EE290x Project1: The Sony PlayStation Success Story
March 9, 1998
Pedro Arroyo,
Ray Gilstrap, Randy
Huang, and Peter Laudat
I. Introduction
A recent press release from Sony Computer Entertainment America Inc. announced
that it overtook Nintendo as the industry leader with 53% of the next generation
console market. Yet as early as September 1995, Sony was virtually an unknown
in the game console market in the United States. How did Sony PlayStation
become the dominant player in this relatively short amount of time?
In this paper, we plan to explain the factors contributing to the successful
entry of the Sony PlayStation by using a derivative of Porter's Five Force
model: Competitors, Suppliers,
Consumers, and Substitutes.
In the Competitors section, we will describe the major players in the video
game console market when Sony joined the competition in 1995. In the Suppliers
section, we will describe how Sony's design and industry partnering decisions
allowed it to lower the price of its system to meet acceptable consumer
price points. In the Consumers section, we will describe the factors
that led to overwhelming acceptance of Sony's next generation video game
console, the PlayStation. In the Substitutes section, we will examine potential
competitors from outside the video game industry. These substitute
products are alternate means through which users can obtain electronic
entertainment.
II. Competitors
In this section, we will describe the major players in the video game console
market when Sony PlayStation entered the market in 1995.
Nintendo and Sega dominated the console game market from the mid 1980s
until the mid 1990s. In 1995, both companies were in transition from 16
bit systems to higher performance platforms: Sega introduced its Saturn
game system while Nintendo was a year away from introducing its 64 bit
platform.
Sega Entertainment Corp.
Sega released the
32-bit Saturn system in May for $399.99. Early adopters were overjoyed
as popular arcade games like Daytona USA, Panzer Dragoon, and Virtual
Fighter came home early. Overall sales were very low, and very few titles
were released for the machine as developers were taken completely off-guard
by the early debut. Predictably, the few games released were not of high
quality.
The Saturn system is powered by two Hitachi 32 bit 28 MHz processors,
distributed 4 MB of RAM, double-speed CD-ROM drive, but no special purpose
hardware for 3D graphics or for decoding movies.
Nintendo Company Ltd.
Nintendo delayed
the launch of the Ultra64 64-bit game system, telling fans of Nintendo
products to keep on supporting 16-bit Nintendo software producers for another
few months. Nintendo eventually demonstrated Nintendo 64, the new name
for the Ultra 64, at Shoshinkai - its own Japanese trade show. The system's
main attraction, Super Mario 64, was playable and impressed gamers, but
rumors persisted that very little software is in development for the machine.
Nintendo 64 is powered by 64 bit 93 MHz R4300 MIPS processor,
centralized 4 MB of RAM, a 3D graphics coprocessor that can render
160K textured, tri-linear mipmap anti-aliased Gouraud-shaded polygons per
second.
Sony Computer Entertainment of America Inc.
Sony released the PlayStation
with twenty game titles during the aforementioned platform transition
in the United States for $299, $100 less than expected. Because of
its superior system architecture and easy-to-use Application Program Interface,
game writers developed games that were not previously seen on the home
game machines. Arcade hits like the Ridge Racer and fighter game like Toshinden
utilizes the 3D graphic capability of the hardware while the movie-like
game WingCommander V utilizes the CD-ROM and MPEG Decoding capability of
the PlayStation.
Sony PlayStation is powered by a 33.3 MHz R3000 processor, distributed
3.5 MB of RAM, 3D graphic coprocessor that is capable of rendering 360K
polygons per second with texture mapping and Gouraud shading, a MPEG decoder
that can translate compressed movies and a double-speed CD-ROM drive.
With innovative but reasonably priced hardware and plethora of spectacular
games, Sony PlayStation quickly captured the majority share of the 32 bit
game console world market.
III. Suppliers
Hardware Suppliers
From examination of the console gaming industry one may conclude that,
without question, this industry exhibits much less stratification than
the computer gaming industry. The lack of quasi-commoditized industries
from which one is able to purchase the subcomponents of his products leads
to very intimate and symbiotic supplier relationships. For example,
if one were to construct a gaming platform using a general purpose computer
architecture, one would enjoy the freedom to choose between dozens of suppliers
of video accelerators, sound cards and other peripherals. However,
in the performance critical console gaming industry, much of the functionality
of the device is found embedded in custom ASIC's
In order to develop the CPU for its PlayStation product Sony enlisted
LSI Logic. Using LSI Logic's CoreWare technology Sony was able to
incorporate virtually all of the functionality of the PlayStation into
a single chip. This integration and single chip solution is what
enabled Sony to hit a magic consumer price point. Earlier attempts
at high end consoles by other companies faded into obscurity due to inappropriate
pricing. An example of this was Panasonic's 3DO. When it initially
appeared in 1993, it was the only 32-bit gaming platform available- inarguably
the technology leader- however even with the commitment of a huge consortium
of software developers, the retail price of $699 did little to push the
product into the mainstream. A similar fate befell SNK not three
years before, who's attempt to market a 24-bit system was thwarted by its
prohibitive cost.
Software Suppliers
One of the factors that greatly influenced the early adoption of the PlayStation
and its subsequent success is the large software library the company was
able to vaunt. By developing early partnerships with various software
developers Sony was able to offer a library of 20 software titles for the
initial release of the PlayStation, which enabled the PlayStation to quickly
gain entry into the market. The role of software is evident in retrospect
when one witnesses how relatively unknown Sony was able to harness a considerable
amount of market share, even with the release of the Saturn 32-bit
game machine in the same year by renowned Sega. The Saturn initially offer
ed a small library of mediocre titles.
Nintendo Company Ltd. also suffered loss of sales due to a initially
meager software library. Upon the release of the Nintendo's 64-bit
game platform in Japan, sales were phenomenal, yet nearly vanished after
a few weeks due to the fact that there were only two software titles available.
Media:
There are many reasons Sony chose to utilize industry standard CD-ROMs
in order to deploy its software titles. First, by using CD-ROM technology
Sony is able to cut the incremental cost of producing games substantially
as the CDs cost considerably less than the masked ROM chips that traditional
game cartridges are based on. Secondly, from a supply standpoint,
Sony (as co-developer of CD technology) is able to source the media
internally. For example, the PlayStation's CD-based games are pressed
by the same domestic state-of-the-art plants that churn out millions of
audio CDs for Sony's music companies, Epic and Columbia. By synergistically
drawing on its other subsidiary industries, Sony is also able to reduce
the time to market of new software titles. This expertise also allows
Sony to produce game titles in approximately one-tenth of the time it takes
to produce masked-ROM game cartridges. The result: "just-in-time" managed
inventories for retailers.
IV. Consumers
In this section, we will describe several reasons why consumers buy the
PlayStation.
Decision Makers
Parents tend to buy the game consoles with the largest software selection
and cheapest prices because they are price conscious and want more bang
for their buck. Sony PlayStation has always been the price leader, incorporating
aggressive pricing strategies. As a new entrant in 1996, Sony
recognized that it would have to reduce switching costs for existing consumers
while attracting new customers, so the company led with a market share
strategy entailing low prices. Today, the top three game consoles are priced
at $150, far below pre-1996 levels of $300 to $500. With over 300 software
titles, Sony commands the largest economies of scope.
Sales
Consumers are buying the Sony PlayStation in droves. The video game
market is making a major comeback thanks to new technology from Sony, with
its PlayStation (PSX), and Nintendo, with its Nintendo 64 (N64). According
to NPD Group, sales of video game hardware and software rose 51% from 1996
to 1997 to reach a record $5.5 billion. Sony, which surprised the industry
with its rapid attainment of critical mass for its PlayStation in 1996,
now controls 53% market share of the next generation console market, followed
by Nintendo with 41%, according to a post-Christmas household survey done
by Fairfield Research of Lincoln, Nebraska. Sales of Sega's Saturn have
lagged because of an old game console with confusing add-ons and very few
games.
Distribution Channels
Interactive entertainment software distribution channels have become more
mainstream than in years past, with mass merchants like Wal-Mart and K-Mart
increasing their share. A variety of retailers, from Toys R Us and The
Electronics Boutique to J.C. Penney, Sears, Blockbuster, as well as the
smallest "mom and pop" stores, continue to profit. Few retailers stock
every game available - they want quality titles that will attract the gaming
audience and that are backed by companies that market aggressively and
effectively. Thus, retailers have become more selective when deciding which
(and how many) publishers will service their stores. Sony's existing extensive
distribution network has led to its successful entry into the video game
business.
Brand Identity
Analysts say that Sony leveraged its strong brand name and distribution
capability from its consumer electronics business to give it great credibility,
reducing its barriers to entry. For example, decision makers unfamiliar
with the gaming industry might not have heard of Nintendo or Sega but are
likely to be familiar with Sony consumer electronic products, such as the
Walkman, and are therefore more likely to buy the Sony PlayStation.
Compatibility
There is no standard for video game software that ensures compatibility
between different video consoles. Thus, video game console makers continue
to develop stovepipe systems. As a result, customers are to some degree
locked in to a particular set of game titles, since switching costs are
high for those who wish to change consoles.
Network Effects
Indirect network externalities exist, since PlayStation owners can trade
games. Positive feedback mechanisms exert themselves as more players
buy PlayStations and games. This generates impetus for game developers
to write games specifically for the PlayStation. Therefore more players
will buy PlayStations. Multitap unit connections allow players to
hook up their PlayStations to compete interactively, creating direct network
externalities.
Lock-in
Video game console producers enjoy de facto lock-in with stovepipe solutions.
As new generation consoles are released, consumers have no loyalty to a
particular platform, the industry has yet to use backward compatibility
or versioning to intensify the effect.
Product Differences
|
Nintendo
|
Sega
|
Sony
|
Machine |
Ultra 64
|
Saturn
|
PlayStation
|
Software Type |
Cartridge
|
Cartridge/CD
|
CD
|
Console Price |
$149.99
|
$149.99
|
$149.99
|
Software Price |
$25-$70
|
$10-$50
|
$10-$50
|
# of US titles |
60+
|
30+
|
200+
|
Popularity |
++, not as popular because game writers are not writing as many
for Nintendo as for Sony
|
+ least popular
|
+++, because there is more game software for Sony.
|
V. Substitute
In this section we will examine potential competitors from outside the
video game industry. These substitute products are alternate means
through which users can obtain electronic entertainment.
Perhaps the most significant substitute to console games is personal
computer-based games. With the increase in processing power of modern
personal computers such as those based on Intel's Pentium, developers have
been able to create games for the PC with as much sophistication as a console
game. As a result, the industry has witnessed a competitive convergence
of the home computing and home gaming industries.
Nevertheless, the PlayStation does offer some key advantages over a
comparable PC gaming system. PlayStation systems are significantly
less expensive than PCs. The PlayStation also offers the simplicity
of "plug and play" operation, in which a user simply inserts the game disc,
turns the unit on, and begins play. In contrast, PC users typically
have to go through the process of installing and configuring the game software
on their machines, which can be somewhat cumbersome. Also, the PlayStation's
user interface (a joystick-type controller with several buttons) is a simpler
and more natural interface for high-speed gaming than a PC mouse and keyboard.
Other advantages include portability (a PlayStation can be transported
much more easily than a typical home computer), the availability of games
from rental companies such as Blockbusters (which makes it easy to try
many new games for minimal cost) and a large base of games that are available
for the PlayStation, but not for the PC.
Another substitute product for the PlayStation is the standard coin-operated
arcade game. While coin-operated games also facilitate playing many
new games for a minimal investment, users are presented with the inconvenience
of having to go to an arcade. And again, there are a number of PlayStation
games that are unavailable in coin-operated format.
VI. Conclusion
We have examined several factors that have led to the success of the Sony
PlayStation:
-
CD-ROM based with built in 3D graphics and decoder for movies
-
Easy to use Application Program Interface allowing game writers to harness
the hardware quickly
-
Many high-quality games available
-
Using inexpensive commodity media and system integrated on a single chip
lowers incremental production cost of software and hardware
-
Using CD-ROM based software media allows Sony to leverage its CD pressing
infrastructure
-
Strong brand identity in entertainment and consumer electronics
-
Existing distribution networks
-
Multitap Unit promotes direct network effects
-
Easier to use than PC because of "plug and play" architecture
-
More portable than a desktop PC
-
More convenient than an arcade
Through savvy manipulation of the aforementioned factors, Sony was able
to become and maintain as the dominant player in the video game console
market.
VII. Sources
-
Next Generation magazine web site
-
LSI Logic web site
-
Videogamespot web site
-
Red Herring Online magazine web site
-
Sony Computer Entertainment
of America web site
-
Yahoo