Sackboy
05-11-2007, 06:51 PM
Link - Discuss (http://www.gametab.com/news/901935/)
During a panel discussion on the topic of new opportunities in console technology at the Online Game Developers Conference in Seattle, SCEA�s director of third-party developer relations took the opportunity to explain to an audience of developers � as well as detail the PlayStation Network with many fresh specifics.
�So what is the PlayStation Network?� asked Sony�s Michael Shorrock. He proceeded to state that it was a �loyalty catalyst for PlayStation platforms.� �It�s designed to be a profitable eco-system for both developers and publishers. And it�s a marketing platform for games and content.�
What Shorrock hopes the Network enables is �creativity in development, and flexibility in business models for both the development community, and the publishers.� He then showed a slide outlining Sony�s �Wheel of Services.�
�You�re probably most familiar with the PlayStation Store, and what we can do with online games,� he told the audience. But this, he said of the graph, is �our entire scope of services that we�ll be developing and releasing in the coming months ahead.�
There are six key components. Shorrock began with �Services/VOD� which delivers full-length movies, television programs, or music direct to users. �Obviously we want to take huge advantage of our member�s capabilities, and of the storage capacity.�
�PlayStation Store� is where Sony has its commerce for downloading digital content. �Home� which was announced at GDC in April, is the 3D avatar based world which will facilitate communication amongst consumers. �Online Games� adds the human element to traditional gameplay.
�In-game/Network Advertising� is part of �our core group of services, and we�ll be announcing more about it shortly,� Shorrock said. �We�re working on this.� �Wireless� deals with the wireless capabilities of the platform, �which will allow gaming via PSP and mobile devices, keeping users connected at all times.�
�We�re exceedingly excited about Home,� Shorrock stated. �It�s a 3D realization of the PlayStation Network on the SP3. That�s what really sets this apart from the other products that are on the market: the ability to customize your avatar, walk around, communicate with people is � we believe � a very compelling and we�re excited to offer it in the marketplace.� He revealed that Home could also be launched from within PS3 games themselves.
Shorrock also sees the ability to have user-created content, which appeals to Sony�s consumers. �It�s what they�ve asked for, and it�s what they want.� Shorrock went on to say that he didn�t think there is much of difference between core gamers and casual gamers. What the platform needs, he believes, is simply a �wide variety of games from a wide variety of publishers.�
Shorrock noted that Sony is looking for �lots of content,� particularly when it �shows the power of the PS3,� in other words, high-definition games, use of the Sixaxis controller, as well as new IPs. �I�m happy to announce that we�re open for business, here with the development teams and the publisher community,� Shorrock told the audience of online developers. It�s free for consumers, he said, �and it�s a place for developers to self-publish and explore a variety of business models.�
It�s a business environment to foster activity and flexibility, Shorrock said. He referred to set areas of Home as �pavilions� that might be set apart for a myriad of reasons. �It�s an open system, so publishers may have, [for example,] an Activision pavilion. They may have a variety of games in there...�
The moderator inquired if pavilions must be purchased or leased by publishers. �What we�re creating is a very flexible model for developers and publishers,� Shorrock responded. �We�re open to proposals, how you might like to proceed.� Some publishers, he said, might want their pavilions to be free. �Some people might want to charge. Our business model is flexible enough to allow for either way.�
Developers can create any sort of pavilion they wish. Shorrock used the example of a casino, with mini-games, admitting he didn�t know how developers would choose to monetize it. But building outposts in Home will also lead to new gameplay, he believes. �That�s the innovation that we�d like to see, and it�s going to come from the creativity of the developers in this room. I can�t predict where it�s going to go.�
During a panel discussion on the topic of new opportunities in console technology at the Online Game Developers Conference in Seattle, SCEA�s director of third-party developer relations took the opportunity to explain to an audience of developers � as well as detail the PlayStation Network with many fresh specifics.
�So what is the PlayStation Network?� asked Sony�s Michael Shorrock. He proceeded to state that it was a �loyalty catalyst for PlayStation platforms.� �It�s designed to be a profitable eco-system for both developers and publishers. And it�s a marketing platform for games and content.�
What Shorrock hopes the Network enables is �creativity in development, and flexibility in business models for both the development community, and the publishers.� He then showed a slide outlining Sony�s �Wheel of Services.�
�You�re probably most familiar with the PlayStation Store, and what we can do with online games,� he told the audience. But this, he said of the graph, is �our entire scope of services that we�ll be developing and releasing in the coming months ahead.�
There are six key components. Shorrock began with �Services/VOD� which delivers full-length movies, television programs, or music direct to users. �Obviously we want to take huge advantage of our member�s capabilities, and of the storage capacity.�
�PlayStation Store� is where Sony has its commerce for downloading digital content. �Home� which was announced at GDC in April, is the 3D avatar based world which will facilitate communication amongst consumers. �Online Games� adds the human element to traditional gameplay.
�In-game/Network Advertising� is part of �our core group of services, and we�ll be announcing more about it shortly,� Shorrock said. �We�re working on this.� �Wireless� deals with the wireless capabilities of the platform, �which will allow gaming via PSP and mobile devices, keeping users connected at all times.�
�We�re exceedingly excited about Home,� Shorrock stated. �It�s a 3D realization of the PlayStation Network on the SP3. That�s what really sets this apart from the other products that are on the market: the ability to customize your avatar, walk around, communicate with people is � we believe � a very compelling and we�re excited to offer it in the marketplace.� He revealed that Home could also be launched from within PS3 games themselves.
Shorrock also sees the ability to have user-created content, which appeals to Sony�s consumers. �It�s what they�ve asked for, and it�s what they want.� Shorrock went on to say that he didn�t think there is much of difference between core gamers and casual gamers. What the platform needs, he believes, is simply a �wide variety of games from a wide variety of publishers.�
Shorrock noted that Sony is looking for �lots of content,� particularly when it �shows the power of the PS3,� in other words, high-definition games, use of the Sixaxis controller, as well as new IPs. �I�m happy to announce that we�re open for business, here with the development teams and the publisher community,� Shorrock told the audience of online developers. It�s free for consumers, he said, �and it�s a place for developers to self-publish and explore a variety of business models.�
It�s a business environment to foster activity and flexibility, Shorrock said. He referred to set areas of Home as �pavilions� that might be set apart for a myriad of reasons. �It�s an open system, so publishers may have, [for example,] an Activision pavilion. They may have a variety of games in there...�
The moderator inquired if pavilions must be purchased or leased by publishers. �What we�re creating is a very flexible model for developers and publishers,� Shorrock responded. �We�re open to proposals, how you might like to proceed.� Some publishers, he said, might want their pavilions to be free. �Some people might want to charge. Our business model is flexible enough to allow for either way.�
Developers can create any sort of pavilion they wish. Shorrock used the example of a casino, with mini-games, admitting he didn�t know how developers would choose to monetize it. But building outposts in Home will also lead to new gameplay, he believes. �That�s the innovation that we�d like to see, and it�s going to come from the creativity of the developers in this room. I can�t predict where it�s going to go.�