this company’s are charging full price for a digital version of a game Someone need to bring that up and talk about it more
So... how their table has turned now.
Ps2 playing DVDs was huge cuz at the time DVD players was 1K which made buying a gaming console the better option which in turn made the DVD players prices come down that year in on word but it was still cheaper to just get the PS2😂
And still, they are laying off people and squeezing the studios like crazy. Bad timing for this, regardless of the anniversary
Pretty good interview but one thing to clear up is the PS2 became successful due to having a built-in DVD player . The PlayStation 3 became successful not only because of its games but also because of the built-in Blu-ray player which was a brand new Cutting Edge technology at the time.
0:50 "series 10" lol smh
I cant believe its been 30 years already. I never had the ps1, but I had the second, third, fourth and fifth. Nintendo 64 was my ps1 back in the day and I personally preferred it, so I wasn't even mad that I didnt get to have a ps1 especially knowing the ps2 was backwards compatible
Recents news doesn't say what you are saying.
yeah I don't think the ps5 is ever beating the switch
They changed the title and still got it wrong. Maybe try a 3rd time?
Sony and Microsoft fell into their own trap, which is investing only in the visuals of games, leaving fun in the background. They need to spend millions to develop a single game, taking years to finish. This has become a snowball effect. A game doesn't need to be photorealistic, in 4K or have ray tracing to be enjoyable. Nintendo is swimming in money because the focus is on fun and graphics are just a complement.
So you completely ignored that Nintendo is crushing both Sony and Microsoft this generation, and are experiencing mass layoffs