Three Decades of PlayStation: Stories from Industry Veterans

During a special session at EGX in London, a panel of PlayStation veterans, including Chris Deering, David Wilson, Geoff Glendenning, David Ranyard, and Masami Kochi, reminisced about their time at the company. The session, which marked the 30th anniversary of the PlayStation brand, featured a range of fascinating anecdotes about the development and marketing of the consoles. Chris Deering, who headed the PlayStation European business until the launch of the PS3, recalled his early days in the industry and how he became involved with Sony's entry into the console market. Deering believed that the Sony name would lend credibility to the concept of console gaming, which was then seen as downmarket or even criminal in some countries. He also highlighted the importance of the disc format, which allowed for faster game distribution. The UK PlayStation team, led by Geoff Glendenning, focused on making the console appealing to adults by tapping into the club and rave scene of the mid-1990s. They positioned the PlayStation as a cool, edgy brand, and gave away hundreds of consoles to influential people in the hopes of generating word-of-mouth buzz. The team also created an army of ambassadors, including top DJs and other tastemakers, to promote the brand. The marketing efforts paid off, and the PlayStation became a cultural phenomenon. The panel also discussed the launch of the PS2, which was initially met with skepticism by the trade media. However, the console went on to become the best-selling console of all time, thanks in part to innovative games like SingStar and EyeToy. The development of these games involved significant risks, including the high cost of producing hardware, but they ultimately paid off. The panel also touched on the challenges faced by the PS3, including a difficult launch and a higher price point than its competitors. However, the console eventually found its footing, thanks to the release of popular games like the Grand Theft Auto series. The PS4, on the other hand, was seen as a major improvement over its predecessor, with a more developer-friendly architecture and a successful launch. The London Studio, which developed several camera-based games, including SingStar and EyeToy, had to adapt to the changing market and eventually shifted its focus to VR development. Throughout the session, the panelists shared their insights and experiences, providing a unique glimpse into the history of the PlayStation brand and the people who helped shape it.