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Morpheus 2016 Release - How does Sony successfully launch their VR platform?

RiverKwai

Member
It's not really realistic to hope anyone is going to "make the new minecraft".
I hope you all realize that. That's one of the reasons Microsoft just bought Mojang.

And that's not in any way a slight to Media Molecule or any other dev that gets mentioned in these kinds of comments.
 
They need to have at least one compelling piece of content for each main target group that makes people want to keep using it and want their own version if they demo it. That is by far the most important factor. Sell it as a new medium, with new experiences that don't rely too heavily on established gaming franchises.

The initial hardware also needs to have longevity in mind and let people know it, they can't be coming out with a more accurate version of the controller in 24 months time, that needs to be available at launch and any improvements are firmware focused.

Focus on advertising strategies of older generations which had character to them such as 'Double Life', 'Mental Wealth', 'athletes' and 'mountain'. Basically try and win a award with the advertising that make people have an opinion about them. Don't be afraid to ruffle a few feathers.

They need to get it out into the public during the holiday period showing demos that are public focused that sell the overall concept and when it will be released to drum up anticipation.
 

rjinaz

Member
They need to get demo units in every store. Only way to properly sell VR.

I think they are going to have to take a different approach. Morpheus demo stations in stores really don't work. It's just not healthy.

They need to showcase it, everywhere. Have people on site that can help put the headset on and also clean it after each use, much like they do now at the various events. Heck rent out a bunch of theaters and have people try it there if necessary. They've done it before.
 

Apathy

Member
One way to help it be successful (and a way which won;t occur) is that they need to make Morpheus compatible with PC's.
 
Make it compatible with whatever device wants to talk with it (PC), have a good price, and make it an actual solid well made quality product.

Ez sales
 

truth411

Member
I think they are going to have to take a different approach. Morpheus demo stations in stores really don't work. It's just not healthy.

They need to showcase it, everywhere. Have people on site that can help put the headset on and also clean it after each use, much like they do now at the various events. Heck rent out a bunch of theaters and have people try it there if necessary. They've done it before.

Respectfully disagree, they have to have demos in-store, like MS did with Kinect and also the need to go everywhere promoting it as well. With instor demos they can do something similar to the in-store demos they have of 3d hdtv glasses.
 

Nabbis

Member
Gaming software is king. You can't dress this up like consoles as a multimedia device, people will be looking for that "wow" experience if you want them to drop 250$ on this.
 

Mikey Jr.

Member
It HAS to be PC compatible. It has to.

Having it stuck on PS4 only would cut access to a vast majority of VR experiences.

Sony is has a good advantage wherein they have 2 platforms they have access to, while the other guys have only 1.

Being PS4 only would be a very hard pill for me to swallow.
 
Bundle it with first person version of Gravity Rush + Puke bags.

On more serious note.
- Create lots and lots of hype through E3 and other similar events.
- Ads on TV, movie theaters and other non-gaming related media will be crucial. Those who are really in to games won't need to be convinced much to buy a set anyways.
 
They need to get demo units in every store. Only way to properly sell VR.

I agree. The experience that VR offers can't really be understood until people try it. Proper exposure, in addition to a killer app and reasonable pricing, will ensure that Morpheus sells well
 

kyser73

Member
1. Y'all seem to be forgetting that the DS4 can be used as a substitute Move - it has a gyro in it and that giant LED on the front for positional tracking (a couple of the demos shown during the presentation were using the DS4 instead of the Move) so it wouldn't necessarily be a day one requirement to use the Move.

2. why would Sony want to launch a VR headset into the PC space? PC VR fans are spec junkies, and that 1080p display just won't be enough for them.

3. Why launch a product into a space with at least 2 competitors who have what the market deems higher spec devices? Instead of onto a captive audience which by 2016 will be hovering around or above 40mn users.

4. Emphasise the non-gaming side of it. Have some really gorgeous virtual tours of museums, art galleries, ancient buildings or the solar system. Maybe some VR'd theatre/concerts or classic sporting events. The premise in the OP that this is an add-on peripheral is incorrect. This is a new media platform that uses the PS4 to make it work -the PS4 is the VCR to the Morpheus' TV
 

Zok310

Banned
Turn that Heist demo into a Getaway revival and I'll be good for a while. Success will be reliant upon price, content and competition, as usual. Plus, you still have to convince consumers that they aren't going to look like dickheads while wearing your product.

Launching after the PS4 3rd Christmas, the PS4 will likely be $50-$100 cheaper by mid 2016 as it heads into its 4th christmas.
 
It HAS to be PC compatible. It has to.

Having it stuck on PS4 only would cut access to a vast majority of VR experiences.

Sony is has a good advantage wherein they have 2 platforms they have access to, while the other guys have only 1.

Being PS4 only would be a very hard pill for me to swallow.

People keep posting this, but how exactly do you expect Sony to make money from PC's? If they make it compatible with PC's then they'd have to price the Headset with a comfortable profit margin. Probably pricing it out of the market for a large percentage of gamers. Making it compatible with PC's offers Sony Zero advantages. How ever just keeping it on the PS4 and treating it as a new platform, They can price the head set at or near cost and make up the money on software sells.
 

Phamit

Member
People keep posting this, but how exactly do you expect Sony to make money from PC's? If they make it compatible with PC's then they'd have to price the Headset with a comfortable profit margin. Probably pricing it out of the market for a large percentage of gamers. Making it compatible with PC's offers Sony Zero advantages. How ever just keeping it on the PS4 and treating it as a new platform, They can price the head set at or near cost and make up the money on software sells.

PC with the ps4 as console would consider it. or the pc player could buy a ps4 down the line because they have the sony headset

As primary PC player I won't buy two VR Headsets and PC probably think the is the better platform for VR
 

Usobuko

Banned
As primary PC player I won't buy two VR Headsets and I think the PC is the better platform VR

I won't mind buying 2 if software support are different for each platform. That means, yes, in generally, I need Sony to come up with a killer app.
 

Freeman

Banned
After seeing Valve solution for tracking I think Sony should reevaluate their own tracking solution, inside out makes much more sense both for the controllers and for the headset.

PC support. This guarantees that developers will keep Morpheus in mind when making their games for VR, making it much easier for them to show up as PS4 games.

Get the price of the PS4 to $299 by then end of 2015. Morpheus with 2 Move controllers and a camera should be no more than 249$ ideally it would be 199$ (I'll be willing to pay more if it has good support for PC). A 500$ bundle would with the PS4 would do great.

All the demos they are making should be bundled with Morpheus(The Deep,London Heist, Louge, The Castle, the one with the Playroom robots, etc).

They should had at least one or two big games that are exclusive for PS4 VR.

They should have a theater mode for watching any content on a virtual 2D screen.
 

Illucio

Banned
All I have to say is that if Playstation wants Morpheus to be a success they need to release their product before Oculus Rift comes out, $200 price point for the headset alone (profit off software and move controller/ps eye sales.)

$300 Bundle with a headset, camera, controller and game would be idea. $200 for people with all that chizz already.
 

Mikey Jr.

Member
People keep posting this, but how exactly do you expect Sony to make money from PC's? If they make it compatible with PC's then they'd have to price the Headset with a comfortable profit margin. Probably pricing it out of the market for a large percentage of gamers. Making it compatible with PC's offers Sony Zero advantages. How ever just keeping it on the PS4 and treating it as a new platform, They can price the head set at or near cost and make up the money on software sells.

Honestly, I wouldn't buy it if it was ps4 only. I'll tell you that right now, business decisions aside.

If I got an oculas rift right now, I have access to 500+ games/demos/prototypes on pc.

If I got Morpheus, I have to pray that Devs make games for it. If Morpheus peters out (and that is completely within the realm of possibility), then what am I left with?

The rift or vive thing may be more expensive, but you have something that is a much more safer purchase. Because if this vr thing is a fad, 10 years later I'm sure I'll still be playing stuff that a few dudes made in their basement.

I got burned on the move and on 3d gaming.

I'm not falling for that again.
 
PC with the ps4 as console would consider it. or the pc player could buy a ps4 down the line because they have the sony headset

As primary PC player I won't buy two VR Headsets and PC probably think the is the better platform for VR

Again Sony need to make it's Morpheus money from Software. That means pricing it as low as they can and building a VR platform and ecosystem on PS4. They'd be completely foolish to chase after the small percentage of crossover gamers like you and I. Believe me I know where you're coming from I'll probably end up buying a Morpheus and a Rift. I'd rather only have to by one but I'm not going to knock Sony for trying to build their own VR platform on PS4.

They only way I see Morpheus coming to PC is if Sony sells some sort of PC converter kit and software. That allow the PS4 Eye, Morpheus and Move to work on the PC. That way they can make a profit on a headset to try and make up for not being able to sell that person software.
 

Freeman

Banned
All I have to say is that if Playstation wants Morpheus to be a success they need to release their product before Oculus Rift comes out, $200 price point for the headset alone (profit off software and move controller/ps eye sales.)

$300 Bundle with a headset, camera, controller and game would be idea. $200 for people with all that chizz already.
I think that if anyone can take their time its Sony, they have no direct competition in their platform, all they need is to make sure they do it right in the first time. Letting Valve and OR get to market a little earlier might be good for Sony, they can avoid whatever mistakes the others make and they'll benefit from the buzz generated by them.
 
Honestly, I wouldn't buy it if it was ps4 only. I'll tell you that right now, business decisions aside.

If I got an oculas rift right now, I have access to 500+ games/demos/prototypes on pc.
.

I think that is a totally fair and understandable position for you to take. But I also think is understandable for Sony to concentrating its efforts on selling Morpheus to the 30 plus million PlayStation 4 owners in 2016 then the smaller percentage of gamers like you and me that have both a PS4 and a Beefy PC. particularly when they don't stand to make any money from the PC platform.
 

Dodecagon

works for a research lab making 6 figures
They need to get demo units in every store. Only way to properly sell VR.
dermnet_rf_photo_of_lice_in_hair.jpg
 

wapplew

Member
Need 20 more internal studios to support that thing.
Also, content size, length, budget, price point all need to figure out. To me, VR is more like a new format of entertainment than gaming alone.

They can make more passive content like bite size VR tour, VR movie etc for casual. How much you willing to pay for high quality 15 minutes Jurassic park tour?
 

Trogdor1123

Member
Why do you guys think it will be so cheap? Has someone done a breakdown on what the tech actually costs? I think 299 is the lowest it will, likely much higher, but I admittedly have no idea how much the costs to make it actually are.
 
Why do you guys think it will be so cheap? Has someone done a breakdown on what the tech actually costs? I think 299 is the lowest it will, likely much higher, but I admittedly have no idea how much the costs to make it actually are.

There is nothing particularly expensive in Morpheus. The screen and the optics are most likely the things the coast the most. I expect Sony could sell the Headset alone at about $200. That would be at a small, razor thin profit margin.
 

AlucardGV

Banned
i don't think they can make it pc compatible, it even need the ps4 camera to work.
now that the "hype" has deflated i'm actually thinking if i really want it. ps4 looks already struggling to manage the vr (downgrading graphics, reprojecting frames) and looking at the Move i can't really say that i'm confident about optional devices support by third parties, even more when they are almost focused on first person games.
i guess it's all about the launch lineup, i'll bite if i see something interesting that it's not wiisports kind of games or FPS...
 
i don't think they can make it pc compatible, it even need the ps4 camera to work.
now that the "hype" has deflated i'm actually thinking if i really want it. ps4 looks already struggling to manage the vr (downgrading graphics, reprojecting frames) and looking at the Move i can't really say that i'm confident about optional devices support by third parties, even more when they are almost focused on first person games.
i guess it's all about the launch lineup, i'll bite if i see something interesting that it's not wiisports kind of games or FPS...

I think people are really missing the point when thy talk about "downgrading graphics" Believable and immersive VR can be achieved with simple flat shaded polygons. Frame rate and motion tracking are far more important. Graphics is the last thing people should be worried about when it comes to VR experiences on PS4.
 

Crayten

Banned
I dont want to bomb the party here but..

yWKh9Lb.png


I just cant see that actually happen from a realtistic point of view. Some people even talking about AAA Title here for a very high risk projekt.
 
I dont want to bomb the party here but..

yWKh9Lb.png


I just cant see that actually happen from a realtistic point of view. Some people even talking about AAA Title here for a very high risk projekt.

I don't think this surprises anyone. Most people including Sony stated that the tough sell is Big Studios. This is why they are wooing indies. AAA studios are followers, and Sony don't want tacked on Morpheus, they want ground up.
 

Dodecagon

works for a research lab making 6 figures
Damn, VR "Sports" would be great for launch

First realese a move controller with force feedback

Then feature games where the environment is a major draw of the Activity:

Skiing,
Golf,
Spear Fishing,
Hunting
 

msdstc

Incredibly Naive
I dont want to bomb the party here but..

yWKh9Lb.png


I just cant see that actually happen from a realtistic point of view. Some people even talking about AAA Title here for a very high risk projekt.

I don't think this surprises anyone. Most people including Sony stated that the tough saell is Big Studios. This is why they are wooing indies. AAA studios are followers, and Sony don't want tacked on Morpheus, they want ground up.

This is why I've said they should allow it to be used on PC, it would allow for a higher adoption rate.
 

kyser73

Member
I dont want to bomb the party here but..

yWKh9Lb.png


I just cant see that actually happen from a realtistic point of view. Some people even talking about AAA Title here for a very high risk projekt.

And yet there's been a thread with at least one Unity-based indie dev praising how easy and efficient it was to get his OR game ported to PS4/Morpheus from PC. IIRC UE4 also offers direct support for Morpheus development, so this guy is speaking solely from the perspective of a big publisher with their own engine/dev path etc.

I'm not bothered about AAA, and from comments made by Shu and others at Sony, they aren't expecting any 3rd party AAAs to launch with the product, which is why they're engaging with indies who are already working with the Rift.

Which for my money is a good thing - I reckon there's a better chance of a smaller studio creating something genuinely special and engaging than a big publisher.
 

DavidDesu

Member
They need demo kits far and wide. Promoting this on TV just won't get across what it can do. Get demo kits in shopping malls, supermarkets, obviously larger gaming shops. That would immediately sell VR to many non believers and sceptics, and word of mouth will be incredibly strong.

I really do hope that as well as building completely new VR games that they are leveraging their existing content, where appropriate. Indie games like Journey could work well as it's a very simple game to control and could show off how 3rd person games can work well in VR. Imagine following the character you control as normal but having the ability to look all around and be in that world. Unfinished Swan is absolutely made for VR already and would be breathtaking. It's a great concept already, but in VR would be something else!

The Witness, and No Man's Sky have the potential to show true, long form video game experiences that work great in VR. The slower paced nature of both games and the amount of time spent in a cockpit in NMS is perfect for VR, plus the art styles of both as simple and would really stand out (and be able to perform very well) in VR.

Price. I genuinely think this will be $200, $250 max (£150 to £200 where I'm from). For those sceptical Shuhei Yoshida has already said launching anything over $300 would lead to failure so the upper limit is already set. As for the hardware, it really isn't as complex as it seems. Yes it uses sod the physical housing. Sony will want and will need to get this into people's homes. They'll set at cost or even a slight loss, and if they do it could become Wii-like in popularity so software sales will make it a money spinner for them. Cost it out of people's hands and it'll be a flop.
 

msdstc

Incredibly Naive
And yet there's been a thread with at least one Unity-based indie dev praising how easy and efficient it was to get his OR game ported to PS4/Morpheus from PC. IIRC UE4 also offers direct support for Morpheus development, so this guy is speaking solely from the perspective of a big publisher with their own engine/dev path etc.

I'm not bothered about AAA, and from comments made by Shu and others at Sony, they aren't expecting any 3rd party AAAs to launch with the product, which is why they're engaging with indies who are already working with the Rift.

Which for my money is a good thing - I reckon there's a better chance of a smaller studio creating something genuinely special and engaging than a big publisher.

He's not saying it's hard to work with, he's saying "porting" a game to VR requires a ton of extra power, which is why he said they have to include the disclaimer. On a console, they'd have to basically make an entirely different version of the game. Let's say the game is 30FPS how are they going to make a 60FPS version?
 
I dont want to bomb the party here but..

yWKh9Lb.png


I just cant see that actually happen from a realtistic point of view. Some people even talking about AAA Title here for a very high risk projekt.

I'm not about to give a random blog post of some random guy who works at one random "big" games studio which doesn't happen to be developing for Morpheus right now as any indication of anything.

I don't think anyones really expecting any AAA games from third parties on Morpheus at least at the start.
 
He's not saying it's hard to work with, he's saying "porting" a game to VR requires a ton of extra power, which is why he said they have to include the disclaimer. On a console, they'd have to basically make an entirely different version of the game. Let's say the game is 30FPS how are they going to make a 60FPS version?

Which is why Sony themselves have said that straight porting games from major franchises to VR isn't what's going to work right now. With the truth being that it's not going to happen on PC either (i.e. I'd be completely shocked if Bethesda announced a VR mode for Fallout 4, for example). So yes, Sony won't have that content right off the bat, but contrary to what that dude is implying, no one else is going to, either.
 

kyser73

Member
He's not saying it's hard to work with, he's saying "porting" a game to VR requires a ton of extra power, which is why he said they have to include the disclaimer. On a console, they'd have to basically make an entirely different version of the game. Let's say the game is 30FPS how are they going to make a 60FPS version?

Which is why I said:

this guy is speaking solely from the perspective of a big publisher with their own engine/dev path etc.

They aren't equipped to do it, and because of their nature of having to follow the safest path business wise, they aren't going to invest.

Fine, let Sony put some 1st party teams on it, and let the indies roam free. While it might not result in AC: Morpheus, maybe it'll result in something infinitely more interesting.
 
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