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[业评] PS4?这个恐怕真的没有了.....

开玩笑

Sony如果Console硬件销量减半甚至没有

你觉得得有多少付费用户,每年付多少钱才能填这个收入上的窟窿


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引用:
原帖由 ryuetsuya 于 2012-7-2 17:59 发表



索尼自家的电视以及其他要加入云游戏功能的电视也会成为索尼游戏的客户端
电视的硬件收入可没列入Game范围

FY14的1万亿如何实现?



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Gaikai Promises Subscription-Free Cloud Gaming
by Chris Faylor, Mar 11, 2010 6:00pm PST
Related Topics – Gaikai, PC, OnLive, GDC 2010
While online game streaming service OnLive will require users to pay $14.95 a month on top of the as-yet-unspecified purchase or rental fees, indirect competitor Gaikai has confirmed to Joystiq that it won't require any sort of monthly subscription fee.

Both OnLive and Gaikai use a cloud-computing approach in which game data is processed by an external server. The visuals are then streamed to players through a web browser plug-in, with their control inputs then piped back to the server.

Users of such services can play any games and applications on offer, regardless of how powerful their computer is or isn't, so long as they have a net connection.

The key problem is latency, one that OnLive claims to have solved through the combination of five data centers and its proprietary technology. Gaikai, meanwhile, claims to have servers at 300 data centers and 900 more servers going out to local ISPs.

As for how Gaikai's can afford such subscription-free aspirations, Joystiq explained:

Saying that Gaikai "isn't trying to be PlayStation 4 or take out the next Wii," [co-founder David ] Perry described (and demoed) the concept of embedding instantly playable games on any website. A publisher can, for instance, have a clickable pop-up appear when people are looking at one of its games on Amazon, which quickly launches an overlay window running the full game, with whatever time limit the publisher chooses. After this period, players can opt to buy the game for unlimited streaming, download it, or have a physical copy shipped to them.
"We are not in competition with any other streaming company or technology, our business model is entirely different," Perry explained previously. "People do not come to us to play games, they play the games right on the publisher's site. The publisher uses our technology to make it all possible. So from wherever you click, you end up on the publisher's site with the latest version of the game."


这段2年前的文字很好地解释了Gaikai在干什么

而且为什么现在被Sony收购

或者这么说,这个公司成立的目标就是被Sony或者任天堂收购


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引用:
原帖由 ryuetsuya 于 2012-7-2 18:08 发表
前2年的文章就别转来了,平井也是今年才上任,运营政策发生变化不是很正常么
喷了

这文章分明讲了Gaikai的运营模式

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引用:
原帖由 ryuetsuya 于 2012-7-2 18:07 发表



电视的收入是不算,但游戏部分是算的,所以这就是游戏网络业务到2014财年增加3倍收入的最合理解释

否则光靠PS3和PSV能翻三倍??你觉得呢
根据游戏网络业务增加三倍,那么意味着FY14的游戏网络收入也就是3000~4000亿日元的收入目标

那么其他6000~7000亿和目前Game部分的总收入大致相等

你准备让SCE出10个马尿级别的软件吗?

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引用:
原帖由 ryuetsuya 于 2012-7-2 18:21 发表


就是告诉你,2年前怎么想,并不说明什么,更重要的是现在索尼已经换人了,平井一夫要把公司变成一个索尼,或者说这就是利用自家的资源来进行业务的扩大
神了

这文章只是说了Gaikai本身是个B2B的云服务提供商,或者说是外包商

而非做Onlive这样的B2C的云服务

那么被需要加强云服务的Sony或任天堂收购那是正常的

不要看到个PS4就一惊一乍


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引用:
原帖由 ryuetsuya 于 2012-7-2 18:25 发表


这个我上次就说了,11年的游戏网络业务是2000亿,翻三倍就是6000亿,而SCE只要创造4000亿即可
2010年PSN的收入不到800亿日元

2011年发生了PSN黑客门事件居然还能达到2000亿日元

这简直是奇迹

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去年10月份,SONY PR的说法是尽管发生了黑客门,但黑客门后PSN收入相比同期增加了14%

要达到2000亿日元,后面几个月那得是怎样的增长?

不敢想了




PlayStation Network revenue up 14% after global outage, reveals Sony
Published Friday, Oct 21 2011, 19:33 BST | By Andrew Laughlin |2 comments
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© Sony
Sony has revealed that revenue from the PlayStation Network has increased 14% since the global outage, but the firm is not viewing the hacking attack as a positive PR exercise.

The Japanese firm hit the headlines in April after it shut down the PSN on PlayStation 3 due to a major breach by hackers, which resulted in the personal details and credit card information of millions of users being stolen.

The outage prompted Sony to improve the security, key features and overall feel of the platform, which has had the effect of actually increasing revenue by 14% since the blackout. Overall, the PSN has added three million new accounts.

Sony has also enjoyed a 'halo' effect, as it has signed up 800,000 new customers to its cloud-based Music Unlimited service and increased revenue by 5% on its Video Unlimited pay-per-view movies service.

So Saida, the senior director of global business strategy and development at Sony, said that the outage has "woken up [its] dormant customers back to life".

"The outage has actually made us more available to those customers and reminded them of all the services available. But it's got nothing to do with PR," said Saida at a press briefing for the new Sony Entertainment Network.

Much of the positive impact Sony has seen stems from the Welcome Back offers for PSN users after the outage, including free games, movies and music.

The PSN probably got more publicity than it has ever had in its five-year history during the blackout, but consumer confidence and the Sony brand have also been hit, and it will take time to build that back up.

Despite the revenue and subscriber growth, Saida was quick to stress that Sony was not viewing this as a positive PR exercise.


Saida said that Sony has taken various measures to increase security, such as moving the data centre holding PSN user's personal information to a "more secure location, monitored 24/7".

The company has also introduced safeguards involving the monitoring of multiple log-ins from the same IP address to keep a closer watch on unauthorised entry attempts.

Customers have been offered more protection from instances of fraud on their accounts, but Saida mostly feels that Sony has drawn some positives from the experience by being honest.

"The media questions [whether Sony will recover from the PSN hack] but we have added three million new accounts. Sony has been honest with this," he said.

"All technology companies get attacked, but it's about whether you are honest with customers, how soon you pick it up and deal with it.

"It's also about educating the customers, making sure they protect their accounts. We all need to be careful of security issues, but hopefully those figures will show where we are after the outage."

Sony has unified its entertainment services under a new Sony Entertainment Network banner, housing the PSN and PS Store, along with the Music Unlimited and Video Unlimited offerings.

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引用:
原帖由 flies 于 2012-7-3 08:04 发表
如果SONY走自己的节奏,按PS3可战十年来计算,PS4恐怕是2015年后的事了。
苍蝇小朋友

PS2已经战了13年

而且今年我估计也不会完全消失

妨碍PS3上市了吗?

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引用:
原帖由 马甲雷 于 2012-7-3 08:11 发表



PSP GO泪流满面:“俺咋就死得那么惨捏?”
休闲游戏的流通主渠道不是传统店头

也就不会产生PSP GO的问题

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引用:
原帖由 ryuetsuya 于 2012-7-3 08:36 发表


PS2的主要市场早就变成第三世界国家了

假如PS3到时候主要市场也变成第三世界国家,那是不会有影响,否则必然会有影响
你指望2016年PS3还在欧美日这样的主流市场大卖?

我觉得骚泥自己都没报这种幻想

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不管是久多良木还是平井

都说的是PS3有10年的生命周期

你们都在瞎想什么玩意?

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引用:
原帖由 马甲雷 于 2012-7-3 21:54 发表


难怪神姬歪榻下载总是超预期啊
PSP时代下载版在日本也就是占实体销量5~10%的

现在公布的数据来看即使在日本DL版的PSV游戏也可以大约占到实体版销量的30%以上

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