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To: Estephen who wrote (46021)6/25/2000 7:40:00 PM
From: Estephen  Respond to of 93625
 
PlayStation II Blockbuster

Unless Sony self-destructs, its grip on the game console business looks
secure as it begins to roll out its phenomenal new PlayStation II device.
With it Sony hopes to both increase market share and continue its
dominance of the game business. More interesting is the fact that the
machine also bends the rules for game consoles by acting as a
multifunction device, thus impacting other market segments.

Specifications. The machine is impressive. It utilizes a new 128-bit,
292 MHz specialty processor that has 32 megabytes of high-speed
Rambus memory (3.2 gigabytes per second bus speed). The processor
can perform 6.2 gigaflops of floating point operation and transform 66
million polygons a second as it renders 3-D images. It has a built-in
DVD drive, a dedicated graphics synthesizer as well as a dedicated
sound processor that can output 48 channels of 48 Khz DAT sound
quality. There is a provision for a 3.5-inch hard disk subsystem as well
as a provision for full networking. There are two controller ports as well
as two USB ports and a 1394 high-speed port. One add-on called the
Multi-tap Adapter allows the machine to run eight controllers and
players at once.

PlayStation II rolls out in the U.S. on October 26. The company will have
one million units available on that date and will make two more million
machines through March 31, 2001, according to its press
announcement. It's backward-compatible with the PlayStation I, which
has over 800 software titles already.

Home Entertainment. Here are some interesting aspects to the unit.
First of all, Sony (nyse: SNE) has made the device into a home DVD
player (as well as home audio CD player). Selling for $299, this is about
the price you would normally pay for a stand-alone DVD player. The
sales pitch is obvious: "Why buy a DVD player when you can have a
PlayStation II for the same price and get DVD for free!" Makers of
DVD-only players are quickly going to have to lower their prices to $199
or even $150 because game consoles tend to drop in price as production
ramps up. The PlayStation II may actually impact manufacturers of DVD
players more than its normal competitors Sega and Nintendo (adr:
NTDOY) since those two have already been affected. One hope for
conventional DVD makers is to add new features to their players (see
"Interactivity Drives DVD Sales") but this may come too late.

Computer. There is also some evidence that Sony will enter the
computer side of the business with this machine. Adding a keyboard
and mouse to this machine is easy and there has been a lot of talk that
Sony intends to turn this into a general-purpose computer. It's ready for
a hard disk already and its not difficult to add networking. Sony hopes
to use it to move into fee-based online gaming, which has become
increasingly popular with computer users. (See "Microsoft's Game
Plan.")

Downside Risks. Sony seems overly concerned with emulators such as
the Connectix and Bleem! products which allow PlayStation game titles
to run on Macs and Windows machines. (See "Doomed.") This may
expose their rather heavy-handed developer policies which preclude
most developers from cross-developing titles for other platforms. And
Sony's recent court losses in its lawsuit against Connectix may actually
give the green light for Sega and Nintendo to develop emulators for
their individual machines. The marketing fear is that if, say, Sega could
play both Dreamcast and PlayStation games, then people would flock to
that console for its versatility. This would undermine the Sony
marketing strategy.

On the computer side of the equation the risk is more complex. Sony
has a marketing group that has consistently botched attempts to
penetrate mainstream computing despite an array of quality products.
This goes back to the days of 8-bit computing when Sony failed
miserably. More recently the company has received some attention for
its VAIO line of computers and laptops after a rocky start. I recall the
initial VAIO rollout of its desktop line some years back. Sony, at the
time, did not give the mainstream computer press any machines to
even review since it felt that the line of machines was for the general
public and the new buyer. So they reckoned that it was a waste of time
and, in fact, thought it would be a disadvantage to be mixed in with the
Dell Computer (nasdaq: DELL)-IBM (nyse: IBM)-Hewlett-Packard
(nyse: HWP)-Gateway (nyse: GTW) crowd. The company wanted to
stand alone as a paragon of uniqueness. Of course the public wanted
computers that the "experts" used and Sony appeared to be ignored by
the experts. Sales were horrible. Sony's computer side of the business is
still mediocre and indications are that many of these same poorly
performing executives are getting more involved with the PlayStation II.

But Sony has so much momentum as a game console that it may take
years of bad decisions to self-destruct. It achieved most of its lead
thanks to superior PR and superb in-house promotional efforts at both
Sony Computer Entertainment America and its game division, 989
Studios. I have been very impressed with the doggedness of these
operations. And when compared to the rather mediocre PR efforts of
both Nintendo and Sega, you can see why those two brands continue to
fade. For example, while I only occasionally write about this market
segment, Sony's game people have always flooded me with product.
Sega, on the other hand, is anything but aggressive. For example, it
sent reviewers an early version of the Dreamcast over a year ago, but it
was the Japanese version that would not play American titles due to
location-specific codes built into the machine. They never followed up
with a real machine leaving a lot of people with this odd piece of
expensive equipment that was nothing more than decoration.

Right now, only the X-box from Microsoft (nasdaq: MSFT) has a prayer
in this market, but Microsoft has other issues to worry about. Sega and
Nintendo appear finished.

forbes.com