
Sony Computer Entertainment America CEO Jack Tretton
To gather some additional insights into the thinking behind the PS3's just-announced $100 price cut and the current state of the Playstation business, we spoke by phone last Friday with Sony Computer Entertainment America chief Jack Tretton. Though his 21-year career in the videogame industry has included stints at Activision and JVC, Tretton's 12-year stretch at SCEA--rising from director of sales to president and CEO--has made him one of the most visible public faces of the Playstation brand. Our conversation began with the vacationing Tretton gently ribbing the Level Up staff about its signature tool, the iGo Stowaway Ultra-Slim Bluetooth Keyboard. Read on.
Have you got out your magic keyboard? [Laughs.]
Well, no, I'm using my PC's keyboard.
I thought maybe you were so into that, that maybe you use that 24/7.
No, no. [Laughs.] I take a break from
it when I'm not in the field. Thanks for taking the time to speak with
me--I know you're on vacation.
Yeah. My pleasure. This beautiful E3 event being planned the week after
the busiest vacation week in the country is another thing that I'll
have to thank them for. But money never sleeps.
Exactly. Let's just jump right in.
Sure.
For the first PlayStation, SCEA cut the price by $100 eight months
after launch. With PS2, however, SCEA was able to hold at its original
price for 19 months. Now with PS3, you're cutting the price just seven
months after its launch. You and I spoke extensively before, during and
after launch about the value proposition that the PS3 represented:
Cell, Blu-Ray, the built in hard drive and backwards compatibility. Why
do you think that the perceived value of PS3 was unable to overcome the
high launch prices?
Well, the value message is one that is extremely easy to appreciate
once you understand it. I think the challenge is providing that
education to consumers in a typical retail venue. There's so much for
them to absorb before they can appreciate the value, that it's more of
a challenge than we faced in previous generations.
So, in a little more plain English,
what do you mean exactly by that? What were some of the specific
challenges, and what were the plans to overcome them?
I'll try to address it, and I'll try to do it in fairly short order,
but if I don't get where you want to go, please ask me again. When we
talked about the original PlayStation to consumers, you're talking
about a great gaming experience; CD-based technology; and oh, by the
way, it also plays audio CDs. Once you digest that, what you see is
what you get. In the case of the PlayStation 2, you had backwards
compatibility factored in there, and you had DVD playback, which was
certainly of great value, but again, a fairly simple message to
understand. But when you're talking about Playstation 3, you've got the
Blu-Ray movie player, which is obviously a new technology and something
that people haven't fully grasped yet, although I think it's making
great progress in the last six or seven months since Playstation 3's
advent. You've got the hard disk drive built in with every device and
the benefits that brings; but that's not something that consumers have
ever had in a gaming system before, built in. You've got the
implications of what the Blu-Ray drive does for gaming and the 50 of
storage capacity. And last, but clearly not least, you've got all the
downloadable content implications that the device gives you in terms of
music, video, digital pictures.
These are things that I think people are fairly familiar with in a PC,
but not necessarily familiar with and appreciative of in a gaming
device. Like I said, if you digest all that, that's a tremendous value
at $599. But if you look at it as just a gaming machine, it's a very
expensive gaming machine.
One of your main competitors,
Microsoft has a number of the same features, but not all, in the Xbox
360. You don't think that the messaging that they put out would have
primed the hardcore gamer to understand the PS3's potential value? At
this point, I'm not sure what the total is for North America, but I
believe that for this year, according to NPD, you guys have sold around
667,000 units, in addition to what was sold last year following the launch. So
presumably, you're still talking to the early adopter and the hardcore
gamer, who I think has the ability to understand this stuff. Then
you've got Microsoft, which was already on the market with a lot of the
same messaging. They didn't have a next-gen DVD drive built in, but
they have downloads; the 360 SKUs that are really selling are the ones
that have hard drives in them; it does video; it does pictures, etc. So
I'm still not sure about how much of the reluctance from consumers
stems from complexity of the message versus the price.
What we've heard in a lot of the consumer feedback--and you read all
the blogs and the postings--when you're talking about future technology
and really putting everything in the box that people need for the next
ten years, you've got a significant percentage of the population that
doesn't realize they need it. In the Microsoft play, when you realize
it, you need to spend more and more money and you ultimately look back
and go "My god, I spent all this money, I've got all these disparate
parts that I have to piece together," and you end up cobbling together
a next generation machine over time. We're trying to tell consumers,
"This is the ultimate device. This is what you're going to need not
only today, but in the future." Getting people to appreciate that and
agree with that in large numbers is a challenge, given the price point.
The degree of satisfaction among the consumers who have purchased the
machine is through the roof. I don't think we could be happier. But
there's no question that pricing has been probably our main obstacle
since the introduction of the machine.
What is the split going to be between the 60 gigabyte and the 80 gigabyte models--
In terms of sales or supply?
Supply.
In terms of supply, I think we'll have aggressive supplies of both. We
made a much more calculated bet as to what consumer demand would be
when we initially came out with the Playstation 3, between the 20 gig
and the 60 gig, because we had gotten a lot of retailer feedback. In
this instance, we're going to kind of going to go in with a pretty
robust supply of both and let the consumer decide, and then we'll adapt
supplies accordingly. So I would say it's probably from a supply
standpoint equal, initially, and then we'll adjust based on consumer
demand, and we'll adjust production beyond that.
Now getting to the specifics of the
new price point, and looking at this versus 360. Microsoft still has
the price advantage. Microsoft currently appear to have the technical
advantage, in that multiplatform games either look better or are more
fully featured on Xbox 360. They've taken the third-party advantage
away from Sony by getting games Grand Theft Auto IV day-and-date with
exclusive content; they've got BioShock; Splinter Cell; it's gotten to
the point now where a Japanese company like Namco has far more 360
exclusives announced than
PS3 exclusives. And for this holiday, at least, Microsoft appears to
have the first-party advantage, with Halo 3 and new IP Mass Effect. So
as I see it, the only advantages Playstation seems to have right now
are its brand name and Blu-Ray, but that's still offset by the high
launch prices and the slow adoption of HD media formats. So given all
of these factors, how can a mere $100 price cut from $599 to $499—the
same price as the discontinued 20 gig model—be enough to get the PS3
back on track?
The simple answer for us is that we feel that the technology is clearly
the long-term winner and that consumers will ultimately agree with us.
We've always looked at our products in ten-year product life cycles,
and I think that consumers that have purchased competitive products
have come away disappointed when the machine's no longer existed after
five years. We've got a lot of history behind us. Anybody that's
familiar with the technology would have to agree that the Playstation 3
is clearly the device with the most horsepower under the hood.
In terms of software, we feel extremely good about the fact we've got
the largest development studios in the world--bigger than Microsoft and
Nintendo combined--with our internal group. We've got 15 exclusive
titles this year alone coming to Playstation 3. And I think you'll see
at E3 a host of exclusives coming from the third parties as well. The
other thing we've got to be clear on is that we're in the first year of
our product life cycle. If you look at the first year of any platform
out there, it takes a bit of time for the software library to build up,
for the third party support to get where you want it, and with 100
titles coming for Playstation 3 between now and the end of the year,
between first and third party, we feel that we'll be in great shape in
year one of our product launch, and we'll stack up our software
library, the quality of our machine and the price of our machine
against anybody's. I don't think you can be oblivious to competition,
but looking at how our competition is doing and what challenges they
have as compared to what assets we have, going forth we feel extremely
good about our competitive position.
You're busy enough minding your own
knitting, but you obviously do competitive analysis. From the research
you've been gathering, at what point did it become clear to the folks
at SCEA that there were some design or manufacturing problems with the
360?
With the 360?
Yeah.
Well,
anybody that spends time talking to retailers or keeping an eye on the
consumer pulse starts to get word that there's a bit of smoke out
there, and then ultimately there's a fire. We've been aware of it for
the better part of this year. Coming out of the holidays is when we
first started to hear about it in a fairly high degree of detail, and
it's gotten to a loud shout right now.
Can
I get you to tempt Murphy's Law and talk about the PS3? Of all of the
criticisms that you've gotten on the PS3--price, software selection and
things like that--there haven't been any substantial complaints about
the hardware itself.
That's the thing that we're
extremely proud of. The hardware is a tremendous device. It was a
little late to market; we had production issues going into it, but I
think consumers are seeing now that that time and those challenges we
faced led to a very reliable product. We've always had a high degree of
quality on Sony brands and on Playstation products, and Playstation 3
is actually at the absolute peak. We have the lowest deficiency rate,
or defective rate on the Playstation 3 of any of the devices we've ever
released. So while it might have been frustrating with the timing and
the manufacturing process, the end result is a great, great product.
There's certainly indications that if products get rushed to market,
you might end up paying for it down the road.
How much do you see the Wii having impacted the slow ramp of PS3 to date?
Every
generation of hardware is different. If we had no competition, it would
still be a different situation for us, because the PlayStation 2 is so
viable. For the first time in industry history, you have two viable
portable formats that are competing for consumer dollars. PlayStation
Portable has obviously generated millions of dollars that are coming
out of consumers' wallets at some expense. The PlayStation 2 is as
relevant as it's ever been; we'll sell 10 million of PlayStation 2s
worldwide this year, and those are obviously going to consumers that
are considering it their new gaming device at the expense of one of
other three machines. So in addition to having competition at various
price points and technical configurations from outside companies, we've
got two of our own devices that are competing for consumer dollars.
That's a very different scenario that you had in previous generations,
where you had two or three consoles, one portable machine--end of
story. There's a lot more competing for consumer dollars in this space,
but the overall dollars are bigger. The overall industry is better off
for it, but it's difficult for one machine alone to be as dominant as
machines like PlayStation and PlayStation 2 have been in the past.
On
the PS2 front, since it's the closest in price to the Wii, and, except
for the motion controller, its specs are not that dissimilar--are there
any plans that you have to make the PS2 even more of a competitor to the
Wii, or do you feel that you're already locked and loaded on your PS2
strategy for the rest of the year?
Well, I certainly
wouldn't rule out innovation. We've seen some attempts--not necessarily
from Sony, but from third party publishers--to come up with devices
that enhance the PlayStation 2 playability. But I think our biggest
asset has carried us for the last seven years and that's the software
library. The most amazing thing about the PlayStation 2, beyond the
fact that that technology is available for $129 is that there's over
160 new games coming out for PlayStation 2 this year, in the seventh
year of the product's life cycle. The fact that you have games like God
of War II, which shipped in March and has already sold over 2 million
units, is really a testament to the technology. That's probably our
biggest asset, and we're of the mind that if it isn't broken, don't fix
it. What has carried you for the last seven years should carry you
going forward as well.
Jack, thanks very much for your time. I appreciate it.
Pleasure, N'Gai. I always look forward to talking to you, and hopefully I'll see you next week in L.A.
Absolutely. Best of luck with the show.
All right. Thanks again.