Skip to main content

20 year Anniversary - Sony PlayStation 1






So 20 years on and it's the anniversary of the PlayStation 1.


20 years ago Nintendo commented in the press that "We do recognise Sony as a major player, it's just we are confident that we know video games better than anyone, and we feel supremely confident that at every technical turn the Ultra 64 is a superior machine to the PlayStation".

The key difference between the PlayStation and the Ultra was that the PlayStation utilised the CD ROM and the Ultra was cartridge based.

I was not aware until I started to research the launch of the PlayStation, the original launch that is. June 1991 in Las Vegas, that the PlayStation was a originally meant to be a joint venture between Sony & Nintendo, a partnership that would project both organisations into the new world of multimedia entertainment. The marriage quickly fell apart with Nintendo partnering with Philips.

Sony HQ in Japan was hurt and started the process of designing their own video games console, Revenge against the separation and the development of the PlayStation 1 went onto sell 102 million units............and delivered 90% of Sony profits for a number of years!

The decision to incorporate a CD was a major triumph, allowing soundtracks, pre-rendered movies etc. And would prove invaluable with the shift from 2D to 3D. I also didn't realise that the PlayStation design team, planted themselves under the Sony music arm, so as to gain respect, understanding that Sony music would be far more aligned to 'nurturing creative talent'.

Even though the PlayStaion was seen as an early success, the 80's video game crash was still fresh in people's minds. Added to that most of the media were still heavily focused on the heavyweight providers of Nintendo and Saga, Sony though were serious about this marketplace and believed that the PlayStation had something new to offer.

Looking back its easy to see why PlayStation was such a success - the CD ROM, the fact that they started by attracting major publishers before having an in-house development team, so producing a real gaming platform. Working with Sony music led to diversity and generous royalty payments, which all point towards success.

Here we are now 20 years later and PlayStaion 4 exists, my kids have an Xbox! I still struggle to understand what makes a purchaser decide which platform to follow. The one that still makes me smile, when I asked a number of my friends why they have a PlayStation and not Xbox - they comment, "my whole life is surrounded by Microsoft and Apple, I want something different", how on earth does any marketing executive manage human behaviour!


Comments

Popular posts from this blog

Essential Facts about the Gaming Industry (I've used the USA as it's the largest market) - Credit to ESA, Entertainment Software Association

Essential Facts about the Gaming Industry 2014 Here are a number of extracts from the report below, which I have been researching in my quest to fully understand the Gaming industry and more importantly, how we might utilise Games and the vast Gaming community to address real world / business / education / political problems or issues. And in the process still retain the Gaming experience, which is key as participating in Gaming is voluntary and enjoyable - which is not always true of our 'real world' experiences. Essential Facts - The ESA - 2014 “ Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” Michael D. Gallagher, president
Game Based Learning Game based learning can deliver numerous benefits, communication, behavioral change, strategic thinking, decision making, memory, adaptation, coordination, inclusion and improved attention span. When you compare the above to organisational communication methods like PowerPoint, conferences or Town Hall sessions you can quickly realise the benefits that gaming technologies can deliver.  The greatest strength of an effective outcome to game-based learning is the ability to quickly change the content to allow customisation of the learning experience that can easily be adapted to different business requirements. This type of architecture allows the user to become involved, take part and act, rather than just  listening , taking notes and doing as they are directed. How many times do you remember being told -  The best way of learning something is by doing it. Game based learning solutions require students to communicate, think quickly and use logic in or

GDPR - Suite of Game Based Learning Experiences

GDPR - General Data Protection Regulation Information Commissioners Office  this is a link to the ICO, they have published a wealth of information in relation to GDPR. A brief note from the ICO: GDPR will apply in the UK from 25 May 2018. The government has confirmed that the UK’s decision to leave the EU will not affect the commencement of the GDPR. The ICO is committed to assisting businesses and public bodies to prepare to meet the requirements of the GDPR ahead of May 2018 and beyond. We acknowledge that there may still be questions about how the GDPR would apply in the UK on leaving the EU, but this should not distract from the important task of compliance with the GDPR. With so many businesses and services operating across borders, international consistency around data protection laws and rights is crucial both to businesses and organisations, and to individuals. The ICO’s role has always involved working closely with regulators in other countries, and that will con