Former Sony director explains strategy for bringing PlayStation games to PC

3 min read
Shawn Layden - Reprodução/ ShawnLayden/ X Foto: Shawn Layden - Reprodução/ ShawnLayden/ X

PlayStation has announced a significant change in its approach to personal computer releases, deciding to suspend distribution of its single-player narrative games on the platform. After about six years of this strategy, the company justified the change as a tactic to preserve the perceived value of Sony consoles. However, this resolution generated debate, causing dissatisfaction among Steam users and provoking disapproval from Shawn Layden, a prominent figure who worked at the company from 1987 to 2019 and even headed SIE Worldwide Studios.

Former executive highlights the purpose of expansion beyond financial profit

Veteran Shawn Layden, recognized for having been one of the biggest supporters of Sony’s foray into the PC segment, clarified in a conversation with PSI that the initial motivation behind this initiative was not primarily monetary. “The central point was to expand the reach of our franchises to an audience that would otherwise not have contact,” explained Layden. He questioned how universes like Horizon’s could be discovered by those who do not belong to the PlayStation ecosystem, reinforcing that the expectation was not to convert these players into console buyers. He also compared the strategy to the launch of intellectual properties in cinema or television, where the search is always for maximum audience, a common movement in the global entertainment industry that seeks to break down barriers to accessing content.

Layden’s view on the impact on PlayStation console sales

Layden reiterated that the fundamental purpose was to make Sony’s renowned franchises more visible to a broad audience while remaining financially viable. He considered the possibility that this strategy would harm console sales to be minimal. “An individual who waited eighteen months to access a title on PC was probably not inclined to purchase a PlayStation console,” argued the former director of SIE Worldwide Studios. For Layden, this approach allowed him to financially capitalize on a market share that, until then, was beyond the reach of the PlayStation ecosystem, expanding the brand’s presence rather than depreciating it. He also stated that it was challenging to prove that making games available on PCs would result in a reduction in the sale of consoles.

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playstation – Rokas Tenys/Shutterstock.com

Global challenges for the video game industry and hardware barriers

Although Shawn Layden’s considerations may generate different interpretations, the former PlayStation executive highlights a crucial point: the main companies in the game development and platform sales sector need to expand their reach in the market. Console sales have traditionally been concentrated in specific regions, such as the United States, Western Europe and Japan, while the video game universe has consolidated itself as a global phenomenon. Given this scenario, it is essential that new consumers, especially those from developing economies, have the opportunity to interact with iconic characters like Kratos and Aloy. Recently, it became clear that the limitations imposed by hardware constitute a significant obstacle to the entry of new players into this market.

Bruna Santos é colaboradora da redação do Mix Vale, portal de notícias com cobertura de Brasil e mundo. Produz conteúdo nas editorias de economia e benefícios, com foco em informação de serviço para o leitor brasileiro. Escreve e colabora para o portal desde 2024. Formação: Professora.

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