Jim Ryan: PS5 is Easier to Develop For Than Previous PlayStation Consoles - NewsWilliam D'Angelo , posted on 07 November 2019 / 1,905 Views
PlayStation CEO Jim Ryan speaking with GamesIndustry in a recent interview revealed that he has heard from developers and publishers saying the PlayStation 5 is the easiest PlayStation console to develop for.
"These are gamers who are networked and sticky and engaged and passionate about PlayStation to an extent that we've not seen in previous generations," said Ryan. "As we move towards the next-generation in 2020, one of our tasks -- probably our main task -- is to take that community and transition it from PlayStation 4 to PlayStation 5, and at a scale and pace that we've never delivered on before.
"One thing that makes me particularly optimistic that what we're hearing from developers and publishers, is the ease in which they are able to get code running on PlayStation 5 is way beyond any experience they've had on any other PlayStation platform."
Ryan added that he is focused on the games that are in development for the PlayStation 5 as games are what sell gaming consoles.
"When we look at this transition and the ambition to do things at a scale and pace that we haven't seen, we have to look at ourselves and make certain changes. Some of which are in the ways we work, and some in the way we organise. You picked up on some of this in the article you wrote. I just wanted to clarify, or explain, some of the things that we are doing.
"If we are to be successful, we really have to leverage the opportunities that globalisation brings. I am going to give you some examples. One is around the productisation of PlayStation 5, the definition of the feature set, of the development and the implementation of those features. That process, this time around, has been massively more streamlined compared to anything we've done in the past.
"The product planners are now having one conversation instead of three different regional conversations, where they needed to reconcile positions that were often conflicting or contradictory, with an endless process of iteration and consensus. That's not happening anymore. We have one conversation and we get on and do stuff.
"The second area is in our marketing. The first global campaign that we ran was around Spider-Man. It's a great game obviously, but it also ended up as PlayStation's bestselling first party game. It was one global campaign conceived and executed in an outstanding manner, as opposed to three different regional campaigns that are often executed very well, but the same thing in essence done three times.
"You see that again with the new global brand campaign. It's slightly different here because it uses a global framework, but with regional applications. The European execution showcases FIFA principally, the US execution showcases Fortnite, and the Japanese execution showcases Final Fantasy VII. Again, this is one campaign with tailored regional executions, but the campaign is just done once. These are areas where we see having a global approach as being logical -- necessary perhaps -- and certainly beneficial to the gaming community."
Jim Ryan added that the goal of AAA games on the PS4 and upcoming console, the PS5, are not to make a game for specific country in Europe, but to be successful worldwide.
"The nature of AAA PlayStation 4 and certainly PlayStation 5 development... We're obviously not going to have Worldwide Studios make a game for one specific European country," Ryan said. "And that might have been the case back in the PSP times with Invizimals [which was popular in Spain]. I think this will be where Shuhei Yoshida's new task [of working with indies] will come in. If we are nimble, flexible and global, we can work with smaller developers to allow those countries' specific needs to be met."
"I would say that our organisations and the way that we work will, by definition, need to evolve to keep pace with the change in how people play games, how games are distributed, how games are made, and the way games are consumed. I think that process of change is inexorable.
"The cloud is probably the most visible and topical manifestation of that. Because if you foresee a world in five years time where a significant amount of gaming content is distributed via the cloud, and games are made in a way that takes advantage of the cloud, then clearly organisational models that support that distribution scenario are going to be different to the organisation models that support physical products or digital downloads. Everybody, not just PlayStation, is in for a rollercoaster ride of constant evolution.
"It's human nature to view change as a risk, but change is every bit an opportunity. I would point to the fact that the transition from physical distribution to a networked world has led to PlayStation being able to build this amazing community of 100 million people within this generation, and at the same time enjoy considerable business success. That shift from physical to digital, five or six years ago, was viewed with great nervousness and trepidation. But, as far as I can tell from those who play games and for us, the impact of that transition has been entirely divine."
The PlayStation 5 will launch in Holiday 2020.
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at email@example.com or on Twitter @TrunksWD.