MAGAZINE

The Making Of: PlayStation

Edge Staff's picture

By Edge Staff

April 24, 2009

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In May that year, Sony finally put a stop to negotiations, and whether or not it should retain the project was decided at a pivotal meeting chaired by Ohga on June 24. The great majority of those present opposed it, but Kutaragi nevertheless revealed that he’d been developing a proprietary CD-ROM-based system capable of rendering 3D graphics, specifically for playing videogames – not multimedia. When Ohga asked what sort of chip it would require, Kutaragi replied that it would need one million gate arrays, a number that made Ohga laugh: Sony’s production of the time could only achieve 100,000. But Kutaragi slyly countered with: “Are you going to sit back and accept what Nintendo did to us?” The reminder enraged Ohga all over again. “There’s no hope of making further progress with a Nintendocompatible 16bit machine,” he said. “Let’s chart our own course.”


Ken Kutaragi

And achieving that meant Ohga removing Kutaragi from Sony, fearing that the widespread internal opposition to the project might crush Kutaragi’s resolve. “There was a huge resistance inside the company to actually being in the videogames business at all,” explains Harrison. “The main reason why the Sony brand wasn’t really used in the early marketing of PlayStation was not necessarily out of choice, but it was because Sony’s old guard was scared that it was going to destroy this wonderful, venerable, 50-yearold brand. They saw Nintendo and Sega as toys, so why on Earth would they join the toy business? That changed a bit after we delivered 90 per cent of the company’s profit for a few years.”

Kutaragi was moved with nine team members to Sony Music, a separate financial entity owned by the corporation, in the Aoyama district of Tokyo. There, he worked with Shigeo Maruyama, CEO of Sony Music and soon to become a vice president of the division that ran the PlayStation business, Sony Computer Entertainment International (SCEI), and Akira Sato, who’d also become a VP. Though on face value it hardly sounds significant, the involvement of Sony Music was fundamentally important to PlayStation’s subsequent success. “Music was huge business back then, and they knew you had to attract talent and that you have to spend money to launch things,” says Deering. Sony Music knew how to nurture creative talent and how to manufacture, market and distribute music discs – with the move to CD-ROM, the mechanics of making and supplying games had become very similar to that used for music. “Sony made an awful lot of money pressing music discs,” explains Deering. “Between the converging interests of the disc pressing divisions and Ken Kutaragi and Ohga-san they were truly well down the road to developing PlayStation.”

The final two key players in PlayStation were Olaf Olafsson, who was president and CEO of SCEI’s umbrella organisation, Sony Interactive Entertainment (and, incidentally, a writer who’d been nominated for the Icelandic Literature Prize), and Terry Tokunaka, who became president of SCEI and had come from Sony’s head office. Tokunaka’s vision for the project was simple, as Harrison explains: “It was that if we can be the creative choice of the game developers, and the business choice of the publishers, then those two together give us a chance of becoming successful. In order to be very successful you need both elements; you can’t have one and not the other. I think this still holds true today for any company that wants to stay in the hardware platform business.”


Chris Deering (left); Phil Harrison (right)

Harrison was among the evangelists who went out to scout for developers and publishers to create games for the platform, having joined PlayStation when it was finally greenlit in the summer of 1993. “We had to work hard to demonstrate our credibility, because bringing hardware to market is one thing, but being an organisation to market and distribute and sell it is another,” he says. With Sony’s strategy distinctly different to that of Sega and Nintendo, it had a huge opportunity to change the console market, change that prospective publishers and developers were only too keen to happen. “A lot of the business questions related to what the business model was for a publisher, what the royalty rates would be, how we’d make and distribute the software,” says Harrison. “That was set against the backdrop of the incumbent business models of Sega and Nintendo, which were at the time very restrictive. They’ve changed now, but at the time, publishing on 16bit Nintendo was an expensive and risky proposition.”

BritishCracker's picture

Loving the orginal prototype!
with a CD-ROM wooooop!

AkIRA_22's picture

What a great article. This is why I read Edge, good work.

MonkeyKing1969's picture

People might as well just read "Revolutionaries at Sony: The Making of the Sony Playstation and The Visionaries Who Conquered The World of Video Games” by Reiji Asakura.

Much of what is presented here in short form is explained far more fully and in far more interesting manner in the book above. If you even hope to understand the first PlayStation system you need to read Reiji Asakura's book. Better still the books is actually very interesting full of backstabbing and twists. Of extreme interest is how people at Sony actively tried to sink the whole project and even employees intimately involved with Sony’s early efforts in making games actively tried to kill the project in favor of Philips CDi.

vg132's picture

I don't get this part,

So we went everywhere except Scandinavia, which we didn’t get to until November or so.

I got my PlayStation on September 29'th here in Sweden, they were in every game shop from that date.

/Viktor

Devenish's picture

What a great article that has brought back memories. Too this day I still have my pre-order disc “Hear it now, Play it later” from pre-ordering the Playstation that summer.

JoshMilewski's picture

This was an extremely engaging read. By getting to know PlayStation's history better, I now have a lot more respect for the brand.

I would love to read another article that elaborates on the details of the original Sony-Nintendo collaborations, though. That image of the Super Famicom/CD hybrid console up there is quite tantalizing, especially since I've somehow never seen it before this article.

However, the history of the SNES and its various CD add-ons, etc. seems to be pretty convoluted and confusing, indeed, based on this forum thread:

http://www.digitpress.com/forum/showthread.php?t=126091

After looking through that thread, I can understand why the actual details of the Sony-Nintendo (and Philips) deal(s) were only glossed over in this Edge article. It's really hard trying to clearly understand everything that happened with this SNES CD stuff.

But that's OK. This article was about PlayStation after Nintendo, and for that, it was the best article I've ever read on the subject.

Thank you, Edge.

P.S. some elaboration on the PlayStation logo candidates and controller prototypes would be nice, too.

AkIRA_22's picture

Yeah that picture surprised me too, the only picture I have seen is this

http://www.ugo.com/games/video-game-urban-legends/images/entries/snes-cd...

German's picture

This was one damn good article, the best way to start the weekend.

Ivor_Biguns's picture

I never tire of hearing this story. Bless Ken Kutaragi for his vision and thank you, Sony, for Playstation! I'm gonna go play my PS3 right now.

grognard66's picture

Great article - I hope to see more like it on a regular basis, maybe including the history of a few key developers.

ShiroMe's picture

Put a fucking name on these things so your site can have an identity and peaple can get the credit they deserve.

E. Zachary Knight's picture

Some people will complain about anything.

Ozzman_79's picture

did you ever think maybe more then 1 person contributed to writing it? Maybe even the whole staff contributed? And so, the writer that is credited it............the Edge Staff?

DubsTF's picture

Great feature! I love these Friday history lessons.

Speaking of which, when will we online readers see the Ocarina of Time retrospective promised a month or three ago?

Ozzman_79's picture

"Perhaps St Augustine was right and there is only one story: of creation, fall and redemption."

Does this mean Wii = Redemption phase for Nintendo? They've already had the creation and fall.

mentor07825's picture

I also heard that the original Sony Playstation allowed you to programme a little on it, thus Sony could advertise it as an educational product as well, and educational products get less VAT in the UK!

vg132's picture

I think you are confusing the first PlayStation wth the second one. All PlayStation 2 units shipped with a version of Basic to move it to another tax category but I think in later court cases Sony had to pay full (import?) tax for the unit.

/Viktor

Paul_H's picture

Did you see my post dude? Click on the wiki link ... looks more like a ps1 than a ps2 to me ...

vg132's picture

Yes, I read your post and you are correct, that is a PS1 and I have nothing else to add to your post so I did not reply to it. What I did have something to say about was the first post where the poster asked about Sony doing something to get a lower import tax for the PlayStation. The Net Yaroze was not made to get a lower import tax as it's a different machine then the normal PlayStation, the Basic programming software included with every PlayStation 2 was.

/Viktor

Paul_H's picture

It was sold as a separate system called Net Yaroze, here's the wiki article if you're interested.

http://en.wikipedia.org/wiki/Net_Yaroze

vherub's picture

good stuff, it's interesting that there is a pull that games are too expensive and cumbersome to make today- and yet prior to the ps1, it sounds like games were even more expensive and much riskier to make.

jb1's picture

Good read, this is from the time when sony still had respect for developers, publishers and their customers.

AkIRA_22's picture

Absolute power corrupts absolutely

Shin Megami's picture

Very interesting article.
I think you forgot to point out that a lot of new franchises published on the Playstation helped to push the brand. The platform wouldn't have had such a success without the help of Resident Evil and others. And not to forget: Final Fantasy VII. I can remember like it was yesterday how shocked I was to hear that it was coming out on the PS, I was a loyal Nintendo fan at that time.
And how amazed and inspired I was when I first saw it in action. It was like...wow. Mature Storytelling, incredible visuals and sounds. It was simply dreams becoming true. It was for me (and for millions others) a reason to change the system.
I think that the "redemption" part has already begun. The arrogant tone of the last couple of years has been dropped and there have been some interesting changes in the personal structure. The panicky reaction after the launch of the PS3 (Sixaxis without rumble, then with rumble; saying first that there will be only one SKU and then changing in mid-course; cutting the price in Japan shortly before the launch;...) has calmed and there seems to be more of a coherent business "line" (concentration on a couple of franchises and help of third parties with better dev kits). But maybe it's only the fanboy in me who is wishing...
Still sad that Crazy Ken isn't on the boat anymore. He really was a big visionary.
Oh yeah: Cut the price and wonders will happen!

rydamike's picture

I have to say very good article, Its interesting to read how one of the biggesst names in gaming got started in the industry heres to many more years of excellent games and consoles for ALL gamers.