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-------------------------------------------------------------- This story was printed from ZDNet Australia. --------------------------------------------------------------
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The big online gaming gamble By David Becker, Special to ZDNet August 27, 2002 URL: http://www.zdnet.com.au/news/business/soa/The-big-online-gaming-gamble/0,139023166,120267696,00.htm
While the first wave of Internet hype is now but a distant memory, the video game industry is gearing up for its own mini-version of the great online land rush. Makers of the three main game consoles are all planning to allow gamers to connect their devices to the Internet for online play. Microsoft has made the biggest promises for Xbox Live, but Sony will actually get to the Internet first. The giant consumer electronics conglomerate will release on Aug. 27 a network adapter that allows its PlayStation 2 game console to tap into a broadband or a dial-up Internet connection. A handful of games that support PS2 online play will be ready at the same time as the adapter, with more to come. But Sony has been deliberately low-key in promoting the online future. Executives say it will take time before people grow comfortable with online gaming and for games makers to figure out how to make money from online play. Kaz Hirai, president of Sony Computer Entertainment of America, also has an equally tough nut to crack: Internal company surveys show that 60 percent of PlayStation 2 owners have never played online games via a PC--which means consumers will need to be convinced of the benefits of the connected console. Hirai talked with ZDNet about how he thinks this might work out in practice and what he sees for the future of subscription-based online gaming.
Q: Will Sony do all the heavy lifting with online gaming via the PS2, as far as it concerns maintaining servers, doing player-matching--that kind of thing? Other publishers are new to this. Some may decide to outsource it; some may decide to invest in technology. We're not going to mandate how they should approach it.
Will there be subscription charges? It's an open-ended proposition for the consumer, too. We're not mandating how they get online. If you already have an ISP (Internet service provider), you're pretty much good to go.
For the consumer, online play initially is going to be gravy--something you get for free on top of the regular game. Is that going to change over time?
So are there only limited opportunities in the beginning with what would be a relatively inexperienced group of online gamers?
Is the assumption that the average console gamer has never played an online PC game?
How much or how little is online gaming on the console going to look like online gaming on the PC, where you mainly have shooters and role-playing games?
Some publishers are going to need to buy servers, set up login and authentication systems and do all kinds of expensive stuff to make online gaming work. Are there ways to reduce the investment it takes to get online?
And the online component? As far as helping publishers go online, we've set up an evangelization fund to help their development. And if need be, we'll help them if they need to outsource stuff. We'll be there to support publishers, including the usual stuff we provide, like development tools and software to make it easy to set up for online.
You've talked before about the potential of using the PS2 as a conduit for downloading and playing back music, movies and other forms of entertainment. When will that materialize?
Sony is in a unique position as far as having major subsidiaries devoted to music and film content. Do copyright issues come into play as far as letting the PS2 handle non-gaming content? DNAS (Dynamic Network Authorization Server) is our proprietary copyright management system that we'll launch with the disk drive, to ensure there's no unauthorised duplication of software or content. We take that very seriously. We want to make sure the content creators feel comfortable in letting their data be transferred and stored on the hard drive.
Part of the reason PS2 has built such a huge lead over the competition is that you launched a year before the Xbox and GameCube. Do you think you'll keep that one-year lead with the next generation of hardware, or will Microsoft and Nintendo push up their development schedules? If and when we're looking to develop new platforms, that will be because we feel the time is right to introduce the consumer to a new technological leap, as opposed to saying we need to come up with a new platform because the one we have now ain't cutting it. The rumors I'm hearing about Xbox 2 and the other stuff is based on their not being happy with the installed base. It's different for us; we didn't come out with PS2 because PS One sales were slowing. We did it because we felt it was time to push the technology forward.
Are your plans based on it remaining a three-way race in game consoles?
Recent price cuts for game consoles seem to be attracting more mainstream consumers. How is that changing the business? You're going to have a lot of publishers that are going to try different kinds of games, because it's such a competitive environment. Something like football games, the consumer is really seeing a lot of innovation happening very fast. But the kid-friendly and family-oriented games are really what happens when you make gaming more of a mass-market thing.
There's been a lot of speculation about using game consoles for other tasks, from email to music playback. What do you see as the function of the game console a couple of years out? And it's very important, when you go online, to know you're part of a very large community of PS2 users you can interact with. You can try to be the centre of the home digital network, but if you don't have the installed base to create a large community, the experience just isn't that good.
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