In Part III of our
voluminous four-part interview with Sony Computer Entertainment
worldwide studios president Phil Harrison, he detailed the success of
SingStar, defended his nonstop evangelism of
MotorStorm (in stores March 6th), and acknowledged that his company
could have done a better job keeping journalists and gamers informed
ahead of the Playstation 3's November 2006 launch in North America and
Japan. In today's final installment, Harrison shares his thoughts on
which aspects of SCE's culture need to adapt and evolve, the prospects
of sanctioned homebrew development for PlayStation Portable, and the
company's plans for what it has dubbed the "entertainment tool."
So given the issues that I've outlined regarding the flow of information out of SCE, what do you think needs to change?
There
is a cultural thing about our approach in Japan that has to change. Our
approach in Japan is, "Once it's perfect, we'll share it with everybody
else." Whereas I think in order to engender trust in our users, we have
to share some things that might be not quite perfect, but are ready to
give you an indication of what's coming. So we could say, "You know,
we're not sure when it's coming, but we're going to have DVD upscaling
on Playstation 3." There you go. There's a scoop for you. In my view,
we should have a slide on a Web site, or a blog. We should have
[Playstation head of platform development Izumi] Kawanishi blog his
road map for the Xross Media Bar for Playstation 3. I think he would
probably have the biggest blog after yours in the world.
[Laughs.]
One of the greatest and in some ways most insidious accomplishments of
the Internet, is that everyone accepts perpetual beta.
Right. No, perpetual beta implies--
No, I don't mean--go ahead.
--that implies that we're calling it beta because we're not prepared to stand by its features and functionality.
I
wasn't implying that. Look at Google. I've been using Gmail for years,
and I don't know that they've ever officially launched Gmail.
Well, it still says beta on the logo.
That's what I mean.
I'm a user of it as well, and I love it.
At
the same time, I'm assuming that beyond the cultural challenge, because
of the space that you're in, there's a product challenge as well.
People accept beta software, but would people accept, say, a beta
Bravia television? And consoles are increasingly positioned somewhere
in between hardware and software.
It's
an incredible tension between those two things. Obviously the hardware
is now done, so that's fixed. It will cost reduce, and it will change
in function in some ways, but the hardware is now off and running. But
the software has to grow and change over time, and we have to become
more comfortable in sharing our road map. We have to get more liberal in
the ways we experiment with some things. Because some things that we
think are important may not be important to our consumer. Conversely,
something which is lower down on our road map may be the most important
thing to a consumer, unexpectedly so. And we need to be a little more
open in that regard.
Yesterday, you were asked a question about homebrew
development on the PS3, then I steered you onto the PSP. And you said
that because the nature of the PSP platform is that it is more closed, and that
you didn't feel that it was as appropriate. Your answer made me wonder,
is that driven more by corporate goals and the piracy situation?
Because when I look at the homebrew community and what they're doing,
it's not massive, but there is a sizable number of people that are
passionate about experimenting on the PSP.
Yes.
It's always difficult, because officially, we could never condone it.
Unofficially, I am always very admiring of those people, because they
do some really interesting things under very technically complex
circumstances. If there was a way to legitimize that--we wouldn't get
all of the community, because for some people, the whole dark under the
radar element is the appeal. I respect that. I don't like it, but I
respect it.
Hence the name dark_alex, right?
Right,
yeah. I don't know why that's the name. When you have a fundamentally
retail-distributed SKU of software on a disc, you have a value chain of
stakeholders that you have to maintain. Developers, publishers,
distributors, retailers, etc. It's important that we maintain that.
However, when you start to move towards network-distributed software on
PSP, you can take a different approach to that value chain and you
can be more adventurous in the way you distribute software. You can
open it up to other developers and non-traditional game types. And I
think to Alex Rigopoulos' point earlier about Frequency and Amplitude.
If he was making those games now, he'd make them for Playstation
Network, and I think they would have greater
resonance, greater critical mass. Maybe Resonance should be the third
one in the series, because Rez
was Mizuguchi's game. I don't know who owns the IP to Frequency and
Amplitude--it might be us, it might be Harmonix. I'll have to check.
I
was a big fan of both games. In fact, after I got my hands on the
preview code for Amplitude, I wrote Alex a long note saying how amazed
I was by
the game, and that he needed to move it onto mobile phones and
portables--this was before PSP was even announced--because I felt that
it needed to be mobile and connected. I was blown away by its potential.
That
is a perfect example, and it's going to sound like a forced segue, but
this GDC speech that I'm doing about Game 3.0--I was wondering whether
you going to ask me about this yesterday, and you didn't--why I call it
Game 3.0 is that I think there are three ages of games. The first age
was the disconnected island nation console, with games entirely on disc
or entirely on cartridge as the whole experience. The second age was
the connected console, but where the content was still locked entirely
on the disc or the cartridge. And the third age, which we're moving
into, is where you have upload and download, this bidirectional
relationship with the user. And something like Amplitude, or Frequency,
or even Dance Dance Revolution--you've seen the YouTube clips of the DDR freaks, who are just incredible--what if DDR
had the ability like SingStar for you to upload your performance for
other people to check out, and you could get that whole community
element going?
Keeping the community inside the
game experience rather than breaking it out of the game experience is
what Game 3.0 is about, or it's one of the characterizations of what
Game 3.0 is about. It's about commerce, it's about community and it's
about communication, but it's about collaboration as well. It's this
network effect of users creating content and sharing it with each
other, and that the game system or the game technology is a provider of
that platform as much as it is a piece of gameplay. So I think we can
revisit some of these games in the next era, or the era that we're now
in, much more successfully with that kind of backbone. So as you said,
sharing is a very powerful thing; "Check out my mix in Amplitude," that
user-to-user, one-to-many, many-to-many communication is really
interesting.
So
if the possibility of games like Amplitude interests you, what's your
road map for first-party EDI games in terms of level of ambition?
We have a penalty box--if anybody says the word "EDI," I charge them ten bucks. It's "Games for the Playstation Network."
Right.
Now from a third-party perspective, Tekken is going to be made
available--it's a sizable download with plenty of gameplay. But that
consisted of taking something that was an arcade game, then a PSP game.
But I'd like to know about what's going to be native and created from
the ground up. There's a saying that goes "crawl, walk, run." How
ambitious are your plans for the kinds of experiences that you want to
create for download, and what's your timetable for those more ambitious
games? Not to cast any aspersions on Blast Factor or flOw--I love both
of those games--but something like Amplitude with the remixes and
sharing, that's more akin to a game on the scale of SingStar PS3. How
are you pacing yourself for proving out what you think is the potential
of games built solely for digital distribution?
Because of the risk profile being comparatively lower, we are taking a more deliberately scatter gun
approach. We're being much more experimental, taking ideas we know
would never, ever work at retail and revisiting them and trying to
establish them. Some of them, I think we can establish on the network
and then move to retail. I think that's a perfectly valid approach.
Between us and third parties, we can be releasing hundreds of games a
year for the network. Thousands even. Non-traditional game content as
well.
What
we did with PSP in Europe with travel guides was a great experiment and
a great idea for that format. But it didn't really work as a retail SKU
so well because of the distribution. Do you want to go into a game
store to buy one of these? We did actually get distribution in
bookstores in the travel section, and people were like, "What the hell
is that?" But if you have a PSP, you have a network opportunity to
download it and you're going to Prague for the weekend, that's the kind
of thing that you would consume and enjoy. So it's coming.
When
we met in the fall in California, you and I discussed the category that
Ken [Kutaragi, chairman of Playstation] and others have dubbed "entertainment tools," like Richard Marks'
EyeToy photo manipulation demo. Is any of that kind of stuff in the
works? What I said to you at the time is that there have been the
province of PCs, like video-editing, photo-editing, photo management.
The mouse and keyboard is very efficient for those kinds of
applications. But when you look at services like YouTube and Flickr ,
the line between productivity and entertainment begins to blur. The
demo that I saw of EyeToy PSP, with the photo effects, combined with
the power of the PS3 to do things with photos and videos--is that
something you're actively pursuing? Or would that be more of a corporate
initiative, to perhaps approach a company like Adobe and say, "Hey,
there could be an opportunity to bring some of your products to our
machine in an interesting way."
I
can't answer that question specifically because it would perhaps
overstep the mark that I've already overstepped many times. How do I
answer that?
Well,
take a step back. Ken had thrown that idea of the entertainment tool a
while back, but publicly I haven't seen any movement. Can you at least
verify that that wasn't just a flash in the pan, that there are things
that are being done?
So
the photo viewer on PS3 has a really powerful bit of software that
nobody knows about. But there's a really powerful bit of analytical
software running on your photographs that knows where the faces are.
Someone
mentioned that to me. Not that they knew that software was running, but
they did notice that in one of the full screen viewing modes, it would focus on the faces.
And
that's a piece of technology that was invented by Sony Research Labs,
which we implemented on PS3 in real-time. So that transfer of research
into interesting entertainment tool opportunities is already starting.
It's already happening. And Howard Stringer
keeps banging the table and
saying, "Why aren't we doing more of it?" And rightly so. He should be,
because the Playstation 3 is actually the best technological outlet for
much of this research. Part of the challenge of a research-led company
like Sony is inventing stuff that you don't actually have a market for.
You have no way of selling it. So what's the point of investing all
this money in R&D if you have no way of productizing it? But the
Playstation 3 delivers a channel for a lot of these application/service
hybrids which will come in the future.
Right. And then lastly--
Was that ambiguous enough for you?
Well,
I respect the fact that some of these questions tread on sensitive
ground. It's just that I was very taken by the concept of the
entertainment tool, and I was just hoping--I just like to see cool
stuff.
Yeah.
So
the last question is a two-parter on PSP and homebrew. Could the PS3
potentially become the homebrew development environment--at the
appropriate time, when it makes sense with the value chain that you
talked about? An official homebrew development environment.
For the PSP?
Yeah.
That's
a very interesting question. Technically, no reason why it couldn't at
all. It would only be a business policy issue. In a development
environment, the PSP as a standalone hardware is not sufficient to
write games on it. You can't plug a keyboard and just get on with it.
But as a host environment, the PS3 would be perfect.
The
other part of the question is this. You've spoken a lot about the
importance of user-created content. Looking at Will Wright and what
he's doing with Spore, it seems the one of the keys to user-created
content work is the tools. Will has spoken about the amount of time
they've spent on the various editors in the game. So when you look at
user-created content in the near future, what's your investment in
making powerful, simple, entertaining tools to provide to consumers
within these games?
I
loved Will's speech for a couple of reasons. One, because I thought it
was fantastic to see the progress that he's making with Spore. but it
was also interesting to see that they have solved problems in exactly
the same way that we have solved them. Admittedly coming at it from
very different thematic angles, but they've solved the same problems.
You're right, UI on the tools is a lot easier on the PC, because you've
got a mouse, you've got a keyboard, you've got some established user interface metaphors that people can figure out. Drag,
drop, click--these are things that people understand. Harder to do on a
controller, but not impossible, and we're doing some of those things in
a couple of games that are built around the whole premise of
user-created content.
I've
mentioned this to you before. It just made me smile--Spore is this
huge, epic, fantastic, scary, amazing project--and if Spore was a whole
screen of pixels, what we've done is just one of those pixels. And
we've done it really well, but it's only one of the little elements of
their bigger ambition. So I'm interested to see more of that game. I
can't wait to play it.
Great. Thanks very much for your time, Phil.
My pleasure. I always enjoy this.