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Playstation homeps32/14/2024 "It was completely owned by the tech side of the business," Hill explains, recollecting his time as the regional business manager for PlayStation Home in Europe. This couldn't last, of course, and by the time of Sony's 2007 GDC keynote, people such as Daniel Hill had been brought in to hammer out the business rationale for PlayStation Home. It didn't have to justify itself on the basis of revenue back then, and it was regarded very much as a sort of halo project, a distinguisher for PS3, and a way of showing how PlayStation Network could add something to the gamers' experience." So the business side of things, back in those days at least, wasn't that much of a priority. "I guess what was really useful is that it was seen as a project that was just good for PlayStation to be doing. "Having that high level of support and vision for the project certainly helped turn it into something," Peter Edward reflects. Various sources describe the nascent PlayStation Home as Harrison's 'pet project' during this time, and one that apparently received millions of pounds of investment without having to justify its existence on a commercial basis. It's at this point that Phil Harrison became involved in the project, transforming the Hub from an idea without a home to a source of significant investment. It didn't have any marketing budget behind it, it didn't have any commercial structure behind it." Daniel Hill That was the easiest comparison to make, but it wasn't given a reason to exist commercially. "Everyone thought it was a bit like Second Life. And that's where the idea for the Hub came from, which was the original name for what turned into the Home project." "Although that project didn't happen, it was clear that there were some legs in the idea of this sort of hub to meet other gamers. "The idea was that you would come into a pub, a typical east-end pub, and meet up with a group of other likely fellows to decide on quests that you were going to go on, and go off with these people and complete those quests," explains Peter Edward, the senior director for PlayStation Home globally. The planned multiplayer component for this PS2 exclusive was ambitious, to say the least. It began life back in the early 2000's, when development of The Getaway: Black Monday was underway at SCE's London Studio. Users would be able to share their music and video with others via the hi-fi and TV systems in their virtual apartments a Hall of Fame would enable PS3 owners to showcase 3D trophies in curated virtual trophy rooms and a game launching system would let groups of players hop seamlessly from any Home space into a multiplayer session of their favourite game.īut Home's origins go back further than the 2007 Game Developers Conference. Phil Harrison - then the head of Sony's Worldwide Studios - unveiled the platform at GDC 2007 to an enthusiastic crowd, demonstrating gaming, social, and media features unlike anything that had gone before. It's easy to forget that PlayStation Home was once a source of considerable industry excitement. For these people, Home has been little more than a XMB icon that they can't get rid of. They fired up the virtual world platform around the time of its public launch in late 2008, noticed a general lack of things to do, and went back to playing LittleBigPlanet. For many PlayStation 3 owners, their relationship with Home has been brief.
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