PS2 Online Gaming - A Q & A with Mark DeLoura of Sony Computer Entertainment America
 



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SCEA provided us with a Q&A with Mark DeLoura, Manager of Developer Relations at Sony Computer Entertainment America. Basically, everything you always wanted to know about online gaming and how it relates to the PS2. Check out the Q&A with Mark, as he gives you the run-down on all things online and PS2. Don't get left in the dark!

General Network Adaptor Questions:

Q: What will players need to get online?

A: In order to get online, you'll need the Network Adaptor and Network Adaptor Start-Up Disc, an 8MB Memory Card with at least 137K of free space, and any dial-up or broadband Internet connection.

Q: What are the Network Adaptor technical specifications?

A: The Network Adaptor has a 10/100 Base-T Ethernet jack and a 56K V.90 analog modem. The adaptor plugs directly into the back of the PlayStation 2 and covers the expansion bay.

Q: How many online titles will be offered at launch? For the rest of the year?

A: In addition to NFL GameDay other highly anticipated online titles available for PlayStation 2 at launch include:

  • SOCOM: US Navy SEALs is a multiplayer (online) game that takes advantage of exciting new tools, like voice commands using a USB headset.
  • Twisted Metal:Black ONLINE – A perfect example of how online gameplay creates a new world of infinite possibilities, the action in Twisted Metal:Black ONLINE heats up with a more dynamic environment that's dependent on the interaction of multiple live players from across the nation. With up to eight players utilizing a broadband connection, or two players using an analog connection, gamers will enjoy four game modes, including Death Match, Last Man Standing, Man Hunt and Collector.
  • Madden NFL 2003 from EA Sports – Exclusively for PlayStation 2, Madden NFL 2003 online, from Electronic Arts, features an online lobby where gamers can meet, greet and chat, as well as download current player rosters throughout the NFL season; friends can also challenge one another coast-to-coast in one of the most competitive football videogames available.
  • SEGA Sports NFL 2K3 from Sega of America – Compete head-to-head with other online players with Sega's NFL 2K3, that offers ESPN broadcast presentation, new franchise modes, improved play calling, award-winning play-by-play commentary, highly detailed player models, redesigned 3D stadiums, and more.

  • SOCOM: U.S. Navy SEALs from Sony Computer Entertainment America
  • Twisted Metal:Black ONLINE from Sony Computer Entertainment America
  • ATV Offroad Fury 2 from Sony Computer Entertainment America
  • NFL GameDay 2003 from Sony Computer Entertainment America
  • My Street from Sony Computer Entertainment America
  • Frequency 2 from Sony Computer Entertainment America
  • Madden NFL 2003 from EA Sports
  • NBA Live 2003 from EA Sports
  • Tribes Aerial Assault from Sierra Entertainment
  • Tony Hawk's Pro Skater 4 from Activision
  • SEGA Sports NFL 2K3 from Sega of America
  • SEGA Sports NBA 2K3 from Sega of America
  • SEGA Sports NCAA College Basketball from Sega of America
  • automodellista from Capcom

Q: How does the player get online? What is the experience like?

A: When the Network Adaptor is first installed, the player will insert the Start-Up Disc and use it to setup their ISP settings. These settings are stored to the memory card, and will never need to be entered again.

Each PlayStation 2 game will have a unique online experience, which is tuned to the particular needs of the game. All games that have an online component will setup network access automatically, so you won't have to enter your ISP settings over and over. Most games will support a player lobby, where you can chat with or taunt your friends and initiate new multiplayer games. In-game instant messaging can be supported, as well as voice chat. There are many other new and innovative features available in games for PlayStation 2; the particular features in any game will depend purely on the ingenuity and imagination of the development team that created it.

Q: Is there really a point to playing online if you don't have broadband?

A: Sony Computer Entertainment America recognizes that the vast majority of Internet users in North America access the network via analog modem; therefore, support for modem users is paramount. In the PC online gaming world, players have used analog modems for years. The idea that analog modems will somehow result in a poor gameplaying experience is a fallacy—if that was so, PC online gaming would never have become popular!

Q: Do you really think gamers will take advantage of analog access for gaming? Why not wait until players are ready?

A: The PlayStation 2 allows players to control their own gaming environment. Our online strategy remains true to this premise by giving players the option to choose the experience that's best for them, including deciding whether to experience analog or broadband gameplay. With analog Internet access the predominant choice in North America, we strongly expect players will take advantage of this feature, which is not currently offered by competitive consoles. For those that are on analog, it's important to note that the PlayStation 2 Network Adaptor is a hybrid adaptor, so players can use it today with their analog connections and tomorrow when they upgrade to broadband.

Q: Is online gaming the killer app for broadband?

A: Online gaming will make consumers comfortable with using something other than the PC to connect to the Internet. Broadband use will help make the vision of the centralized entertainment hub a reality.

Q: How many Network Adaptors will be shipped? Is that enough production to meet consumer demand?

A: Sony Computer Entertainment America is certainly happy to manufacture as many Network Adaptors as the market requires! Seriously though, we have doubled the number of Network Adaptors we originally planned to bring to the market on day one, due to extraordinary demand from retailers. Sony Computer Entertainment America will initially ship 400,000 Network Adaptors this calendar year and expects to ship 500,000 Network Adaptors by March 31, 2003. We do feel, however, that demand might outstrip supply in the short term.

Q: What retailers are carrying the Network Adaptor?

A: The Network Adaptor will be available on all Sony Computer Entertainment America traditional channel outlets as well as online.

Q: How much will the Network Adaptor cost consumers? What does the consumer get for the price?

A: The PlayStation 2 Network Adaptor will retail for $39.99. The package includes the Network Adaptor (which offers both analog and broadband connectivity options), a mail-in voucher for a free copy of Twisted Metal: Black Online, and the Start-Up Disc. The Start-Up Disc is initially used to enter your ISP settings, and also contains playable demos of Madden NFL 2003 and Frequency, video demos of ATV Offroad Fury 2, Tony Hawk Pro Skater 4, Tribes Aerial Assault, and a bonus video.

Q: What is the cost to consumers for online gameplay?

A: Sony Computer Entertainment America does not charge a subscription fee to access its first party online games. However, with the open model we have adopted, it is up to each individual publisher as to whether or not they want to charge a subscription fee. We are not charging an additional fee for peer-to-peer games.

The initial cost to get started is $39.99 for the Network Adaptor, which supports analog or broadband connections, plus the cost to access an in home ISP through your standard ISP. PlayStation 2 online games can be purchased where offline games are sold and retail price will vary by title. Unlike our competitors, we believe peer-to-peer online gaming should be free to play after the consumer purchases the title.

Q: Isn't it cheaper to play online games with Xbox since the access is built into the console?

A: Unlike Xbox, Sony Computer Entertainment America does not charge a subscription or membership fee to access online games or the gaming service. The only initial cost incurred by the customer is the price of the PlayStation 2 ($199 MSRP), Network Adaptor ($39.99 MSRP) and Memory Card (8MB) (for PlayStation 2) ($24.99 MSRP). Best of all, since the Network Adaptor works with both analog and broadband Internet access, players can select the Internet Service Provider that's best for them, without being forced to pay costly access charges for broadband connections. With PlayStation 2, developers are free to set their own pricing for accessing online games, but nearly all of them have chosen to keep their games free of online charges.

Q: Can the PlayStation 2 Network Adaptor be used with any Internet Service Provider? It is possible to play friends who are on another Internet Service Provider?

A: The PlayStation 2 Network Adaptor is compatible with virtually every Internet Service Provider. Our open model is all about options for consumers. As a member of the PlayStation 2 online world, players will be able to compete with friends who are also online with their PlayStation 2, regardless of their Internet Service Provider or connectivity option.

Q: Are there any types of games for which online functionality doesn't make sense?

A: Any game that you can imagine playing with your friends would benefit from an online component. Even most single-player titles could make use of online functionality to allow you to upload or download new levels, characters, or music. Adding online functionality to a game opens up the possibility of interacting with all the other players of the title; what developer wouldn't want to take advantage of that?

Q: How secure is online gaming? What steps has Sony taken to make this a secure environment?

A: Security is a fundamental component of the online PlayStation 2 experience. Sony Computer Entertainment America has implemented several strong security layers that work in harmony to thwart online game cheaters and hackers. We also have a secure digital rights management system that will ensure your version of the online game is authentic.

Q: How does Sony Computer Entertainment America's approach to online gaming and third-party development compare to Microsoft's?

A: Sony Computer Entertainment America believes firmly in free-market principles. Players should have the right to use whichever ISP gives them the best deal, and developers should be free to use whatever tools and technologies they desire. We don't seek to impose limitations on our players or our developers; we choose instead to empower them both with information and resources. By doing so, our players can choose analog or broadband, from the ISP of their choice; and our developers can intelligently choose the features they want to include in their games.

The strength of the Internet is that it is not governed by any one monolithic corporation, and does not force any one particular way of doing things. We believe in the strength of the free market, and the diversity and innovation which that engenders.

Q: What are the benefits of Sony Computer Entertainment America's open strategy?  Why is it better than Microsoft's?

A: See above question/answer!

Q: Is anybody really going to be playing online games this year?

A: Of course! We have 13 online PlayStation 2 titles rolling out this year, with many more to come in 2003. Online functionality is proving to be the key differentiator between games of the same genre. Sports titles in particular are moving online more quickly than any other genre. Which would you rather play: a hockey title that you can play by yourself at home, or a hockey title that also tears down the walls and lets you talk smack to your friends as you school them, no matter where they live?

Q: Peripherals traditionally don't sell well. Why are you developing a peripheral versus built-in capability for online access?

A: We believe that online multiplay is a feature that makes games more fun, plain and simple. Sony Computer Entertainment America is encouraging its developers to bring their games online in order to make more compelling experiences for players. In a year, we expect that those games which hit the shelves without an online component will be perceived by PlayStation 2 players as lacking.

Developer Relations:

Q: How many developers/publishers have signed on to develop online games? Who are they?

A: We are continually communicating with our developers and publishers about the possibilities of creating online-enabled PlayStation 2 games. As most game developers are also gameplayers, they see the value in adding online features to their products. PC titles such as Counter-Strike and Medal of Honor: Allied Assault illustrate the successes that can be found from putting your games online. Over the next few months you will see many PlayStation 2 titles which benefit from including online features; many of the first titles will be those which lie in particularly competitive genres. Electronic Arts, Sierra Entertainment, Activision, Sega of America and Capcom have already signed on.

Q: What incentive do developers have to design online games?

A: The most significant incentive to developers is that ultimately, games with online features will provide an enhanced experience and sell more copies as a result. Titles in particularly competitive genres, such as sports games, will go online quickly in an effort to out-sell other, similar titles. For titles in less competitive genres, Sony Computer Entertainment America has created an online development fund that it is using to encourage the creation of innovative, exclusive online products for the PlayStation 2.

Q: How do developers make money from online gaming?

A: As part of Sony Computer Entertainment America's open model, developers will set their own pricing structures for online games. However, most developers have chosen to make their games free for play online, and they will recoup their development costs and increase their sales through the implementation of innovative online features.

Q: What is the benefit to developers for designing online games for the PlayStation 2?

A: What does a game developer want most, but to create a game that their players love? By including online features in their PlayStation 2 title, they enhance the play experience for their consumers, and they increase the longevity of their title. By adding online capabilities, game developers open up their game to the entire community of players. Certain games may choose to encourage user-created levels, characters, and game mods, which bring the players into the community of game developers and encourages all players to participate in the development of the title. In the short term, inclusion of online features will set a game apart from the other games of the same genre; you will notice, for example, how quickly many of the sports titles (the most competitive genre) have moved to incorporate online functionality!

Q: How does a developer design a game for online play when they've already begun developing a solely offline game?

A: If a developer is working on a game that already has a strong multiplayer component, it's fairly straight-forward to add the online component. Games which already have LAN or iLink multiplayer support are even easier to add online support to. Sony Computer Entertainment America provides a full suite of network libraries to enable our developers to quickly move their titles online. We also work with many third-party middleware providers that create specialized tools and libraries which many of our developers choose to use.

Q: Do developers have to use the Sony Computer Entertainment America online code in their games?

A: There are a variety of tools and libraries which PlayStation 2 developers can use to create online titles. Sony Computer Entertainment America provides a full-featured online kit freely to our PlayStation 2 developers which includes client-server and peer-to-peer capabilities, instant messaging, clans, tournaments, lobby and chat features. Developers are not required to use our libraries, however; they also may choose from one of our many middleware providers who offer alternative tools, libraries, and server hosting.

Q: Will Sony Computer Entertainment America charge developers royalty fees or take a percentage of profits? If Sony Computer Entertainment America doesn't derive revenues or fees from third party titles then how does Sony make money on online gaming?

A: Sony Computer Entertainment America currently has no subscription model for peer-to-peer online gaming, and will not charge developers any additional fee for their online titles. If a company does not charge for peer-to-peer gameplay we will not charge a royalty. If a company is not making an revenue from peer-to-peer gameplay, Sony Computer Entertainment America will receive no royalty.

Whenever a PlayStation 2 game is purchased, Sony Computer Entertainment America gets a small royalty. The enhanced playing experience which online capability adds to games will increase their value and resultant sell-through. Thus, Sony Computer Entertainment America may make additional revenue through the implementation of online features.

Q: It seems as though developers are still undecided in taking the leap with you into online development. Why are they hesitant?

A: We've been educating our developers in what it takes to bring their titles online. Since console developers have had nearly no experience creating online games, there is some ramp-up time required. Sony Computer Entertainment America itself has spent significant time learning about the Internet and what the PlayStation 2 titles that choose to utilize it will require. We are helping our developers through this same process so that their titles will create amazing experiences for their players.

Q: An open system is a costly proposition for developers, how will smaller shops compete?

A: Sony Computer Entertainment America provides a full suite of online software to all of its developers, for free. We don't seek to force all of our developers to create their own online software; rather, we are deliberately avoiding shackling them to a particular technology. Developers are free to use the software we provide, or work with one of our numerous middleware providers who sell software and services to all PlayStation 2 developers. The cost to create an online title results more from the education of the developer, and the extra time taken for pre-production and design work, than the sheer dollars to create the online components themselves.

Q: What are developers planning for the future, including PlayStation 2 Linux and future game functionality?

A: There are certainly many possibilities for PlayStation 2 online. We foresee a future in which streaming movies, streaming music, and video and voice chat are possible. Developers could use the PlayStation 2 hard drive to allow you to download new levels and characters for their games, or to just record your favorite TV programs. The strength of the PlayStation 2 platform comes purely from our incredible developers. We expect that we will see many exciting innovations from them that we never expected.

Q: Last year you announced your alliance with AOL for online game development. What is the status of that relationship?

A: The first manifestation of our AOL relationship is the ability for all AOL customers to play PlayStation 2 games over their AOL connection. The relationship between Sony Computer Entertainment America and AOL continues to grow, and AOL has many interesting technologies; many of these may find their way into PlayStation 2 games in the near future.

Future PS2 Questions

Q: What is the future of PS2? What is the future of PS2 Online?

A: The PlayStation 2 continues to evolve and grow, and so will the PlayStation 2 online. One of the recent evolutions is Linux (for PlayStation 2), a package that includes a USB keyboard, USB mouse, ethernet adaptor, hard drive, monitor cable, and Linux distribution. This enables aspiring game developers to learn how to program the PlayStation 2 platform, or to simply conduct experiments of new game technologies and game design techniques. We are looking forward to seeing what innovations come from this community. The Linux (for PlayStation 2) community has a very prosperous website where you can see some of their plans, at www.playstation2-linux.com.

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