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Gamingbolt: Sony’s Decision To Make PSVR2 Over A PlayStation Handheld Is Baffling

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https://gamingbolt.com/sonys-decision-to-make-ps-vr2-over-a-playstation-handheld-is-baffling
The PlayStation VR2 is set to launch in under a month at this point. In a few weeks, a brand new Sony platform will be out. And while there is some enthusiasm for the platform (especially given the great hardware it is packing, as well as renewed hope that Sony might help make VR mainstream), there is a curiously muted sense of hype around the new headset – almost as if, outside of the already converted VR enthusiasts, the rest of the industry doesn’t quite care.

On some level, this does make sense – in spite of the general certainty around VR being the next great tech paradigm for not just video games, but computing as a whole (remember, Facebook rebranded itself into a VR oriented company at the height of its powers and prominence, and even companies like Apple were looking into investing in the format), it just never quite caught traction the way you might expect. Meta Quest 2 (née Oculus Quest 2) has certainly done well for itself, selling almost 15 million units globally, and becoming the de facto VR platform for a mainstream audience. But that’s essentially the level of success we are talking about here – the bestselling VR system has sold 15 million. The others? Much, much less than that (given that Meta Quest 2 is the dominant VR platform after all).

Sony’s own original entry into the VR market was the PSVR, and it sold… actually fairly well, with 5 million units sold globally. Now, in a vacuum and in the immediate context of the discussion, those numbers aren’t quite so bad, are they? The PSVR sold a third of the dominant VR platform, and selling 5 million of anything is hardly anything to scoff at. But business decisions, especially financial ones, are never made in a vacuum, and in the broader context, the PSVR’s performance starts to look less impressive, and raises the question of why a follow-up exists at all – and certainly, why in the state it does (we’ll get to this bit shortly).

Just as a reference, the PlayStation 4 sold roughly 115 million units worldwide, meaning that very literally less than 1 in 20 of PS4 owners were willing to buy the PSVR. This, by the way, was in spite of heavy discounts, great bundling, and some not insignificant software support. At the peak of the PSVR’s life cycle, you could buy one for $200, and it would come bundled with some amazing games, such as Astro Bot: Rescue Mission, Iron Man, Gran Turismo Sport… and sometimes even multiple games.

This was also at the peak of VR hype. You know how I alluded to that period where the entire tech world was convinced that VR would be the next step, and there was a lot of optimism and enthusiasm surrounding the format? PSVR came right at the crest of that wave, and rode it to garner a lot of attention, support, and interest. Remember, major third parties were all announcing some fairly big name PSVR projects. Remember when every developer or publisher would have at least some VR project (even if not a full fledged game) planned? And remember how almost all of them hit the PSVR?

psvr


That was the market the PSVR launched in, those were the circumstances going in its favor. And with all of that, it managed to sell 5 million units globally.

5 million! That’s a pittance. You know what sold more than 5 million? Very literally every other PlayStation platform ever. This isn’t exaggeration! The original PlayStation sold over 100 million, the PS2 sold over 150 million, the PS3 sold over 80 million, the PS5 is already north of 30 million; the PSP sold over 80 million, even the PS Vita, the one and only real failure the PlayStation brand has had, is estimated to have sold 13-15 million units worldwide (as in, very literally three times as much as PSVR managed).

We’ll get back to the Vita in a bit, because that, after all, is central to the point that I am making here, but for a second, let’s compare the success of PSVR to other PlayStation add ons. The PS Move, for example, sold 15 million units in two years. The EyeToy? 10.5 million units in five years. The PocketStation, which was a Japan-only portable add-on for the PlayStation, sold 5 million units, and that was exclusive to one market.

So even with everything going its way, the PSVR didn’t do too well, and that’s actually not the platform’s fault, the issue appears to be that for the broader public, VR simply is not appealing enough to sell in anything remotely resembling mainstream numbers. So why, then, did Sony persist in sticking with this segment at all? Why, after PSVR, and after seeing the state of the broader VR market, did Sony decide to do a PSVR2?

I don’t ask this question out of spite, but out of consideration for some very basic and straightforward logistics that Sony themselves admitted to back in 2013-14, when the Vita was floundering after being all but abandoned by them. Sony, back then, admitted that supporting two platforms was an increasingly difficult endeavor, that maintaining two distinct development pipelines, with their own distinct set of services and games, was challenging in an era of resource intensive game development. This explanation rang true! It made total sense!

As games become more and more time and resource intensive to develop, supporting multiple systems at a time becomes increasingly difficult, and so Sony wisely made the decision to focus on their core competences, as well as the market where the bulk of their audience lies – high end home consoles. It’s the exact same problem Nintendo faced in the early 2010s, which led to the infamous struggles of the Wii U and 3DS, and which led Nintendo to consolidate their own pipeline and platforms into one hybrid system – once more, we’ll get back to the Switch later, but right now, the point of bringing it up is, Sony’s explanation made sense.

What didn’t make sense is Sony then deciding to… split their resources across two distinct platforms and pipelines anyway, because what do you imagine PSVR is, exactly? Its its own distinct platform, which requires games to be developed for it specifically, and unlike handheld game development, which is just pared back console development, VR game development is a whole other beast, requiring totally different tech pipelines on the development side, and an entirely different set of skills and considerations to be done properly. In other words, it is much more difficult to spread your resources across a console and a VR platform, than it is to do that across a console and a handheld.



If Sony was always going to split resources, why not just stick with the handheld market? Their decision to abandon it does make sense in context of when it was made – this was in the early 2010s. The PS Vita had face planted spectacularly, even Nintendo was struggling to get the 3DS to gain traction, and general wisdom at the time was that dedicated game portables were dead, more or less subsumed by the mobile and tablet gaming market. On the other hand, VR was a promising new frontier with the potential for what then appeared to be massive growth, and with its high tech trappings, potentially very appealing to the audience Sony had cultivated for PlayStation. Deciding to drop the handheld market in favour of the VR one at the time made total and absolute sense! No arguments there at all.

But now, when the state of the VR market, and the performance of the PSVR itself, is on hand and readily referenceable, the decision to double down on VR makes no sense at all. And they’re not just doubling down on the VR market, they are doubling down on it while also stripping away a lot of the advantages the PSVR had that helped it find the traction that it did find in the market. The cost of PSVR2, for example, is eye wateringly high, with its sticker price being at least as much as the PS5 itself in most countries, and higher in several. That sticker shock, which comes right as we are reportedly entering economic recession in years, is already an issue in and of itself, but the PSVR2 also launches in an era where the VR optimism is dead, and the bulk of the development community has decided to jump off the train.

You won’t get an EA Star Wars game with VR compatibility on PSVR2, you’re not getting a Batman Arkham VR game, you’re certainly not getting Bethesda VR games, given that Bethesda is now, you know, owned by Xbox.

Except Horizon, nothing major has been announced from PlayStation Studios! The original PSVR had either full or partial VR support for several Sony games – Until Dawn: Rush of Blood, Concrete Genie, Dreams, Gran Turismo Sport, Astro Bot: Rescue Mission, RIGS, Farpoint, Wipeout Omega Collection… remember all those? Games fully playable in VR, games with VR specific modes, games that were VR exclusive, you got everything.

Most of Sony’s bigger IP and developers sat PSVR out (a whole other issue that this really isn’t the place to get into), but there was still a lot. Do you want to know what the PSVR2 has announced from Sony so far? Horizon: Call of the Mountain, and Gran Turismo 7 being fully playable in VR on it. That’s it. That’s all that has been confirmed. This $550 headset is three weeks away from release, and I don’t even know what games I can expect on it from the platform holder. And while I would love to have the faith that Sony will surely support it with their best games and teams, a) they likely won’t, Sony never supports secondary platforms and hardware well (just look at how badly the Vita or even the original PSVR were treated on this front) and b) if you are asking people to buy this extremely expensive peripheral for an arguably expensive console, then you should probably give them some reassurance upfront, rather than holding your cards close to the chest.

Even games aside, the PSVR2 is doing a lot of things that seem to be going against the common recipe for “success” (such as it is) in the VR market – the current trend for VR success mandates wireless headsets. The PSVR2 is wired (though the jumble of wires and breakout boxes that the original PSVR involved have been streamlined to just one). The current trend for VR success is for standalone headsets. The PSVR2 is tethered. The current trend in the VR market is cheap headsets; the PSVR2 is $550 (on top of a $500 console, to be clear), and while, yes, the tech that it packs is amazing, and the price is actually very fair given that, and the PSVR2 is actually cheaper than the original PSVR with inflation considered, that’s not how the market approaches these things.

The average person who might have some interest in PSVR2 but be put off by the price won’t be thinking “okay, the economy is tough and my finances are tight, but it’s okay to spend $550 plus tax on the PSVR2, which has very few games announced for it right now, because the tech is great, and because with inflation considered, I am actually paying less than I would have for the PSVR back in the day.” Arguably, no real person thinks like that, that entire line of counterargument is bunk. The PSVR2 isn’t even building on the success of its own predecessor, with it not being backward compatible, and games having to be updated on an individual basis by developers before they are playable on the PSVR2.

psvr2


Which now returns me to what is ultimately the point of this whole article – if Sony were going to continue splitting their resources, why did they decide to stick with VR? Again, this isn’t about the original PSVR, as I mentioned, the decision made sense at the time. But in the present day context, the VR market has been shown to be making minimal inroads, and even Sony’s own first VR product was, at most, a heavily caveated success.

You know what market isn’t dying, but thriving? Portables. The market that Sony confidently gave up for dead back in the day made a stunning resurgence off the back of the Switch, which, at 115 million consoles sold, and sales accelerating six years into its life cycle, is currently en route to becoming the highest selling system of all time. The Switch is managing this, by the way, without any price drops. It has demonstrably proven that there is a market for portables, which is something we are seeing in the smattering of imitators that have come up in its wake, the most prominent of which, the Steam Deck, is another huge success in its own right!

Let’s talk about the Steam Deck for a second. It’s a portable system with no exclusives, just the ability to play a portion of your existing library portably. It has already sold over a million units in a year. Before Valve did their fan favorite portable, though, they also did a high end VR headset, a high end VR headset that they pushed with the long awaited next Half-Life game in Half-Life: Alyx. Backed with such a high end, high caliber title from Valve, do you know how much the Valve Index sold? 149,000 units in its first year on the market. You can actually take the lifetime sales of the Index and the HTC Vive (the first VR hardware Valve worked on, albeit in collaboration with HTC) and combine them, and the Steam Deck has still outsold them in a year. With no exclusive games.

nintendo switch oled


All of which is to say, there is a thriving market for portables (given that portables actually represent a real world use case for most people). You don’t have to invest in the portable market, and I can see the logic in not wanting to split your resources… but if you are already doing that, which Sony is, then why are you investing in VR over portables? What sense does that even make? What was the decision making process, not just financially, but also economically, which considers factors such as opportunity cost, which somehow led Sony to this decision?

A Sony portable could have continued subsisting on the kind of low- and mid-tier first party support Sony provided the first PSVR, and it absolutely would have had no shortage of games to play, because the Switch exists – and if you are making games for the Switch (which, see above, pretty much everyone is at this point), then why not also put them on the PS handheld? We no longer live in the era of specialized boutique hardware like the 3DS and Vita, which made multiplatform development across those two difficult.

The Switch uses standardized hardware, development tools, and development pipelines, and any Sony portable would too (in fact, the Vita was actually the first handheld to do that). Any game hitting the Switch or the Steam Deck (which, between the two of them, they cover very literally almost every new game that comes out at this point) would also hit the PS handheld, because why not? Third parties alone could carry it. It would probably not sell Switch levels, it might not even sell PSP levels. But even if it sold 30-40 million units, that would be six to eight times more than the PSVR. And, perhaps most importantly, Sony would still have maintained a meaningful presence in the consumer and development community of Japan, rather than more or less ceding that entire market to Nintendo wholesale and allowing them to encroach upon PlayStation’s territory in terms of success and software support even more.

I just cannot wrap my head around this.

While this is Gamingbolt, the author actually does make some somewhat fair points, that are somewhat well thought-out here about it maybe making more sense for Sony to invest in handhelds over VR.

What's he's missing though is that Sony already had an entry with PSVR1, and have gained mindshare as revealed in another thread among consumers.

They had hurt the Vita out the gate, but the 3DS mistakes early on didn't make that apparent until after it's price cut and new marketing push, which caused Vitas problems to become more prominent. Sony lost mindshare fast, stopped support early, and the Vita was stagnant until discontinuation.

The PSVR 1 ran into some of that later, but now they have PSVR2 to take advantage of new specs, and they are going to be going FIRST (among bigger brands anyway) among the next wave of VR headsets, which there will be plenty this year. That gives Sony a chance to gain early.

The chances of this early strike working out could result in bigger earnings IF VR takes off this year, then a new handheld would.

But to be fair, neither market is doing so hot. Sony would have a hard time reestablishing itself in handhelds, especially with the new focus on mobile, they would have to have B-teams again across their studios spreading resources thin, and are working on a mobile gaming plan and recently even brought a mobile studio.

But right now, Sony is striking first to see if it will work. If it doesn't then this article may seem less hasty in hindsight.
 

TransTrender

Gold Member
I disagree, lol
Oh yeah and I'm sure any marketing or sales organization would also disagree.
 
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I have to agree but I'll add why the hell haven't Xbox done a Series S / Steam Deck type handheld as well?

Sony and Xbox are both leaving Ninty to dominate. Steam Deck sales show there is demand. It would be interesting with libraries or subs from Sony/Xbox out there, more competition in that space would be good. I know I'd buy one for our house, the Switch just isn't enough game library for me to buy one and justify a poor performing handheld this late in the game, especially as they're still $400-$500 down under. Then you have a ton of value add e.g. movie or subs or apps library on the go and hot swap to your PC or console etc. The ecosystem for Xbox is perhaps more attractive here.

It might also be a nice inroad to at least start the journey or blur the lines with mobile gaming.
 
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People don't realize that to establish a consumer base on a handheld Sony would need to divert significant resources to create enough games to warrant purchase of a handheld. This held Sony back from years.

VR can be built on the top of existing games, especially if designed around VR to begin with.

Sony can sell the VR headset for profit AND sell games for profit AND get closer to a new revenue platform.

Handheld would have just bogged them down.

That's why people keep saying they should do a steam deck with PS4 or PS5 games, but that would not be a mass market product. PS4 would give them marginal at best additional software sales and royalties, and PS5 would be difficult technically.
 
I have to agree but I'll add why the hell haven't Xbox done a Series S / Steam Deck type handheld as well?

Sony and Xbox are both leaving Ninty to dominate. Steam Deck sales show there is demand. It would be interesting with libraries or subs from Sony/Xbox out there, more competition in that space would be good. I know I'd buy one for our house, the Switch just isn't enough game library for me to buy one and justify a poor performing handheld this late in the game, especially as they're still $400-$500 down under. Then you have a ton of value add e.g. movie or subs or apps library on the go and hot swap to your PC or console etc. The ecosystem for Xbox is perhaps more attractive here.

It might also be a nice inroad to at least start the journey or blur the lines with mobile gaming.

Because things aren't as easy as you think they are.

They're focused on their own platforms and the easier platform to ease into which is PC.

Imagine Sony creates their own launcher that plays their own PC games and utilized a steam deck type device for that, the already limited revenue driving steam deck would eat its lunch because it has so many more games available for it.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
https://gamingbolt.com/sonys-decision-to-make-ps-vr2-over-a-playstation-handheld-is-baffling


While this is Gamingbolt, the author actually does make some somewhat fair points, that are somewhat well thought-out here about it maybe making more sense for Sony to invest in handhelds over VR.

What's he's missing though is that Sony already had an entry with PSVR1, and have gained mindshare as revealed in another thread among consumers.

They had hurt the Vita out the gate, but the 3DS mistakes early on didn't make that apparent until after it's price cut and new marketing push, which caused Vitas problems to become more prominent. Sony lost mindshare fast, stopped support early, and the Vita was stagnant until discontinuation.

The PSVR 1 ran into some of that later, but now they have PSVR2 to take advantage of new specs, and they are going to be going FIRST (among bigger brands anyway) among the next wave of VR headsets, which there will be plenty this year. That gives Sony a chance to gain early.

The chances of this early strike working out could result in bigger earnings IF VR takes off this year, then a new handheld would.

But to be fair, neither market is doing so hot. Sony would have a hard time reestablishing itself in handhelds, especially with the new focus on mobile, they would have to have B-teams again across their studios spreading resources thin, and are working on a mobile gaming plan and recently even brought a mobile studio.

But right now, Sony is striking first to see if it will work. If it doesn't then this article may seem less hasty in hindsight.

The author has the dumbest takes in this article. You CAN NOT beat Nintendo in the handheld space!!!! And Valve only sold 1 million handhelds in the first year.
 

diffusionx

Gold Member
The market that Sony carved out with the PSP completely evaporated by the time they launched Vita, so what is the new market that they will be selling in here? They chose to work with Valve, not compete with them. Sony games are showpiece for Steam Deck and Sony is making good money with it, while Valve deals with the hardware. It allows Sony to focus fully on their console platform and grow that. There was a thread on here talking about how Sony could make this PS4 device, they wouldn’t have to sell many units, it would be a niche device, etc., but it just seems like too much work for not enough gain. And yea, someone might say, like this article, that VR is niche, well yea it is now, but it may not be in the future. This handheld Sony device would seem to me, to be permanently relegated to niche status.
 
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Hellmaker

Member
Just get a steam deck. I just don't care about any other handheld anymore, cause it's all in one.
And the article says the industry doesn't care about psvr, and yet there's constant drama here and elswhere around it...
 
Because things aren't as easy as you think they are.

They're focused on their own platforms and the easier platform to ease into which is PC.

Imagine Sony creates their own launcher that plays their own PC games and utilized a steam deck type device for that, the already limited revenue driving steam deck would eat its lunch because it has so many more games available for it.

I agree with respect to Sony, it's not easy for Sony. They're games, platforms, code base/frameworks etc all take extra time to curate, develop, test etc for cross platform e.g. coding a PS5 game doesn't lend itself to a PC release day one without a hefty backend effort. Sony have wonderful benefits for licensing, performance/IQ etc from going their own way but pay a hefty price in platform targets and ease of cross dev/deployments etc.

I disagree with respect to Xbox, which is very well placed with a unified code/framework/platform base. When you understand the unification MS/Xbox has been through in terms of OS, dev tools, runtimes etc the article should really be bitching about Xbox not having a handheld. It's a lot more streamlined for Xbox and their devs to deliver a handheld and backend efforts behind that are magnitudes less than Sony requirements. It's exactly why we're seeing Xbox far more open and day one across Console, PC, GP, xCloud. The ecosystem for Xbox is wider reaching that Steam and we see that vertical/horizontal overlap with Xbox / Steam anyhow. Steam does well for Xbox and no reason they can not offer both in the market, something many here have trouble reconciling.
 
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Why wouldn’t you just release software on the billions of smart devices out there already?

Because the backend dev effort for that is huge e.g. specific dev for PS4/5, Xbox One/S/X + PC (these are basically hand in hand, just optimisation more than dev from the ground up), Nintendo and then Apple and Android OS on top of that to reach smart devices etc. There is also quite a bit around the inputs and display types/dimensions etc for each smart device. It's a big minefield and I haven't even mentioned any security/performance issues from legacy smart devices, which form a massive part of smart devices globally e.g. not everyone has the most powerful or up to date Apple Max 10000.

This is why streaming/xCloud/nVidia etc are becoming very attractive as the tech becomes less apparent to the player in terms of latency. We're also seeing many mobile controls looking to solve such issues, mostly have these days e.g. screen thumbsticks/inputs, wireless controllers to smart devices etc.

When you look at Steam Deck it's based on Steam and PC framework so the backend, library, player ecosystem etc are very much intact. I suspect this is why Sony are not pushing this route but I'm still bewildered Xbox isn't doing similar to Valve/Steam Deck, they're poised for it. To hazard a guess, post ActiBliz results Xbox are likely to have hardware with a collab from Xbox + Surface team waiting in the wings. There may be a corporate risk vs reward or NDA between MS/Valve so they're not stepping on toes of a long partner, perhaps this is why Xbox does not have a handheld.
 
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I agree with respect to Sony, it's not easy for Sony. They're games, platforms, code base/frameworks etc all take extra time to curate, develop, test etc for cross platform e.g. coding a PS5 game doesn't lend itself to a PC release day one without a hefty backend effort. Sony have wonderful benefits for licensing, performance/IQ etc from going their own way but pay a hefty price in platform targets and ease of cross dev/deployments etc.

I disagree with respect to Xbox, which is very well placed with a unified code/framework/platform base. When you understand the unification MS/Xbox has been through in terms of OS, dev tools, runtimes etc the article should really be bitching about Xbox not having a handheld. It's a lot more streamlined for Xbox and their devs to deliver a handheld and backend efforts behind that are magnitudes less than Sony requirements. It's exactly why we're seeing Xbox far more open and day one across Console, PC, GP, xCloud. The ecosystem for Xbox is wider reaching that Steam and we see that vertical/horizontal overlap with Xbox / Steam anyhow. Steam does well for Xbox and no reason they can not offer both in the market, something many here have trouble reconciling.

As for Microsoft, they don't have the games or IP to drive a handheld. Simple as that.
 
As for Microsoft, they don't have the games or IP to drive a handheld. Simple as that.

For a few tentpole games sure, solid point. Beyond that, Gamepass says hello. This idea that there isn't room beyond Ninty or Sony IPs is silly. Apple and Google gaming seem to do just fine outside of tentpole games.

Given recent buyouts and ease of development, Xbox could offer basically whatever is on Steam. Over time that would shift as well. MS toyed with a sort of App emulator so any apps or games from App store/Play store could run on windows devices. I think they shit canned that project though.
 

Barakov

Gold Member
VR is probably an easier sell to shareholders than a dedicated handheld in this day and age. Also the fact that their 0 for 2 in the handheld arena makes the decision easier.
 
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Markio128

Member
No thanks - and the Switch really has that market covered. Sony stands out in the crowd by offering VR in the console space.
 

Aenima

Member
You can remote play any PS5 game on your mobile. Making a new handheld would only split more the games the devs create, while with VR most games can just get a patch and some tweeks to work well on VR. Exemple during the PSP time we had a Gran Turismo Portable exclusive to the portable console, now we have one GT7 that run both in the home console and VR. There are still some VR exclusive games though.

Nintendo did the right path for the handheld route that is creating a hybrid console.
 
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For a few tentpole games sure, solid point. Beyond that, Gamepass says hello. This idea that there isn't room beyond Ninty or Sony IPs is silly. Apple and Google gaming seem to do just fine outside of tentpole games.

Given recent buyouts and ease of development, Xbox could offer basically whatever is on Steam. Over time that would shift as well. MS toyed with a sort of App emulator so any apps or games from App store/Play store could run on windows devices. I think they shit canned that project though.

They're struggling to sell consoles which their games are more tailored for than a handheld, what makes you think they're primed for success at a handheld?
 

Deerock71

Member
I have to agree but I'll add why the hell haven't Xbox done a Series S / Steam Deck type handheld as well?

Sony and Xbox are both leaving Ninty to dominate. Steam Deck sales show there is demand. It would be interesting with libraries or subs from Sony/Xbox out there, more competition in that space would be good. I know I'd buy one for our house, the Switch just isn't enough game library for me to buy one and justify a poor performing handheld this late in the game, especially as they're still $400-$500 down under. Then you have a ton of value add e.g. movie or subs or apps library on the go and hot swap to your PC or console etc. The ecosystem for Xbox is perhaps more attractive here.

It might also be a nice inroad to at least start the journey or blur the lines with mobile gaming.
Just love the fact one of the big three have a system you can make ENTIRELY handheld (if you choose) and run with it; a 720p OLED screen on six inches is an EYE-OPENER.
 

hemo memo

Gold Member
True. The Vita failure was Sony’s fuck up as the portable itself is great. VR is very very early. Let Facebook screw with that until it is in a mature state.
 

hemo memo

Gold Member
I’d take a handheld over vr anyday. Just lol @ gaming with something on your head and face.
I mean Nintendo tried this back then and learned from it so they are not going to repeat that mistake until the technology evolves.
 
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