Ufficiale PlayStation Studios | News & Rumor su Sony

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Ma non dice che quei giochi lì saranno meno giocati o che crolleranno. Fortnite, GTAO, Apex, FIFA, CoD (etc.) continueranno ad essere i monster seller annuali che sono sempre. Ciò che continuerà ad andar male (cosa che sta accadendo da almeno 3 anni) sono i nuovi GaaS, di cui ne sopravvivrà 1 su 100.

Lo stiamo già vedendo, il cimitero annuale è pieno soprattutto di Live Service falliti, mentre i "nomi noti" continuano a pasteggiare.
Ma questo sec me non tanto per la loro formula ma perche spesso son cloni brutti e senza personalita di altri gaas gia esistenti e di successo.

Ad esempio un helldivers2 sec me che gia ha una sua personalita potrebbe paradossalmente andar bene sulla carta, anche se non metterlo f2p potrebbe essere un deterrente nn da poco e aime molti giocatori giovani online sono abituati a quella formula
 
E nel 2025 vanno nuovamente di 25 milioni :trollface:
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Se usiamo la curva di PS5 e supponiamo che il 2023 fiscale sia l'anno di picco (supposto anche Totoki), e che nel 2024 Fiscale ne distribuiscano 18.5 (in linea col 2017 di PS4 circa). Possiamo supporre il 2025 sui 17M, e il 2026 sui 13.

Andando di approssimazioni e OVVIAMENTE sottintendendo che non ci siano scossoni (positivi o negativi).

Vorrebbe dire raggiungere i 100+M nei prossimi 2 anni e mezzo.
 
Boh magari nel 2025 GTA VI un certo boost lo da, la gen PS4 un GTA non l'ha avuto (anche se si ovviamente GTA V ha venduto per tutto il tempo).
 
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Se usiamo la curva di PS5 e supponiamo che il 2023 fiscale sia l'anno di picco (supposto anche Totoki), e che nel 2024 Fiscale ne distribuiscano 18.5 (in linea col 2017 di PS4 circa). Possiamo supporre il 2025 sui 17M, e il 2026 sui 13.

Andando di approssimazioni e OVVIAMENTE sottintendendo che non ci siano scossoni (positivi o negativi).

Vorrebbe dire raggiungere i 100+M nei prossimi 2 anni e mezzo.
Eh però se hanno realmente il bundle con GTAVI :sard:
 
Dimenticavo, il computo parte dall'assunto che arrivino (bene o male) ai 25M distribuiti questo fiscale, cosa su cui ancora aleggiano dubbi e incertezze.
 
Eh però se hanno realmente il bundle con GTAVI :sard:
Quello è uno dei possibili "scossoni positivi" sì. Così come la PRO.

Impossibile dire quanto influenzeranno non avendo dei dati alla mano da comparare. PRO per esempio uscì già nel 2016 (l'anno di picco) e quindi era già incorporata nei 20M record del 2016. Mentre PS5 dovrebbe fare il suo anno di picco già ora senza PRO.
 
When Benson started working with PlayStayion's portfolio team, she mainly focused on working with indie creators, publishers, and developers before her role evolved.

"I started to grow my reach and influence into pretty much everything that's coming from our third-party partners, both big and small," Benson told Boardroom in an exclusive interview.
MG: How big is your team at PlayStation?

SB: My team is a total of 11 people. However, we work very closely with the third-party relations team, and there is a huge group of account management team members that do the day-to-day relationship management with all the creators. Our partner marketing team members do all the support for advocating.
MG: What does a typical workday look like for you?

SB: A typical day-to-day is looking at content, communicating, and advocating internally. So a lot of meetings. Over the last few years, there has been a lot of travel, basically going around the world and meeting with partners in their studios, getting my hands on their games, and going to trade shows.

In those meetings with partners, it's not just talking about whether a game is good but does it really resonate with our PlayStation brand? Would this be a good fit for PlayStation? Oftentimes, we'll see a pitch deck; they'll show us the overview of the game.

We'll sometimes see, for publishers, a slate review, which is a high-level look at the games that they have in their portfolio, and if there's something we have of interest, then we'll try to kick the tires, so to speak, and play a segment of the game like an early prototype or something a little bit further along. Then we put together our analysis and run our due diligence process, which is similar to what investment firms would do for a company, but we're doing it for a game.

So I mean, we're not doing the Q&A: the quality assurance process necessarily, but we absolutely are getting looks at the game throughout the development journey.
MG: Dare I ask, do you have a favorite game that you are playing right now or of all time?

SB: My favorite game of all time is Elden Ring, and that was recently dethroned by my all-time favorite majority of my life, which was The Legend of Zelda: A Link to the Past. This was a Super Nintendo game that really just changed me. I really loved that game as a kid, and I still, to this day, will go back to it and replay it over and over again.

But Elden Ring was everything I ever wanted and more in a game. And also, it was from a creator that I always was. It was too punishing for me, so I never really got into it because it was, you know, the type of game that they created was very linear in the previous versions, and this one was so much more open, and it channeled a lot of the things that made me love Zelda, honestly. But it kind of felt like a much more adult, fleshed-out version of that, just a great sense of wonder, but had a little bit of grit and darkness, too.

My personal game of the year is Alan Wake 2. The runner-up is Baldur's Gate 3.
MG: What are some of your favorite games you've worked with since working at PlayStation?

SB: The top games that I worked on in my career here that I'm most proud of are as follows:

  • Stray
  • Kena: Bridge of Spirits
  • Deathloop (It's one of my proudest experiences/deals, something we signed before Microsoft bought Bethesda. The game director even made a special shout-out to my team when he won Game of the Year.)
  • Baldur's Gate 3 (although I will note that most of the heavy lifting for this one, in particular, came from my team and account management)
  • Genshin Impact
  • Final Fantasy XVI
  • RE Village
  • Tetris Effect
  • SIFU
MG: Do you have a mental checklist for what you consider a good game?

SB: There are two tracks to answer this because there is a good game for Shawne and a good game for PlayStation.

Personally, the story really has to grab me. It really has to be something that pulls either my intrigue or sense of wanting to peel the layers back and learn more. But that being said, it doesn't necessarily mean it has to be a 3D photorealistic, you know, high-tech version. Some of my favorite games are very pixelated and 8-bit.

For Playstation, I think about the audience and where we are in the life cycle of the platform. we're looking at how those games will resonate and be the best place to play, not only for our existing users but also for players that we want to reach.
 
Sta notte il CES alle 2:00.

Probabilmente vedremo le nuove IP di Cory, Druckmann, e BP.
 
 
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