MAGAZINE

The Making Of: PlayStation

Edge Staff's picture

By Edge Staff

April 24, 2009

See also:

Related Articles:



Apart from the powerful allure of the hardware itself, two factors helped Sony’s cause enormously. The first was that western developers and publishers were starting to move toward producing games heavy with full-motion video for CD-ROM on PCs, and experimenting with 3D. The second was that Japanese publishers were finding creating games for Sega and Nintendo expensive, risky – and slow. They were used to ten-to-12-week lead times for cartridges, meaning that they had to manufacture game cartridges according to forecasts and had difficulty reacting to actual demand. Sony offered an order system that was just seven to ten days. “It was a massive shift in the economics,” explains Harrison. “The working capital requirement shifted massively in favour of the developer and publisher, and they could afford to put more money into product development and marketing, so it was a virtuous circle.” The idea of a 3D-capable, CD-ROM-based console and a different way of doing business was a breath of fresh air for all.

Another major attraction for third parties was that Sony didn’t have internal development studios until early 1994. Though a weakness for Sony because it meant an almost complete reliance on external partners for PlayStation’s early software, third parties saw it as an advantage because it meant less competition. But Sony wasn’t entirely without capacity, having acquired Psygnosis in May 1993. It was a loose relationship – Psygnosis retained its publishing business, which released games for other platforms, but it played a vital role in creating PlayStation development tools that ran on PCs rather than the early kits, which were large, repurposed Sony NEWS workstations. “Psygnosis came to a large meeting at the Alexis Park Hotel in Las Vegas during CES 1994 – 11 months before the launch of the machine in Japan – with an early prototype of a working development environment that was far in advance of anything that had come out of Japan,” says Harrison. Psygnosis, of course, would go on to make Wipeout and publish Destruction Derby for the European launch lineup in September 1995.



It was Namco’s Ridge Racer that stood out by far among the Japanese launch games. Visiting Namco’s Yokohama tech centre, Harrison saw the finished game a few weeks before the December 3 release. “I’d seen an earlier workin- progress build a couple of months before, but they’d done the port from the coin-op remarkably quickly. I remember realising that was going to be pivotal piece of software for the west in particular.” But then he saw one of the pieces of software that would help define the console’s later success. “It was almost an afterthought. One of the men demonstrating it asked, since I was there, would I like them to show me another game they’re working on? ‘Yeah, sure’, I said. ‘What’s it called?’ ‘It’s called Tekken’.”

The rest of the launch games were rather less memorable. “With the notable exception of Ridge Racer, there is no way you’d extrapolate the global success that happened from that first lineup,” concedes Harrison. And that’s including Kazanori Yamauchi’s Motor Toon Grand Prix, a title he made before forming Polyphony to create Gran Turismo. But the 100,000 units Sony made for Japanese launch day sold out all the same. “It was an incredible undertaking from all manner of perspectives,” says Harrison. “Manufacturing, financial, buying the components, getting the distribution infrastructure in place to ship them – we started manufacturing probably around October to hit the launch date.”

Another 200,000 sold in the console’s first 30 days on sale. This was at a price of ¥39,800 – which at the time translated to $390, or £245 – compared to Sega’s Saturn launch price of ¥44,800 the month before. Though instrumental to PlayStation’s success, price was a contentious issue at Sony, because, against all corporate tradition, PlayStation would be sold at a loss. While Kutaragi had initially forecast that memory prices would go down, the truth was that, ten months before launch, they were going up – and they’d stay high all the way up until late 1995. The trend was principally due to booming PC sales, but, ever resolute, Kutaragi stuck to his guns, declaring that they would certainly come down over time, and that every competitor was in the same position. And besides, the PlayStation business was to be quite different from Sony’s conventional appliance business, which depended on direct profits from hardware sales, because in games, profits could instead be gained from software sales. The policy was still hard to reconcile with Sony’s old guard until Kutaragi dropped certain hardware features, such as the original model’s S-Video port.



This pricing policy allowed SCEI to severely dent the fortunes of Sega’s Saturn in the US. Famously, Saturn was surprise-launched in the US at $399 during E3 on May 11, 1995, but the timing allowed Sony to immediately get the upper hand. Harrison was at Sony’s E3 press conference shortly afterwards: “Olaf Olafsson was doing the spiel about growth in the industry and droning on – it was deliberately staged that way. I can’t remember a single thing about his presentation, but he did say that he’d like to bring on stage the president of Sony Computer Entertainment America to share with you an important piece of information. Steve Race went up to the microphone, just said ‘299’, and sat back down again. The room erupted.” But staff at Sony’s corporate headquarters weren’t amused. “It was properly agreed, but word had not made its way back to Japan and there were parts of Sony scratching their heads in shock,” says Deering. “I think Tokunaka got in trouble. It was a scary thing for them.”

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.