Sony Essay

427 words - 2 pages

2004年2月27日,週五,是一個歡樂的日子,索尼電腦在歐洲是娛樂公司(SCEE)倫敦工作室。前一天晚上,它的遊戲之一 - EyeToy的遊戲 - “技術成果”採取了家裡兩部電影和電視藝術久負盛名的英國學院(BAFTA)頒獎,其中包括備受追捧的雕像菲爾·哈里森,執行副總裁,發展對於SCEE,倡導的理念,導致了三年多的開發和營銷工作,有更多的理由感到自豪。 EyeToy的遊戲已經取得了巨大的商業成功,自2003年7月推出了這一成功促使銷售超過250萬份,在歐洲,索尼2003年11月在北美已經推出的遊戲,銷售50萬冊到今天為止,並在2004年2月日本早期。

雖然這些銷售數字令人印象深刻的任何一場比賽,他們是特別顯著的是獨一無二的產品,這基本上是硬件和軟件的捆綁。硬件是一個攝像機,簡稱為“EyeToy的”,即用戶已插入一個索尼的PlayStation2控制台和放置在他們的電視機的頂部。該軟件,恰當地名為“播放”,包括了一個磁盤上12種的遊戲,用戶插入的PlayStation2的遊戲概念很簡單,但突破性的彙編的;由站在鏡頭前,用戶可以把自己變成遊戲(實際看到顯示在電視機上自己的形象),並與出現在屏幕上移動他們身體的遊戲對象交互 - 無需使用傳統的手持控制器(見圖表1有些印象)。這一概念做了間遊戲開發者和高管飛濺時,首先介紹在一個行業會議,並去了上產生消費者的總線。

然而,哈里森意識到有未來顯著的挑戰。對於一款叫做的Groove,這一直是後續一款叫做玩跳舞遊戲,銷量一直比較令人失望的 - ...view middle of the document...

86億台),在2003年也強於歐洲和日本(見圖表6軟件的銷售統計為美國)。全行業的軟件銷售預計將相當強勁,2004年也是如此。雖然索尼,微軟和任天堂生產的軟件用於他們自己的平台,第三方開發者負責的大部分份額標題和收入。領先的第三方發行商和整體市場的領導者是美國藝電。其他主要的第三方出版商Activision公司,Take-Two公司互動,和THQ。總之,這些出版商帶來了上百款遊戲市場每年。然而,標題只有一小部分所產生的大部分的收入。例如,在美國,2003年,超過80場比賽產生的銷量超過25萬台,銷量超過50萬台,39台遊戲,銷量超過100萬台39控制台遊戲。

隨著遊戲硬件和軟件的普及率增加了,遊戲已經成為一個更加主流的活動。儘管如此,安裝基礎的視頻遊戲設備主要包括在他們十幾歲或20多歲的男性。大多數開發力度依然對傳統的“硬核”遊戲玩家偏斜,未能趕上上具有廣泛的人口。在風格方面,最熱門的單機遊戲是動作(27%),體育(18%),賽馬(16%),角色扮演(9%),戰鬥(7%),家庭娛樂(5%),和射手(5%)。

開發EyeToy
為EyeToy的發展過程中採取了四年。博士理查德·馬克斯,總部設在美國的索尼研發集團的工程師,開創了基本技術,這涉及到尋找一種方法來相機連接至PS2和解釋輸入的視頻信號。 2000年11月,哈里森曾邀請標誌證明他的技術在企業內部產品開發會議上,他主持在倫敦。一位與會者的是羅恩Festejo,誰最終成為一款叫做遊戲的製作人。他回憶說:
這次會議是全面的程序員,設計師和藝術家,最難業內人士討好的。你給他們一個遊戲,他們立刻會去“哦,看,你可以看到質感是不完全正確”,或者“看看他們正在做圖形的方式。”。 。但隨後理查德·馬克斯起身那兒,開始向我們展示了這款相機,他已經連接到一台PlayStation2,他向我們展示了在屏幕上簡單的星號的第一件事。然後,我永遠不會忘記這一點,他站在鏡頭前,提出他的手,並在屏幕上,你可以看到他的手移動的星號的出路。我永遠不會忘記在觀眾的喘息。我有我的首席程序員坐在我旁邊,他看著我,他只是在震動。有女性觀眾,秘書,誰沒有真正進入遊戲,甚至他們被震驚了。每個人都倒吸一口冷氣。

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