Why Sony is Ready to Self Destruct
jammmma writes "Before even launching the PS3, Sony is ready to self destruct." From the article: "PS3 is doomed, thanks to Sony's ignorant attitude. None of us had the chance to seriously evaluate PS3 and the experience it has to offer. It's impossible without a series of titles and an official product at hand, but from where we stand, Sony's damaging attitude is all it takes to diminish the value of PS3. Kutaragi may be right in defending PS3; after all, he can't criticize his own product, but instead of exciting users with valuable features and winning them over so they can start saving, Kutaragi makes bearish statements in response to Nintendo's announcement and Microsoft's take on Sony. Last I heard companies were at E3 to impress media personnel, which yielded positive publicity, not make childish remarks when chances were against them."
ELOI, ELOI, LAMA SABACHTHANI!?
They pioneered the MMOG, in a significant way, with Everquest, but since then, they seem to be dedicated to destroying valuable intellectual properties.
Star Wars Galaxies (SWG) was one of the most hyped games of all time. As the first Sony follow-up to EverQuest, with one of the best SciFi properties out there, EVERYONE expected this game to be great. The pre-launch registered users who contributed to the SWG forums daily was ridiculously high. Every gamer was desparate for info about SWG because it just looked so hot. Sony bragged on and on about all the features the game would have: you could occupy any planet, play any race, take up a multitude of professions, buy a starship, go into politics ... etc.
Well, as the launch date approached, strange things started to happen. First, the features that were cut were small. I think the first thing that was cut was owning property. Everyone said, ok, you won't be able to buy a house at launch, but with all the other features, who cares? Then came the deluge.
Amid a sea of rabidly eager fans, Sony cut the feature list in half about a month before launch. Needless to say, the release was a fiasco. Even the features that were left in were buggy, and the development team was slow to react.
The impression from the Dev team was: the higher-ups forced us to release a product that wasn't ready yet, just to get the revenue flowing. So the game was stagnant; eventually they fixed a lot of the bugs, and the addons added some of the features that were left out, but by then it was too late. Now the game is all but dead.
Outside of the MMOG arena, Sony has been similarly unsuccessful; they have some great licensed games (God of War, GTA), but the games developed in-house tend to be god-awful crapfests (imho).
I also boycott Sony products btw, but more as a response to SWG, EQ2, and rootkitgate than anything else.
burrocrisy
and that would be what? Ruling by jackasses? Never has a slashdot misspelling been more apropos
To be more specific, Nintendo has reported only 1 loss (partially due to the dollar-yen exchange) in 116+ years.
This sounds very much like IBM's problems in the 80's. IBM had a very proprietary attitude regarding busses (MicroChannel Architecture), networking (LUA / SNA), and probably others. My impression (and I worked at IBM for a while) was that IBM figured it could get away with designs that required end-to-end IBM'ness, because the big customers would buy ALL their kit from IBM anyway. And in that sales situation, why let other companies have an in?
While you are quite right with regards to IBM's general attitude back then, MCA isn't a very good example of it, it is actually an interesting incident.
As you may know, some companies (Appricot comes to mind inmediately) produced MCA machines as well. Compaq could have if they wanted to, but had its own reasons for wanting an alternative.
What happened was that those companies that actually produced, or could produce MCA machines had settled outstanding licencing issues regarding dma and some other patents used in pcs. This was basicly a requirement for obtaining a licence on MCA technology.
It never caught on for various reasons, the fact that you could mostly get IBM hardware for MCA was an important of them (I do have MCA cards from quite a few other companies here, including 3com, creative, adaptec and intel).
(former IBM employee during the late 80s and all of the 90s)
If you think the launch was bad, you should see the game now.
Overall, even with all the faults that SWG had at launch, it still was really one of the most innovative MMORPGs out there. You really could follow your own path in the game. It appealed to all kinds of people, both male and female. If combat was your thing, there was plenty of choice in that path, and plenty of challenge. If you'd prefer to sit on the sidelines, non-combat professions were a very valued part of the community. Even people who just prefered the social aspects of the MMO world could server a purpose. From a community simulation perspective, it was easily the most flexable game around.
But, there was a serious lack of game content at launch. Promised features like player cities and vehicles were conspiciously missing from the game. Other features like instanced battlefields that could support massive numbers never worked correctly outside of the test lab and were abandoned shortly after launch. Quests would lead nowhere (Vader says, "Go speak to the Emperor." The Emperor says, "Go speak with Vader."). The overall point of the game (the Galactic Civil War) wasn't even really implimented, as PvP battles served no purpose other than virtual chest beating and bragging rights, and had no big-picture impact on the game. The game itself was beautiful, but shallow. Players tried their best to make up their own content, with player-hosted events and pointless (but still fun) battles in NPC cities. But by December of '03, the game was really bleeding subscriptions badly.
Then, some brilliant person at SoE decided that what everyone really wanted was to be a Jedi, and that would magically stop the exodus from the game. So, instead of adding the missing content, they dangled the prospect of unlocking a Jedi character in front of every player (something they had promised would not be the case). And it did keep a certain element from cancelling. Thus was born the Great Holiday Hologrind, which severly damaged the social aspects of the game, and also wrecked havoc on what had been a fairly healthy in-game economy.
Eventually it was passed around that the big, mysterious secret to unlocking it was nothing more than just mastering every profession in the game in turn. Now, Jedi were originally planned to be *extremely* rare, even to the point of being random and only a handful on each server. Since god-mode characters are generally not a good idea in an online game, their power would be offset by the threat of perma-death for the character, forcing you to start all over again. When enough people started unlocking Jedi characters, the ritilan-addicted "power gamer" element whined and complained about perma-death, SoE capitulated, and it was removed. Now, you had high-level Jedi running around one-hit killing everyone with no consequences. Even if by some miracle you took one down, it did little good. PvP battles became nothing more than competitions to see which side could pull out the most Jedi. People who had no interest in playing Jedi (otherwise defined as "subscribers with real long-term potential") were forced into hiding.
SoE made one blunder after another after that. Each modification to game balance seemed to throw the game further and further off-base. This can directly be traced to overpopulation of Jedi and the fact that they were never meant to be a balanced profession in the first place. The type of player who was attracted to playing a Jedi (and who could sit there and grind combat XP for 16 hours a day for a month) seemed to be the type of person who had little to no patience for complex combat systems that required forethought and strategy. So, SoE took their unique "HAM" multi-health-bar system, and turned it into EQ-style combat, dumbing it down to simple hack-and-slash.
Eventually, SoE made the amazing decision to eliminate the profession system altogether, and force everyone into clones of the same 8 "classes" and dub it the "New Game Experience". They completely eliminated