1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to text Tuff, a production from I Heart Radio. 2 00:00:12,080 --> 00:00:14,800 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,960 --> 00:00:17,720 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:18,000 --> 00:00:21,360 Speaker 1: and I love all things tech, and it is time 5 00:00:21,400 --> 00:00:24,960 Speaker 1: to continue our dive into the history and evolution of 6 00:00:25,000 --> 00:00:29,680 Speaker 1: the PlayStation line of consoles. In our last episode in 7 00:00:29,720 --> 00:00:33,080 Speaker 1: this series, which was the second one, I talked about 8 00:00:33,120 --> 00:00:36,000 Speaker 1: how the success of the PS one led right into 9 00:00:36,080 --> 00:00:39,920 Speaker 1: the even bigger success of the PS two. This is 10 00:00:39,960 --> 00:00:43,840 Speaker 1: one of those rare cases where the sequel outperforms the original. 11 00:00:44,320 --> 00:00:48,160 Speaker 1: The PlayStation two was a phenomenal success. I also talked 12 00:00:48,159 --> 00:00:51,360 Speaker 1: about how the dual shock controller debut late into the 13 00:00:51,400 --> 00:00:54,320 Speaker 1: life cycle of the PS one, and that the PS 14 00:00:54,360 --> 00:00:58,160 Speaker 1: two version became the real basis for all dual shock 15 00:00:58,280 --> 00:01:02,480 Speaker 1: style controllers moving for word with some exceptions. But I 16 00:01:02,520 --> 00:01:06,280 Speaker 1: didn't spend any time talking about how those controllers actually work, 17 00:01:06,680 --> 00:01:08,800 Speaker 1: so I thought I should give a moment to do 18 00:01:08,840 --> 00:01:10,959 Speaker 1: that before we continue down the path of the history 19 00:01:11,000 --> 00:01:13,280 Speaker 1: of the consoles. Because this is tech stuff, we do 20 00:01:13,400 --> 00:01:17,039 Speaker 1: talk about how tech works. And besides, I like using 21 00:01:17,080 --> 00:01:20,080 Speaker 1: these histories as a way to introduce people to different 22 00:01:20,080 --> 00:01:25,600 Speaker 1: types of technologies. So the original PlayStation one controller did 23 00:01:25,640 --> 00:01:30,399 Speaker 1: not have the analog thumbsticks. It had fourteen buttons, and 24 00:01:30,440 --> 00:01:32,920 Speaker 1: those were the eight that I've already mentioned in the 25 00:01:32,920 --> 00:01:35,759 Speaker 1: previous episode, the four direction buttons on the left side 26 00:01:35,840 --> 00:01:38,280 Speaker 1: and the four action buttons on the right side. Can't 27 00:01:38,280 --> 00:01:40,839 Speaker 1: wait for people to yell at me for calling something 28 00:01:40,880 --> 00:01:45,559 Speaker 1: that was pink red or whatever. But I was looking 29 00:01:45,560 --> 00:01:47,319 Speaker 1: at a really bad photo and I didn't have my 30 00:01:47,319 --> 00:01:49,280 Speaker 1: PlayStation controller in front of me, and this just tells 31 00:01:49,320 --> 00:01:52,800 Speaker 1: you I don't play the PlayStation very much anyway. The 32 00:01:52,840 --> 00:01:56,160 Speaker 1: action that the buttons did all depended on the game. 33 00:01:56,400 --> 00:01:58,919 Speaker 1: Right it might be a jump button or a weapon button, 34 00:01:59,200 --> 00:02:02,560 Speaker 1: or it might have you speak or whatever. In between 35 00:02:02,600 --> 00:02:05,279 Speaker 1: those two banks of buttons are a pair of buttons 36 00:02:05,400 --> 00:02:09,600 Speaker 1: labeled start and select, and typically games would map these 37 00:02:09,639 --> 00:02:13,240 Speaker 1: two functions like pause or an inventory button, or to 38 00:02:13,280 --> 00:02:16,280 Speaker 1: back out of a menu or something similar to that. Then, 39 00:02:16,440 --> 00:02:18,760 Speaker 1: on the back of the controller, or rather on the 40 00:02:18,760 --> 00:02:20,960 Speaker 1: the side of the controller that faces the television. Some 41 00:02:21,000 --> 00:02:24,200 Speaker 1: people call it the front of the controller, um, but anyway, 42 00:02:24,240 --> 00:02:26,520 Speaker 1: it's facing the same way you are toward the TV. 43 00:02:27,240 --> 00:02:29,680 Speaker 1: There are four shoulder buttons, two on the left and 44 00:02:29,680 --> 00:02:33,040 Speaker 1: two on the right, mounted in a top button bottom configuration, 45 00:02:33,480 --> 00:02:38,280 Speaker 1: and under each button inside the controller is a metal disc. 46 00:02:38,800 --> 00:02:42,480 Speaker 1: Pressing on the button means that the button presses against 47 00:02:42,480 --> 00:02:46,880 Speaker 1: the metal disc, which deforms, and a thin conductive strip 48 00:02:46,960 --> 00:02:50,280 Speaker 1: that's mounted above a circuit board inside the controller is 49 00:02:50,320 --> 00:02:53,640 Speaker 1: pushed so that it makes some contact with that circuit board, 50 00:02:53,680 --> 00:02:55,919 Speaker 1: and that acts like an on switch in a regular 51 00:02:55,919 --> 00:02:59,400 Speaker 1: old circuit. It completes a circuit. So when you press 52 00:02:59,480 --> 00:03:02,200 Speaker 1: down on the button, you complete that circuit. You let 53 00:03:02,240 --> 00:03:04,760 Speaker 1: current move through that particular path, and that sends a 54 00:03:04,800 --> 00:03:08,400 Speaker 1: signal to the game system that that specific button has 55 00:03:08,440 --> 00:03:11,840 Speaker 1: been pressed and that the game maps that to whatever 56 00:03:11,919 --> 00:03:16,200 Speaker 1: input it's uh it's it's keyed to, so that your 57 00:03:16,360 --> 00:03:18,960 Speaker 1: character or whatever in the game does whatever it is 58 00:03:19,000 --> 00:03:22,799 Speaker 1: supposed to do. The PS two's dual shock two controllers 59 00:03:23,120 --> 00:03:27,520 Speaker 1: introduced a new feature with those buttons. They were pressure sensitive, 60 00:03:27,680 --> 00:03:29,440 Speaker 1: so it wasn't just that you could push the buttons, 61 00:03:29,639 --> 00:03:32,640 Speaker 1: it was how you push the buttons that would determine 62 00:03:32,800 --> 00:03:36,640 Speaker 1: actions in certain games. So game developers could actually design 63 00:03:36,720 --> 00:03:40,040 Speaker 1: games in which the gameplay would change depending on how 64 00:03:40,080 --> 00:03:42,880 Speaker 1: hard they pressed a button. So a game developer could 65 00:03:42,880 --> 00:03:45,280 Speaker 1: program a game so that if you tapped on a button, 66 00:03:45,360 --> 00:03:47,760 Speaker 1: you might do a little hop in the game, but 67 00:03:47,880 --> 00:03:50,560 Speaker 1: pushing harder on the button would make your character do 68 00:03:50,640 --> 00:03:53,600 Speaker 1: a full jump in the game. Or you could map 69 00:03:53,640 --> 00:03:56,080 Speaker 1: a melee attack buttons so that if you tapped on it, 70 00:03:56,200 --> 00:03:58,760 Speaker 1: you just give a little love tap to somebody, and 71 00:03:58,800 --> 00:04:01,080 Speaker 1: if you held the button down nice and hard, you 72 00:04:01,120 --> 00:04:03,880 Speaker 1: to really wallop them. So how did they do that 73 00:04:04,040 --> 00:04:06,520 Speaker 1: from a tech perspective, Well, it's similar to what I 74 00:04:06,560 --> 00:04:09,880 Speaker 1: already described, except when you push lightly on the button, 75 00:04:10,080 --> 00:04:14,240 Speaker 1: only a small portion of that conductive strip would make 76 00:04:14,360 --> 00:04:17,080 Speaker 1: contact with the circuit would be pressed down and make 77 00:04:17,120 --> 00:04:19,400 Speaker 1: a light point of contact on the circuit. If you 78 00:04:19,440 --> 00:04:23,120 Speaker 1: pressed harder than more of the conductive strip would make 79 00:04:23,160 --> 00:04:26,279 Speaker 1: more of a contact with a circuit board, and the 80 00:04:26,360 --> 00:04:29,640 Speaker 1: change in conductivity gets registered by the PS two. It's 81 00:04:29,680 --> 00:04:33,520 Speaker 1: essentially metering them, it's measuring it. So the PS two 82 00:04:33,560 --> 00:04:36,400 Speaker 1: is looking not just from a for a signal and 83 00:04:36,440 --> 00:04:39,400 Speaker 1: where it's from, but how strong that signal is if 84 00:04:39,440 --> 00:04:41,640 Speaker 1: you can think of it that way and then interprets 85 00:04:41,680 --> 00:04:46,600 Speaker 1: that as the appropriate in game action. Now I should 86 00:04:46,600 --> 00:04:48,920 Speaker 1: add that this is a feature that wouldn't last through 87 00:04:49,000 --> 00:04:53,720 Speaker 1: all dual shock controllers after the dual Shock too, Sony 88 00:04:53,760 --> 00:04:56,440 Speaker 1: would end up dropping this further down the line, and 89 00:04:56,480 --> 00:04:59,600 Speaker 1: that caused some gamers frustration because it meant that if 90 00:04:59,600 --> 00:05:03,680 Speaker 1: they were playing older games on newer consoles. Let's say 91 00:05:03,720 --> 00:05:06,280 Speaker 1: you buy a new console that's got some backwards compatibility 92 00:05:06,279 --> 00:05:09,320 Speaker 1: to it and you want to play an old game 93 00:05:09,400 --> 00:05:12,159 Speaker 1: that had this capability build into it. Well, your current 94 00:05:12,200 --> 00:05:16,479 Speaker 1: controller no longer has that function, so their game is 95 00:05:16,680 --> 00:05:20,320 Speaker 1: somewhat hampered because of it. That's one of the risks 96 00:05:20,720 --> 00:05:24,800 Speaker 1: of including new features in hardware, because further down the line, 97 00:05:24,839 --> 00:05:28,640 Speaker 1: in a future iteration, you might drop that feature and 98 00:05:28,720 --> 00:05:32,800 Speaker 1: you might lose some access to legacy software. This supplies 99 00:05:32,839 --> 00:05:36,760 Speaker 1: not just to video game consoles, to everything really anyway. 100 00:05:37,040 --> 00:05:38,720 Speaker 1: At that point, you could argue that some of those 101 00:05:38,720 --> 00:05:41,120 Speaker 1: games would turn into abandoned ware because you couldn't play 102 00:05:41,200 --> 00:05:45,200 Speaker 1: them properly. Getting back to the controller, the thumbsticks are 103 00:05:45,240 --> 00:05:49,159 Speaker 1: analog and they rely on potentiometers, which in turn are 104 00:05:49,440 --> 00:05:54,360 Speaker 1: variable resistors, and that means that these components create electrical 105 00:05:54,520 --> 00:05:58,120 Speaker 1: resistance in a circuit. And these components are adjustable so 106 00:05:58,160 --> 00:06:01,200 Speaker 1: that you can change the amount of electrical resistance that 107 00:06:01,360 --> 00:06:04,760 Speaker 1: is applied and yeah, if you're like me, a sense 108 00:06:04,800 --> 00:06:07,200 Speaker 1: like that doesn't necessarily clear stuff up right away, So 109 00:06:07,279 --> 00:06:10,800 Speaker 1: let's break it all down. Resistance is what it sounds like. 110 00:06:10,880 --> 00:06:14,640 Speaker 1: It describes how a particular material resists the flow of 111 00:06:14,720 --> 00:06:18,400 Speaker 1: electricity through it. And it's kind of like friction. If 112 00:06:18,440 --> 00:06:20,480 Speaker 1: you think of a surface, like a rough surface, having 113 00:06:20,520 --> 00:06:23,359 Speaker 1: a lot of friction, trying to push something across it 114 00:06:23,400 --> 00:06:26,279 Speaker 1: is really hard. Trying to push something across a very 115 00:06:26,320 --> 00:06:29,240 Speaker 1: smooth surface is much easier. You still have friction, but 116 00:06:29,360 --> 00:06:32,520 Speaker 1: not nearly as much. Well, the same is true with 117 00:06:32,560 --> 00:06:37,200 Speaker 1: electrical conductivity. Conductive materials have some level of electrical resistance. 118 00:06:37,560 --> 00:06:40,160 Speaker 1: Some of them allow electricity to pass through pretty easily 119 00:06:40,560 --> 00:06:45,720 Speaker 1: and some don't. And like friction, typically the byproduct you get, 120 00:06:46,000 --> 00:06:49,039 Speaker 1: you know, because you're losing that energy somehow. Energy cannot 121 00:06:49,040 --> 00:06:52,280 Speaker 1: be created or destroyed, but it can be converted. Instead 122 00:06:52,279 --> 00:06:54,599 Speaker 1: of that being electrical energy, you're losing it in the 123 00:06:54,640 --> 00:06:58,240 Speaker 1: form of heat. So your electronics heat up because they're 124 00:06:58,279 --> 00:07:01,680 Speaker 1: not perfect conductors. And uh so that's that's kind of 125 00:07:01,680 --> 00:07:04,520 Speaker 1: a basic description of electrical resistance, and a lot of 126 00:07:04,560 --> 00:07:09,520 Speaker 1: stuff can affect the resistance of a particular type of material. 127 00:07:10,080 --> 00:07:12,800 Speaker 1: You know, you can't just say that copper has a 128 00:07:12,880 --> 00:07:17,520 Speaker 1: specific electrical resistance, because things like the thickness of a 129 00:07:17,560 --> 00:07:21,440 Speaker 1: copper wire can determine that the thinner a copper wire, 130 00:07:21,480 --> 00:07:23,520 Speaker 1: the higher the resistance. So if you have a thick 131 00:07:23,640 --> 00:07:27,000 Speaker 1: copper cable has a much lower electrical resistance than a 132 00:07:27,040 --> 00:07:30,400 Speaker 1: thin copper wire. But also temperature can affect it. If 133 00:07:30,440 --> 00:07:35,800 Speaker 1: you cool conductors down, then their resistance decreases. That's why 134 00:07:35,840 --> 00:07:39,000 Speaker 1: things like the large Hadron collider have these super cooled 135 00:07:39,920 --> 00:07:43,920 Speaker 1: elements to make super conductors, and those are conductors in 136 00:07:43,960 --> 00:07:47,520 Speaker 1: which you don't lose any electrical energy at all to heat. 137 00:07:47,520 --> 00:07:49,640 Speaker 1: They just what you put in is what's getting out 138 00:07:49,680 --> 00:07:55,480 Speaker 1: the other side. Essentially, potentiometers are slightly different. They have 139 00:07:55,600 --> 00:07:59,040 Speaker 1: components that let you adjust the amount of resistance that's 140 00:07:59,040 --> 00:08:00,760 Speaker 1: in a circuit. You can turn it up or turn 141 00:08:00,800 --> 00:08:03,520 Speaker 1: it down, and that allows you to control the amount 142 00:08:03,520 --> 00:08:05,840 Speaker 1: of current flowing through a circuit, assuming you've got a 143 00:08:05,880 --> 00:08:08,680 Speaker 1: constant voltage. And if you want to think about it 144 00:08:08,720 --> 00:08:11,960 Speaker 1: in terms of pipes and water, a potentiometer is kind 145 00:08:12,000 --> 00:08:14,760 Speaker 1: of like an adjustable valve that can either let more 146 00:08:14,960 --> 00:08:18,240 Speaker 1: or less water through it. And I'm oversimplifying here just 147 00:08:18,320 --> 00:08:20,520 Speaker 1: to kind of give you an analogy, but you get 148 00:08:20,560 --> 00:08:23,760 Speaker 1: the point. So back to the controller. The thumbsticks on 149 00:08:23,800 --> 00:08:27,920 Speaker 1: the dual shock controller have two potentiometers each, and they're 150 00:08:28,280 --> 00:08:31,160 Speaker 1: under the controllers and they're mounted at right angles to 151 00:08:31,200 --> 00:08:35,000 Speaker 1: one another. And the what happens is when you move 152 00:08:35,040 --> 00:08:39,920 Speaker 1: the thumbstick, it changes the potentiometers slightly, and current flows 153 00:08:39,960 --> 00:08:42,720 Speaker 1: through these at a steady rate. As you move the thumbstick, 154 00:08:42,800 --> 00:08:46,720 Speaker 1: it changes the resistance in those potentiometers. And by monitoring 155 00:08:46,920 --> 00:08:50,240 Speaker 1: the current flowing through these circuits, the PlayStation can determine 156 00:08:50,240 --> 00:08:53,760 Speaker 1: the exact position of that thumbstick. So moving it one 157 00:08:53,800 --> 00:08:57,000 Speaker 1: way might affect the electrical resistance of one of those 158 00:08:57,000 --> 00:09:00,760 Speaker 1: two potentiometers and not the other. But owing that, the 159 00:09:00,800 --> 00:09:03,880 Speaker 1: PlayStation knows which way the thumbstick was moved and exactly 160 00:09:03,920 --> 00:09:06,600 Speaker 1: how far it was moved, because this is in degrees, right, 161 00:09:07,679 --> 00:09:10,720 Speaker 1: Maybe you move it one way, both potentiometers increase the 162 00:09:10,720 --> 00:09:13,960 Speaker 1: electrical resistance. You move it another way, both the potentiometers 163 00:09:14,040 --> 00:09:17,160 Speaker 1: decrease the electrical resistance. All of this is invisible to 164 00:09:17,240 --> 00:09:19,480 Speaker 1: the player. You know, we would not be aware of it, 165 00:09:19,720 --> 00:09:21,960 Speaker 1: but this is how the PlayStation is able to determine 166 00:09:22,000 --> 00:09:25,160 Speaker 1: exactly where the thumbstick is at any given moment, and 167 00:09:25,200 --> 00:09:29,400 Speaker 1: it gives very precise controls to the player. So a 168 00:09:29,480 --> 00:09:32,560 Speaker 1: game developer can create a game where you can have 169 00:09:32,640 --> 00:09:38,080 Speaker 1: these very precise requirements for players to maneuver their characters through. 170 00:09:38,400 --> 00:09:41,760 Speaker 1: It's really what allowed game developers to create that frame 171 00:09:41,960 --> 00:09:46,760 Speaker 1: perfect kind of rage inducing platforming game that I am 172 00:09:46,840 --> 00:09:51,400 Speaker 1: so bad at. Anyway, that's how the thumbsticks work, and 173 00:09:51,520 --> 00:09:54,840 Speaker 1: it's all about converting that information into essentially a location 174 00:09:54,880 --> 00:09:57,000 Speaker 1: on an X Y access. It's just the same as 175 00:09:57,000 --> 00:09:58,600 Speaker 1: if you were to get a bunch of chart paper 176 00:09:59,160 --> 00:10:01,720 Speaker 1: and you were to start plotting points on the chart. 177 00:10:02,240 --> 00:10:04,040 Speaker 1: It's the same sort of thing. The points would represent 178 00:10:04,080 --> 00:10:06,800 Speaker 1: the position of the thumbsticks. It's pretty neat and and 179 00:10:07,400 --> 00:10:11,520 Speaker 1: I think it was a clever way to engineer these 180 00:10:11,600 --> 00:10:15,160 Speaker 1: uh these thumbsticks in an analog way. Now, not all 181 00:10:15,240 --> 00:10:20,080 Speaker 1: games support this feature, right Like some games might have 182 00:10:20,120 --> 00:10:21,600 Speaker 1: it where you have a character and if you push 183 00:10:21,679 --> 00:10:24,280 Speaker 1: the thumbstick a little bit, your character starts to creep 184 00:10:24,320 --> 00:10:27,079 Speaker 1: across the screen, and if you push the thumbstick all 185 00:10:27,080 --> 00:10:30,400 Speaker 1: the way to its stopping point, then your character will 186 00:10:30,400 --> 00:10:32,920 Speaker 1: break out into a run. But some games take a 187 00:10:32,960 --> 00:10:37,520 Speaker 1: more digital approach, meaning it's either happening or it's not happening. 188 00:10:37,559 --> 00:10:40,080 Speaker 1: So if you push the thumbstick a little or a lot, 189 00:10:40,160 --> 00:10:44,200 Speaker 1: your character moves the same either way that that sometimes happens. 190 00:10:44,200 --> 00:10:46,640 Speaker 1: That's that's sort of a good way of understanding the 191 00:10:46,640 --> 00:10:49,760 Speaker 1: difference between digital and analog. Analog is a is a 192 00:10:49,840 --> 00:10:55,320 Speaker 1: nice smooth curve, right, it's it's degrees, it's uh, you're 193 00:10:55,360 --> 00:10:59,280 Speaker 1: moving in a nice smooth motion from one state to another. 194 00:10:59,679 --> 00:11:03,480 Speaker 1: Dig All is much more step like. It's either on 195 00:11:03,640 --> 00:11:07,560 Speaker 1: or off, or it's in steps, so it has a 196 00:11:07,640 --> 00:11:12,040 Speaker 1: discrete amount that is added with each step. It's not 197 00:11:12,200 --> 00:11:14,640 Speaker 1: something that's a smooth curve. Now, you can have lots 198 00:11:14,679 --> 00:11:17,640 Speaker 1: of tiny little steps, and if you have enough tiny 199 00:11:17,679 --> 00:11:21,079 Speaker 1: little steps, you can simulate a smooth curve. But in reality, 200 00:11:21,080 --> 00:11:22,800 Speaker 1: if you were to zoom weigh in, you would see 201 00:11:22,800 --> 00:11:25,160 Speaker 1: it's more like a staircase, not a not an unbroken 202 00:11:25,160 --> 00:11:29,280 Speaker 1: curve the way analog is. Then there's the vibrating component 203 00:11:29,320 --> 00:11:31,400 Speaker 1: to the dual shot controller and this works the same 204 00:11:31,440 --> 00:11:34,240 Speaker 1: way vibrating motors work and stuff like cell phones, and 205 00:11:34,240 --> 00:11:37,720 Speaker 1: it's pretty simple gun electric motor or in the case 206 00:11:37,760 --> 00:11:40,520 Speaker 1: of a dual shot controller, you actually have two electric motors. 207 00:11:40,520 --> 00:11:43,400 Speaker 1: They're both in the base on either side of the 208 00:11:43,440 --> 00:11:47,160 Speaker 1: controller where your your hands go, and on the shaft 209 00:11:47,280 --> 00:11:51,760 Speaker 1: of this electric motor is a slightly offset unbalanced weight, 210 00:11:52,320 --> 00:11:55,720 Speaker 1: and so as the shaft spins, that unbalanced weight causes 211 00:11:55,800 --> 00:11:59,319 Speaker 1: some wobble in the electric motor. Except the electric motor 212 00:11:59,400 --> 00:12:02,600 Speaker 1: is actually firmly mounted inside the controller, it can't wobble 213 00:12:02,640 --> 00:12:06,760 Speaker 1: because it's mounted to a larger structure. However, that wobble 214 00:12:06,800 --> 00:12:09,520 Speaker 1: then gets transmitted to the controller as a whole as 215 00:12:09,559 --> 00:12:13,240 Speaker 1: this sort of vibrating, buzzing thing. And that's where that 216 00:12:13,400 --> 00:12:16,439 Speaker 1: technology comes from as how it works, and it's used 217 00:12:16,440 --> 00:12:18,800 Speaker 1: in all sorts of stuff like cell phones, for example, 218 00:12:18,880 --> 00:12:20,959 Speaker 1: have these If you have a cellphone with a vibrate function, 219 00:12:21,240 --> 00:12:23,679 Speaker 1: that's what's happening. So let's jump back to the PS 220 00:12:23,720 --> 00:12:26,480 Speaker 1: two now. As I mentioned in the last episode, the 221 00:12:26,520 --> 00:12:29,000 Speaker 1: PS two had a phenomenal launch and it would go 222 00:12:29,040 --> 00:12:32,320 Speaker 1: on to become the best selling home console of all 223 00:12:32,440 --> 00:12:35,160 Speaker 1: time as of the recording of this podcast, And in 224 00:12:35,200 --> 00:12:38,239 Speaker 1: case you're wondering, second place would go to the Nintendo 225 00:12:38,440 --> 00:12:42,480 Speaker 1: d S handheld system. And even that's about a million 226 00:12:42,559 --> 00:12:46,320 Speaker 1: units behind the PlayStation two. Pretty phenomenal, especially when you 227 00:12:46,360 --> 00:12:49,360 Speaker 1: look at the you know, the expense of both of 228 00:12:49,400 --> 00:12:53,400 Speaker 1: those consoles, and the fact that the handheld one being portable, 229 00:12:53,480 --> 00:12:56,720 Speaker 1: has its own level of of pros and cons to it. 230 00:12:57,240 --> 00:12:59,720 Speaker 1: I mentioned in the previous episode that Sony did not 231 00:13:00,040 --> 00:13:03,080 Speaker 1: jump on the internet bandwagon right away. Back during the 232 00:13:03,080 --> 00:13:06,719 Speaker 1: original PlayStation days, Sony did introduce a link cable that 233 00:13:06,800 --> 00:13:11,280 Speaker 1: would let players link to PlayStation systems together for network play. 234 00:13:11,320 --> 00:13:13,960 Speaker 1: You could do system to system play. However, that also 235 00:13:14,040 --> 00:13:16,720 Speaker 1: required both of these consoles to be connected to their 236 00:13:16,720 --> 00:13:20,000 Speaker 1: own respective television sets, so you would need to PS 237 00:13:20,080 --> 00:13:22,680 Speaker 1: ones and two televisions to make this work, but it 238 00:13:22,760 --> 00:13:26,280 Speaker 1: wasn't capable of connecting online. The PS two initially didn't 239 00:13:26,320 --> 00:13:29,680 Speaker 1: come out with any way to connect to the internet either. Instead, 240 00:13:29,960 --> 00:13:33,320 Speaker 1: two years after they launched the system, Sony released a 241 00:13:33,360 --> 00:13:36,720 Speaker 1: modem as a peripheral most of the PlayStation two models, 242 00:13:36,800 --> 00:13:38,880 Speaker 1: and keep in mind there were a lot of different 243 00:13:38,880 --> 00:13:41,920 Speaker 1: PlayStation two models. You can say PlayStation two and you've 244 00:13:41,920 --> 00:13:44,480 Speaker 1: got the same basic idea of what it is, but 245 00:13:44,520 --> 00:13:47,480 Speaker 1: there are a lot of variations. The company would refine 246 00:13:47,679 --> 00:13:51,319 Speaker 1: the design and production largely in an effort to streamline 247 00:13:51,360 --> 00:13:53,800 Speaker 1: things and also to cut down on costs over the 248 00:13:53,960 --> 00:13:56,320 Speaker 1: entire course of the life cycle of PlayStation two. Anyway, 249 00:13:56,640 --> 00:13:59,360 Speaker 1: the original ones had an expansion bay on the back 250 00:13:59,360 --> 00:14:01,240 Speaker 1: of the console. So if you looked at the back 251 00:14:01,280 --> 00:14:02,920 Speaker 1: of the console, you would see that there was a cover, 252 00:14:03,280 --> 00:14:04,840 Speaker 1: and you could take the cover off and it would 253 00:14:04,840 --> 00:14:08,040 Speaker 1: remove that cover to the bay. You could see the bay. 254 00:14:08,040 --> 00:14:10,080 Speaker 1: It was a compartment that was large enough to hold 255 00:14:10,120 --> 00:14:12,920 Speaker 1: a hard drive. Sony would also introduce hard drives that 256 00:14:12,960 --> 00:14:17,440 Speaker 1: you could purchase in addition to the base console, and 257 00:14:17,440 --> 00:14:20,560 Speaker 1: it also had a port that the cover would cover up. 258 00:14:20,880 --> 00:14:24,320 Speaker 1: Sony offered up a network adapter, which in North America 259 00:14:24,360 --> 00:14:26,760 Speaker 1: had a phone jack and an Ethernet port on it. 260 00:14:26,800 --> 00:14:29,480 Speaker 1: Everywhere else pretty much just stuck with the Ethernet port 261 00:14:29,960 --> 00:14:32,640 Speaker 1: and it would fit on the back of the console. 262 00:14:32,960 --> 00:14:35,640 Speaker 1: It would just plug directly into that that port, that 263 00:14:35,760 --> 00:14:38,040 Speaker 1: outlet I had talked about a second ago in the 264 00:14:38,080 --> 00:14:40,560 Speaker 1: back of the PS two. It did not fill up 265 00:14:40,600 --> 00:14:43,240 Speaker 1: the bay. It just covered up the bay. However, if 266 00:14:43,240 --> 00:14:45,560 Speaker 1: you wanted to get a hard drive, you would need 267 00:14:45,600 --> 00:14:48,720 Speaker 1: the network adapter and the hard drive. You would connect 268 00:14:48,920 --> 00:14:51,760 Speaker 1: the hard drive to the network adapter. Then you would 269 00:14:51,760 --> 00:14:54,360 Speaker 1: slide the hard drive into the bay. It would be 270 00:14:54,400 --> 00:14:57,080 Speaker 1: nestled in there. The network adapter would plug into the 271 00:14:57,080 --> 00:15:00,320 Speaker 1: outlet in the PS two, so the network adapter acted 272 00:15:00,320 --> 00:15:03,400 Speaker 1: as its own outlet for the hard drive. You couldn't 273 00:15:03,440 --> 00:15:06,320 Speaker 1: just bypass it. There were third party companies that would 274 00:15:06,320 --> 00:15:11,720 Speaker 1: make a type of UH plug that essentially acted like 275 00:15:11,760 --> 00:15:14,400 Speaker 1: the network adapter, except it didn't have a network adapter 276 00:15:14,520 --> 00:15:16,240 Speaker 1: in it. It was just the plug so that you 277 00:15:16,240 --> 00:15:19,200 Speaker 1: could use your own hard drive. But that's another story. 278 00:15:19,480 --> 00:15:22,840 Speaker 1: But now you could have online capabilities after running a 279 00:15:22,840 --> 00:15:25,720 Speaker 1: special startup disc that is in your PS two, and 280 00:15:25,760 --> 00:15:28,800 Speaker 1: you could play games online, certain ones, very few not 281 00:15:28,840 --> 00:15:31,840 Speaker 1: only if you had online capability, the hard drive would 282 00:15:31,880 --> 00:15:35,680 Speaker 1: let the PS to load more game data into the 283 00:15:35,720 --> 00:15:39,360 Speaker 1: memory area. Essentially, it was acting like memory and it 284 00:15:39,400 --> 00:15:43,520 Speaker 1: would bring loading times down during game play, and it 285 00:15:43,560 --> 00:15:45,360 Speaker 1: could also be used as a memory card. You could 286 00:15:45,440 --> 00:15:49,400 Speaker 1: store saves to the hard drive, for example. Some enterprising 287 00:15:49,440 --> 00:15:52,960 Speaker 1: gamers even figured out how to load full games onto 288 00:15:52,960 --> 00:15:55,960 Speaker 1: the hard drive using this system, and that removed the 289 00:15:55,960 --> 00:15:58,240 Speaker 1: need to have a disk to run certain games. It 290 00:15:58,320 --> 00:16:02,040 Speaker 1: also circumvented copy part action, so that would become something 291 00:16:02,080 --> 00:16:04,120 Speaker 1: of a headache for Sony down the line, but not 292 00:16:04,240 --> 00:16:06,000 Speaker 1: many people did it. The people who knew how to 293 00:16:06,000 --> 00:16:08,160 Speaker 1: do it, we're doing it like crazy, but but that 294 00:16:08,240 --> 00:16:11,400 Speaker 1: was a small percentage of the overall population. The PS 295 00:16:11,440 --> 00:16:14,400 Speaker 1: two would also feature an innovation that Sony would build 296 00:16:14,400 --> 00:16:17,000 Speaker 1: on later, and that would be the Eye Toy, and 297 00:16:17,080 --> 00:16:19,880 Speaker 1: that debut in two thousand three. The Eye Toy was 298 00:16:19,960 --> 00:16:23,359 Speaker 1: essentially a webcam. You would set it on your television 299 00:16:23,480 --> 00:16:25,520 Speaker 1: or a shell or whatever. You plug it into the 300 00:16:25,520 --> 00:16:28,040 Speaker 1: PS two. You would have to adjust the focus manually. 301 00:16:28,080 --> 00:16:29,680 Speaker 1: You know, you have to actually turn the lens to 302 00:16:29,880 --> 00:16:32,520 Speaker 1: get it and focus. And you could play certain games 303 00:16:32,560 --> 00:16:36,000 Speaker 1: through motion capture technology. One of my friends is actually 304 00:16:36,080 --> 00:16:38,240 Speaker 1: married to a guy who worked on the Eye Toy 305 00:16:38,320 --> 00:16:39,800 Speaker 1: back in the day, so I got to hear all 306 00:16:39,840 --> 00:16:41,680 Speaker 1: about it back when it was first launching. That was 307 00:16:41,680 --> 00:16:45,280 Speaker 1: pretty cool. A typical Eye Toy game would actually put 308 00:16:45,320 --> 00:16:47,800 Speaker 1: you in the middle of the action. You would see 309 00:16:47,880 --> 00:16:51,800 Speaker 1: a video image of yourself on the television. Your image 310 00:16:51,800 --> 00:16:53,400 Speaker 1: was captured by the Eye Toy, and so as you 311 00:16:53,400 --> 00:16:56,120 Speaker 1: would flail around on the screen, you would get attacked 312 00:16:56,160 --> 00:16:59,240 Speaker 1: by flying monkeys or whatever. So you'd swatted stuff that 313 00:16:59,320 --> 00:17:02,680 Speaker 1: you saw on the sreen and UH that's how gameplay 314 00:17:02,720 --> 00:17:06,119 Speaker 1: typically would unfold. The Eye Toy also featured a microphone 315 00:17:06,160 --> 00:17:08,560 Speaker 1: so it could pick up voice commands, so again it's 316 00:17:08,600 --> 00:17:13,000 Speaker 1: a little prescient. This was years before Microsoft would introduce 317 00:17:13,040 --> 00:17:16,320 Speaker 1: the Connect that wouldn't come out until The Eye Toy 318 00:17:16,600 --> 00:17:20,240 Speaker 1: wasn't quite as sophisticated as the Connect. That's putting it lightly, 319 00:17:20,320 --> 00:17:23,080 Speaker 1: but many of the same design concepts applied to both 320 00:17:23,119 --> 00:17:26,960 Speaker 1: pieces of hardware. Both have cameras and software or firmware. 321 00:17:27,080 --> 00:17:30,080 Speaker 1: They could interpret your movements as input commands for games, 322 00:17:30,560 --> 00:17:35,320 Speaker 1: and both were you could argue, criminally undersupported. Games using 323 00:17:35,320 --> 00:17:38,000 Speaker 1: the Sony Eye Toy were few and far between. From 324 00:17:38,000 --> 00:17:40,320 Speaker 1: what I can tell, there were a fewer than thirty 325 00:17:40,359 --> 00:17:43,840 Speaker 1: titles that actually required the Eye Toy, and only eight 326 00:17:43,880 --> 00:17:47,240 Speaker 1: of those were ever available in the United States. There 327 00:17:47,240 --> 00:17:50,600 Speaker 1: were some other games that included eye toy support so 328 00:17:50,680 --> 00:17:54,200 Speaker 1: as an option, not a requirement, but those were more 329 00:17:54,240 --> 00:17:58,280 Speaker 1: like games that had some added features. They weren't created 330 00:17:58,359 --> 00:18:01,640 Speaker 1: with the Eye Toy experience mind, and most of those 331 00:18:01,680 --> 00:18:04,560 Speaker 1: games would end up being really similar most of the 332 00:18:04,560 --> 00:18:07,159 Speaker 1: Eye toy games that you could buy, they were all 333 00:18:07,240 --> 00:18:09,760 Speaker 1: like variations on the same themes like rhythm games that 334 00:18:09,760 --> 00:18:14,000 Speaker 1: would require you to reach towards certain points around you 335 00:18:14,080 --> 00:18:16,240 Speaker 1: on a timed beat, so kind of like Beat Saber, 336 00:18:16,400 --> 00:18:19,119 Speaker 1: but on a very primitive level. Or there might be 337 00:18:19,160 --> 00:18:21,920 Speaker 1: a fighting game where you're you know, moving your arms around, 338 00:18:21,920 --> 00:18:24,680 Speaker 1: flailing wildly trying to fight off a boxer or martial 339 00:18:24,800 --> 00:18:28,440 Speaker 1: arts opponent. You know, the details changed from game to game, 340 00:18:28,520 --> 00:18:31,680 Speaker 1: but the basic gameplay was really similar across the board. 341 00:18:32,160 --> 00:18:36,359 Speaker 1: Microsoft would go through its own kind of the same 342 00:18:36,400 --> 00:18:39,359 Speaker 1: story with the Connect years later, and also the Second 343 00:18:39,359 --> 00:18:43,320 Speaker 1: Connect even after that, but that's a different story. Another 344 00:18:43,400 --> 00:18:46,600 Speaker 1: game type debuted on the PS two and that required 345 00:18:46,640 --> 00:18:50,879 Speaker 1: a peripheral and that would be singing games. Harmonics was 346 00:18:50,960 --> 00:18:53,719 Speaker 1: the first to do this with Karaoke Revolution in two 347 00:18:53,800 --> 00:18:57,960 Speaker 1: thousand three, which shipped with a Logitech headset that included 348 00:18:58,000 --> 00:19:01,639 Speaker 1: a microphone. Later, game like sing Star would launch with 349 00:19:01,760 --> 00:19:04,639 Speaker 1: a handheld USB mic or a pair of them, and 350 00:19:04,680 --> 00:19:07,040 Speaker 1: you could plug them into the PS two, and both 351 00:19:07,080 --> 00:19:09,560 Speaker 1: games had players try to match the pitch of a 352 00:19:09,640 --> 00:19:12,440 Speaker 1: song that's indicated on screen. The closer you were to 353 00:19:12,520 --> 00:19:15,639 Speaker 1: being on pitch, the higher your score would be. Harmonics 354 00:19:15,680 --> 00:19:18,000 Speaker 1: would follow this up in two thousand five with Guitar 355 00:19:18,080 --> 00:19:21,800 Speaker 1: Hero and the iconic guitar shaped controller that debuted on 356 00:19:21,840 --> 00:19:25,639 Speaker 1: the PS two. So a lot of very innovative style 357 00:19:25,720 --> 00:19:28,560 Speaker 1: games were starting to make their first appearance on the 358 00:19:28,600 --> 00:19:31,359 Speaker 1: PS two, and that really helped the console as well. 359 00:19:32,000 --> 00:19:36,840 Speaker 1: They had tons of iconic games from established developers as 360 00:19:36,880 --> 00:19:39,920 Speaker 1: well as uh. They were acting like a platform where 361 00:19:39,960 --> 00:19:44,120 Speaker 1: you could find some really interesting or downright weird games 362 00:19:44,160 --> 00:19:47,120 Speaker 1: from more obscure companies and developers, and that mix would 363 00:19:47,119 --> 00:19:49,520 Speaker 1: be something that Sony would foster throughout the life cycle 364 00:19:49,560 --> 00:19:52,560 Speaker 1: of the console and beyond. I'll talk more about them 365 00:19:52,600 --> 00:19:54,280 Speaker 1: in a little bit later, and when we come back, 366 00:19:54,320 --> 00:19:56,600 Speaker 1: i'll wrap up with the PS two, and then we'll 367 00:19:56,640 --> 00:19:58,480 Speaker 1: start to look at the console that would follow in 368 00:19:58,520 --> 00:20:02,800 Speaker 1: its footsteps by taking some pretty drastic changes to the model. 369 00:20:03,160 --> 00:20:14,119 Speaker 1: But first let's take a quick break. So the PS 370 00:20:14,160 --> 00:20:18,280 Speaker 1: two saw incredible success, that's loving it. Lightly huge games 371 00:20:18,320 --> 00:20:20,880 Speaker 1: like God of War got their start on the PS two. 372 00:20:21,280 --> 00:20:24,119 Speaker 1: Grand Theft Auto three, which, while it was the third 373 00:20:24,240 --> 00:20:27,240 Speaker 1: entry in a series, took a game that had previously 374 00:20:27,280 --> 00:20:30,360 Speaker 1: been a top down view game you were looking at 375 00:20:30,359 --> 00:20:33,080 Speaker 1: the world from above and you would control a car 376 00:20:33,280 --> 00:20:36,680 Speaker 1: that way. They switched it to a third person style game. 377 00:20:36,760 --> 00:20:40,199 Speaker 1: They helped launch the sandbox game genre, not that it 378 00:20:40,280 --> 00:20:42,760 Speaker 1: was the first or only one of its type, but 379 00:20:42,800 --> 00:20:44,399 Speaker 1: it was one of the most popular ones, and it 380 00:20:44,560 --> 00:20:46,560 Speaker 1: got a lot of other game developers getting into that 381 00:20:47,080 --> 00:20:50,000 Speaker 1: realm of game, and we've seen so many since then. 382 00:20:50,640 --> 00:20:53,720 Speaker 1: Shadow of the Colossus was a game that gave people 383 00:20:53,720 --> 00:20:56,440 Speaker 1: who argued the video games are a form of art. 384 00:20:56,520 --> 00:20:58,800 Speaker 1: They gave them a lot of momentum because that game 385 00:20:58,880 --> 00:21:03,199 Speaker 1: is gorgeous. The Final Fantasy series continued to dominate on 386 00:21:03,280 --> 00:21:06,679 Speaker 1: the PS two. Ratchett and Clank became a franchise on 387 00:21:06,720 --> 00:21:09,359 Speaker 1: the PS two. The series would go on through many 388 00:21:09,400 --> 00:21:13,760 Speaker 1: future generations of the PlayStation console. Katamari Demassi was one 389 00:21:13,760 --> 00:21:17,680 Speaker 1: of the stranger games for the console that got mainstream support. 390 00:21:18,160 --> 00:21:20,480 Speaker 1: So if you don't know what that game is, you 391 00:21:20,560 --> 00:21:23,359 Speaker 1: are in charge of rolling around a little sticky ball 392 00:21:23,440 --> 00:21:25,760 Speaker 1: that picks up stuff in game environments. The ball gets 393 00:21:25,800 --> 00:21:27,720 Speaker 1: bigger as you do it, and you pick up bigger 394 00:21:27,760 --> 00:21:30,679 Speaker 1: and bigger stuff. And it's also that you can rebuild 395 00:21:30,680 --> 00:21:33,400 Speaker 1: the cosmos because your dad done blowed it up real 396 00:21:33,480 --> 00:21:38,720 Speaker 1: good by accident. There are literally hundreds of popular titles 397 00:21:38,760 --> 00:21:41,320 Speaker 1: on the PS two that either got their start there 398 00:21:41,760 --> 00:21:45,439 Speaker 1: or they found incredible success there, and justice Sony had 399 00:21:45,480 --> 00:21:47,879 Speaker 1: done with the PS one, the company would continue to 400 00:21:47,920 --> 00:21:51,920 Speaker 1: support the PS two long after introducing the next generation 401 00:21:51,920 --> 00:21:56,280 Speaker 1: of PlayStation. The PS two would be in production well 402 00:21:56,359 --> 00:21:59,320 Speaker 1: into the life cycle of the p S three. Uh. 403 00:21:59,359 --> 00:22:01,680 Speaker 1: In fact, I'm to say it was about eleven or 404 00:22:01,760 --> 00:22:06,240 Speaker 1: twelve year life cycle. That's an incredible run, and people 405 00:22:06,240 --> 00:22:09,000 Speaker 1: were still buying PS two's and PS two games well 406 00:22:09,040 --> 00:22:12,120 Speaker 1: after the PS three had hit the shelves. But now 407 00:22:12,160 --> 00:22:15,000 Speaker 1: it's time to kind of switch over to the PS three. 408 00:22:15,080 --> 00:22:19,360 Speaker 1: And this one is a really complicated story, largely because 409 00:22:19,480 --> 00:22:23,520 Speaker 1: of some controversial decisions in the design process. Now these 410 00:22:23,840 --> 00:22:28,760 Speaker 1: weren't necessarily bad decisions, mind you, but Kudaragi, that's the 411 00:22:28,800 --> 00:22:32,120 Speaker 1: father of the PlayStation kin Kudaraki and his team had 412 00:22:32,160 --> 00:22:36,560 Speaker 1: made some choices that would present some unique challenges to developers. 413 00:22:37,200 --> 00:22:41,520 Speaker 1: So in two thousand five, Microsoft releases its second console, 414 00:22:41,760 --> 00:22:45,440 Speaker 1: the Xbox three sixty, and that opened up the seventh 415 00:22:45,560 --> 00:22:49,159 Speaker 1: generation of consoles, era, the three six. He got a 416 00:22:49,240 --> 00:22:52,680 Speaker 1: head start on both Sony and Nintendo. Both of them 417 00:22:52,680 --> 00:22:57,000 Speaker 1: would release their competing consoles, the PS three and we, respectively, 418 00:22:57,080 --> 00:22:59,880 Speaker 1: in two thousand and six the fall of two thousand six, 419 00:22:59,880 --> 00:23:03,960 Speaker 1: so Microsoft had kind of an open playing field to 420 00:23:04,080 --> 00:23:07,399 Speaker 1: really establish itself for almost a full year. Now, if 421 00:23:07,440 --> 00:23:10,679 Speaker 1: you've listened to the previous episodes in this series, you 422 00:23:10,720 --> 00:23:14,000 Speaker 1: know that each generation of video game consoles has its 423 00:23:14,040 --> 00:23:18,560 Speaker 1: own defining characteristics. The third generation of video game consoles 424 00:23:18,880 --> 00:23:22,480 Speaker 1: was the eight bit gaming system era, the original Nintendo. 425 00:23:22,600 --> 00:23:26,440 Speaker 1: In other words, the fourth generation was a sixteen bit 426 00:23:26,520 --> 00:23:30,560 Speaker 1: system like the Super Nintendo. The next generation, the fifth generation, 427 00:23:30,640 --> 00:23:33,520 Speaker 1: was the thirty two bit era. The sixth generation was 428 00:23:33,640 --> 00:23:37,000 Speaker 1: sometimes called bit era, but that was about when we 429 00:23:37,000 --> 00:23:41,400 Speaker 1: were finally getting away from using raw processing power as 430 00:23:41,400 --> 00:23:45,280 Speaker 1: a way to describe consoles because it became less important, 431 00:23:45,640 --> 00:23:47,800 Speaker 1: and we started to see this. In fact, we continue 432 00:23:47,840 --> 00:23:50,760 Speaker 1: to see this where the hardware advances to a point 433 00:23:50,800 --> 00:23:55,280 Speaker 1: where the the real differentiators lie not necessarily in the 434 00:23:55,320 --> 00:24:00,800 Speaker 1: processing power, but in other ways that the console sense games. 435 00:24:01,240 --> 00:24:04,720 Speaker 1: So the seventh generation saw the consoles diverging even more 436 00:24:04,760 --> 00:24:08,240 Speaker 1: than they had before. On the Microsoft side, the Xbox 437 00:24:08,280 --> 00:24:13,400 Speaker 1: three sixty would really emphasize HD video games and online 438 00:24:13,440 --> 00:24:16,320 Speaker 1: play with the Xbox Live service. That was kind of 439 00:24:16,359 --> 00:24:20,000 Speaker 1: the bet they were they were placing uh that sort 440 00:24:20,000 --> 00:24:23,040 Speaker 1: of became. The defining features for the Xbox three sixty 441 00:24:23,040 --> 00:24:27,879 Speaker 1: were the HD video gaming for an HD era and 442 00:24:28,400 --> 00:24:34,120 Speaker 1: this online play approach. The Nintendo we marked Nintendo's decision 443 00:24:34,160 --> 00:24:37,920 Speaker 1: to focus not on traditional stuff like graphics, but instead 444 00:24:38,040 --> 00:24:41,679 Speaker 1: innovating in control systems like the we mote and the 445 00:24:41,720 --> 00:24:45,680 Speaker 1: we pad and new forms of gameplay. That was really 446 00:24:45,680 --> 00:24:50,120 Speaker 1: where they were backing. Sony's PS three was going with 447 00:24:51,040 --> 00:24:55,040 Speaker 1: really incredible processing power. Plus it included a Blu ray player, 448 00:24:55,560 --> 00:24:57,920 Speaker 1: which meant, just as the PS two would become a 449 00:24:58,000 --> 00:25:00,600 Speaker 1: DVD player with benefits for a lot of people, the 450 00:25:00,640 --> 00:25:03,600 Speaker 1: PS three would do the same for Blu ray. When 451 00:25:03,600 --> 00:25:06,080 Speaker 1: Blu ray players first came out, they were more than 452 00:25:06,119 --> 00:25:10,200 Speaker 1: a thousand bucks, so when the PS three first came out, 453 00:25:10,240 --> 00:25:12,720 Speaker 1: it was pretty expensive to It's like six hundred dollars, 454 00:25:12,760 --> 00:25:15,159 Speaker 1: so it wasn't cheap, but it meant that if you 455 00:25:15,200 --> 00:25:17,080 Speaker 1: were in the market for a Blu ray player, you 456 00:25:17,160 --> 00:25:19,120 Speaker 1: might think of a PS three because it could also 457 00:25:19,119 --> 00:25:22,080 Speaker 1: play games, just like the PS two could also play 458 00:25:22,160 --> 00:25:26,320 Speaker 1: DVDs as well as games, So maybe that was a 459 00:25:26,359 --> 00:25:28,760 Speaker 1: deciding factor for a lot of people. Also, Sony had 460 00:25:28,760 --> 00:25:31,120 Speaker 1: a big advantage over this because the company was behind 461 00:25:31,240 --> 00:25:36,680 Speaker 1: Blu ray player technology, and Microsoft being a competitor, it 462 00:25:36,720 --> 00:25:40,040 Speaker 1: would have been really hard to get that licensing agreement 463 00:25:40,040 --> 00:25:42,640 Speaker 1: to get a Blu ray player into a three sixty. 464 00:25:42,680 --> 00:25:45,480 Speaker 1: That was a real sticking point. Oh and also, the 465 00:25:45,560 --> 00:25:49,639 Speaker 1: PS three would feature a radically different processing architecture that 466 00:25:49,720 --> 00:25:52,560 Speaker 1: had a ton of potential but threw up more than 467 00:25:52,600 --> 00:25:56,639 Speaker 1: a few boundaries for developers. So the CPU was no 468 00:25:56,800 --> 00:26:01,520 Speaker 1: longer the fabled Emotion Engine, although the early versions of 469 00:26:01,560 --> 00:26:05,240 Speaker 1: the p S three still retained Emotion engine chips. Instead, 470 00:26:05,240 --> 00:26:08,439 Speaker 1: we're talking about the Cell processor, which in turn was 471 00:26:08,440 --> 00:26:11,480 Speaker 1: a short way of saying the full name Cell Broadband 472 00:26:11,640 --> 00:26:17,080 Speaker 1: Engine architecture. The processor was a joint project between Sony, 473 00:26:17,240 --> 00:26:21,399 Speaker 1: Tshiba and IBM, and they called their partnership S T 474 00:26:21,640 --> 00:26:25,200 Speaker 1: I for short, the first letter of each of their 475 00:26:25,280 --> 00:26:29,840 Speaker 1: company names. The Cell is a multi core processor, something 476 00:26:29,880 --> 00:26:32,720 Speaker 1: that's common these days, but was fairly new to the 477 00:26:32,760 --> 00:26:36,000 Speaker 1: console world. It had been around for PCs for a while, 478 00:26:36,080 --> 00:26:38,520 Speaker 1: but it was new for consoles. So what the heck 479 00:26:38,680 --> 00:26:41,920 Speaker 1: is a multi core processor? Well, I've talked about these 480 00:26:41,960 --> 00:26:44,439 Speaker 1: a lot in previous episodes, but it's one of my 481 00:26:44,520 --> 00:26:47,840 Speaker 1: favorite analogies. So we're gonna do it again, gosh darn it. 482 00:26:47,920 --> 00:26:52,080 Speaker 1: So think of cp us like they are math students. 483 00:26:52,080 --> 00:26:56,560 Speaker 1: These are microprocessors, but imagine that they are math students. Now, 484 00:26:56,720 --> 00:27:00,600 Speaker 1: let's say you've got a really powerful single core prod assessor, 485 00:27:00,880 --> 00:27:03,639 Speaker 1: and we're going to represent that by a super smart 486 00:27:03,720 --> 00:27:07,000 Speaker 1: math student. Maybe she can solve complex equations in a 487 00:27:07,080 --> 00:27:11,160 Speaker 1: third of the time of her fellow students. Then let's 488 00:27:11,200 --> 00:27:13,960 Speaker 1: say we've got a multi core processor. This means we 489 00:27:14,040 --> 00:27:17,080 Speaker 1: have a processor on a single chip, but as multiple 490 00:27:17,280 --> 00:27:21,840 Speaker 1: units that each can process operations. They can do their 491 00:27:21,840 --> 00:27:27,360 Speaker 1: own tasks, and they all do work pretty well. But individually, 492 00:27:27,440 --> 00:27:30,479 Speaker 1: none of them are as good as that single souped 493 00:27:30,560 --> 00:27:33,480 Speaker 1: up single core right there. None of them are as 494 00:27:33,480 --> 00:27:37,320 Speaker 1: powerful as that single core CPU. But they each of 495 00:27:37,359 --> 00:27:40,399 Speaker 1: the of these multi core ones are good. They're just 496 00:27:40,440 --> 00:27:43,159 Speaker 1: not great. This would be like a small group of 497 00:27:43,280 --> 00:27:46,200 Speaker 1: smart math students. They're not as brilliant as the young 498 00:27:46,240 --> 00:27:49,440 Speaker 1: woman who solves complicated problems in a flash. And let's 499 00:27:49,440 --> 00:27:52,119 Speaker 1: say that this is a quad core processor. So we 500 00:27:52,160 --> 00:27:55,159 Speaker 1: have four cores. We've got four bright math students in 501 00:27:55,200 --> 00:27:58,240 Speaker 1: this analogy. Now, if you were to give the same 502 00:27:58,320 --> 00:28:02,280 Speaker 1: math problem to the gene yes, single core student and 503 00:28:02,359 --> 00:28:06,639 Speaker 1: the four very smart but not as genius quad core 504 00:28:06,760 --> 00:28:10,040 Speaker 1: students and then tim them. The single core would win out. 505 00:28:10,119 --> 00:28:12,600 Speaker 1: The single core would finish the math problem first. She'd 506 00:28:12,640 --> 00:28:14,880 Speaker 1: solve it the fastest. But let's say you hand out 507 00:28:14,880 --> 00:28:18,360 Speaker 1: a quiz and the quiz has four math problems on it, 508 00:28:18,880 --> 00:28:22,280 Speaker 1: and you tell the single core student that she has 509 00:28:22,320 --> 00:28:26,080 Speaker 1: to solve all four problems. But you look at the 510 00:28:26,200 --> 00:28:30,680 Speaker 1: four bright students, the quad core group, and you say 511 00:28:30,720 --> 00:28:33,600 Speaker 1: each of them has to solve one problem on that 512 00:28:34,040 --> 00:28:37,360 Speaker 1: four problems tests, so they divide it up. Each student 513 00:28:37,440 --> 00:28:41,120 Speaker 1: takes a different problem. In that case, you would expect 514 00:28:41,240 --> 00:28:44,000 Speaker 1: the group of four students to finish first. They're not 515 00:28:44,120 --> 00:28:47,960 Speaker 1: brilliant like the first student, but they're smart, and they're 516 00:28:47,960 --> 00:28:51,040 Speaker 1: each only having to solve one fourth of the overall test. 517 00:28:51,720 --> 00:28:55,360 Speaker 1: That is sort of how multi core processors work. They're 518 00:28:55,360 --> 00:28:58,200 Speaker 1: good at what is called parallel processing. That's when you 519 00:28:58,280 --> 00:29:02,680 Speaker 1: have different processors tackling different operations all at the same time. 520 00:29:02,680 --> 00:29:06,080 Speaker 1: And this only really works if the type of operations 521 00:29:06,120 --> 00:29:09,240 Speaker 1: you're asking for it to do can be divided up 522 00:29:09,400 --> 00:29:12,200 Speaker 1: like that. So if you need to do a single 523 00:29:12,280 --> 00:29:14,520 Speaker 1: big task and there's no way to break up that 524 00:29:14,600 --> 00:29:18,479 Speaker 1: big task into smaller tasks. Multi cores don't have an 525 00:29:18,480 --> 00:29:22,040 Speaker 1: advantage because the work can't be divvied up between them, 526 00:29:22,080 --> 00:29:26,000 Speaker 1: But if the task can be separated into several different processes, 527 00:29:26,320 --> 00:29:28,960 Speaker 1: then each core can take on a different part of 528 00:29:29,000 --> 00:29:33,160 Speaker 1: that and the whole effort takes less time. And most 529 00:29:33,200 --> 00:29:36,160 Speaker 1: of the processing that we work on tends to be 530 00:29:36,320 --> 00:29:39,000 Speaker 1: in that category. Not all of it, but most of it. 531 00:29:39,640 --> 00:29:43,160 Speaker 1: The cell processor in the PS three had two hundred 532 00:29:43,360 --> 00:29:47,720 Speaker 1: thirty four million transistors on its spread across essentially nine 533 00:29:47,760 --> 00:29:51,280 Speaker 1: processing chips. At the time, that was a big deal. 534 00:29:51,720 --> 00:29:55,080 Speaker 1: On top of the line PC CPU from Intel would 535 00:29:55,160 --> 00:29:58,360 Speaker 1: sport two hundred million transistors, and it would also set 536 00:29:58,440 --> 00:30:00,920 Speaker 1: you back a cool thousand buck in the US when 537 00:30:00,920 --> 00:30:05,280 Speaker 1: the PS three debuted in two thousand six. These days, though, 538 00:30:05,760 --> 00:30:09,400 Speaker 1: companies like Intel rarely advertised the number of transistors on 539 00:30:09,480 --> 00:30:12,400 Speaker 1: a chip. But we are easily in the billions range, 540 00:30:12,440 --> 00:30:15,520 Speaker 1: like three to seven billion transistors on a single chip. 541 00:30:16,000 --> 00:30:19,480 Speaker 1: We have left the millions far far behind. But again, 542 00:30:19,520 --> 00:30:22,200 Speaker 1: back in two thousand five when they first unveiled the 543 00:30:22,240 --> 00:30:24,000 Speaker 1: PS three, and then two thousand and six when it 544 00:30:24,120 --> 00:30:28,560 Speaker 1: became available for purchase, this was incredible technology. The approach 545 00:30:28,760 --> 00:30:31,880 Speaker 1: st I took in designing the cell was really interesting 546 00:30:31,920 --> 00:30:34,200 Speaker 1: as well. So at the center of the PS three 547 00:30:34,280 --> 00:30:38,200 Speaker 1: cell was a power PC microchip with a clock speed 548 00:30:38,240 --> 00:30:40,719 Speaker 1: of three point two giga hurts. You can listen to 549 00:30:40,720 --> 00:30:43,360 Speaker 1: my earlier episodes about the PlayStation to hear more about 550 00:30:43,400 --> 00:30:47,080 Speaker 1: what clock speed means. The chip had its own five 551 00:30:47,320 --> 00:30:50,440 Speaker 1: D and twelve kilobytes of RAM or random acxis memory, 552 00:30:50,800 --> 00:30:53,680 Speaker 1: and the chip kind of acts like a supervisor. Its 553 00:30:53,720 --> 00:30:57,400 Speaker 1: main job is to assign tasks to the eight coprocessors 554 00:30:57,480 --> 00:31:01,320 Speaker 1: on the same CPU chip and actively. These are all 555 00:31:01,360 --> 00:31:06,720 Speaker 1: called the synergistic processing elements or SPEs. So you've got 556 00:31:07,640 --> 00:31:11,720 Speaker 1: a boss who takes in assignments and then parcels out 557 00:31:11,760 --> 00:31:16,400 Speaker 1: those assignments to each of his direct reports, will say, 558 00:31:16,520 --> 00:31:19,080 Speaker 1: and the direct reports are the sps. So the power 559 00:31:19,120 --> 00:31:22,400 Speaker 1: PC core a k a. The power processing element or 560 00:31:22,480 --> 00:31:25,760 Speaker 1: PPE in this system looks at what jobs need to 561 00:31:25,800 --> 00:31:28,240 Speaker 1: be done. It looks at what the cores in the 562 00:31:28,240 --> 00:31:32,960 Speaker 1: synergistic processing elements are already doing. Right, is anyone busy? 563 00:31:33,280 --> 00:31:37,720 Speaker 1: Are there people who have availability? And then the PPE 564 00:31:37,960 --> 00:31:42,720 Speaker 1: that power PC core assigns jobs to available processors. It says, oh, well, 565 00:31:42,720 --> 00:31:45,320 Speaker 1: the process or number three is available, so I'll send 566 00:31:45,320 --> 00:31:48,320 Speaker 1: this job to process or three. And we're getting to 567 00:31:48,360 --> 00:31:50,280 Speaker 1: the real crux of what the PS three was all 568 00:31:50,320 --> 00:31:54,520 Speaker 1: about from the perspective of its creator, Ken Kutaragi. Now, 569 00:31:54,800 --> 00:31:57,720 Speaker 1: past episodes, you've heard me talk about Kutaragi leading the 570 00:31:57,800 --> 00:32:02,000 Speaker 1: charge in Sony getting into the video game console business. 571 00:32:02,640 --> 00:32:05,440 Speaker 1: He argued that it was something they definitely wanted to do, 572 00:32:05,520 --> 00:32:08,120 Speaker 1: and no one really was giving him much attention about it. 573 00:32:08,920 --> 00:32:14,480 Speaker 1: But as passionately as he argued about this stuff, it 574 00:32:14,560 --> 00:32:17,520 Speaker 1: didn't mean that he was really that interested in video games. 575 00:32:17,880 --> 00:32:21,120 Speaker 1: He saw it as an engineering challenge and a market opportunity, 576 00:32:21,400 --> 00:32:23,200 Speaker 1: and also as a way that he can make his 577 00:32:23,280 --> 00:32:26,200 Speaker 1: mark in the company and rise in the ranks. The 578 00:32:26,240 --> 00:32:31,440 Speaker 1: cell architecture wasn't just about making the next generation game console. 579 00:32:32,160 --> 00:32:35,760 Speaker 1: Ken Karagi's long term goal was to create a hardware 580 00:32:35,880 --> 00:32:39,120 Speaker 1: architecture for all sorts of products moving forward. The PS 581 00:32:39,160 --> 00:32:43,640 Speaker 1: three would be the first consumer electronics product to feature it, 582 00:32:44,200 --> 00:32:46,160 Speaker 1: but the idea would be he would use this same 583 00:32:46,280 --> 00:32:49,800 Speaker 1: architecture in all sorts of Sony products. It would be 584 00:32:49,800 --> 00:32:51,960 Speaker 1: a stepping stone to even bigger things that would perhaps 585 00:32:51,960 --> 00:32:55,200 Speaker 1: even put him on track for leading the entire company, 586 00:32:55,320 --> 00:32:58,560 Speaker 1: all of Sony, not just Sony Computer Entertainment, which is 587 00:32:58,600 --> 00:33:01,920 Speaker 1: where he was he was current Lee uh serving as 588 00:33:02,000 --> 00:33:07,200 Speaker 1: the president, but to lead Sony overall the Sony corporation. 589 00:33:07,320 --> 00:33:09,640 Speaker 1: So this was a really big deal for him, and 590 00:33:09,680 --> 00:33:13,720 Speaker 1: the processor was super powerful for the time, and since 591 00:33:14,160 --> 00:33:17,240 Speaker 1: that debut there have been a few other computer systems 592 00:33:17,280 --> 00:33:20,400 Speaker 1: that have taken advantage of that architecture. The cell design 593 00:33:20,440 --> 00:33:24,600 Speaker 1: emphasized speed and a reduction in latency. A latency is 594 00:33:24,640 --> 00:33:28,240 Speaker 1: the lag we experience between when we submit an input 595 00:33:28,600 --> 00:33:32,240 Speaker 1: and when we get an output. Generally speaking, the simpler 596 00:33:32,280 --> 00:33:35,120 Speaker 1: the application and the simpler the machine, the lower the 597 00:33:35,200 --> 00:33:37,840 Speaker 1: latency tends to be. So if you're working with something 598 00:33:37,880 --> 00:33:42,400 Speaker 1: like a standard calculator, which by design only accepts limited 599 00:33:42,480 --> 00:33:45,600 Speaker 1: kinds of input, and you do some simple arithmetic on it, 600 00:33:45,800 --> 00:33:48,680 Speaker 1: you get results that are to us instantaneous, you can't 601 00:33:48,680 --> 00:33:52,560 Speaker 1: even detect a delay. But as software gets more complex 602 00:33:52,840 --> 00:33:56,000 Speaker 1: and requires greater amounts of processing power, stuff can slow 603 00:33:56,040 --> 00:33:59,880 Speaker 1: them down. So in some applications this can be irritating 604 00:34:00,240 --> 00:34:03,360 Speaker 1: and others it can be dangerous. High latency in a 605 00:34:03,440 --> 00:34:07,040 Speaker 1: standard video game is frustrating latency in a virtual reality 606 00:34:07,080 --> 00:34:10,120 Speaker 1: game can be disorienting and cause motion sickness. You know. 607 00:34:10,160 --> 00:34:12,760 Speaker 1: That's like if you turn your head in real life 608 00:34:12,880 --> 00:34:15,560 Speaker 1: but your point of view in the game lags behind. 609 00:34:15,920 --> 00:34:18,040 Speaker 1: That can make you feel really sick to your stomach. 610 00:34:18,080 --> 00:34:21,239 Speaker 1: I speak from personal experience. Laten seeing something like an 611 00:34:21,239 --> 00:34:25,880 Speaker 1: autonomous car would be deadly well. In addition to these processors, 612 00:34:25,920 --> 00:34:29,759 Speaker 1: the VS three also boasted a graphics processing unit or GPU, 613 00:34:30,239 --> 00:34:35,800 Speaker 1: called the Reality Synthesizer or or SX. This was developed 614 00:34:35,800 --> 00:34:39,200 Speaker 1: in a partnership with Nvidia, a company that's famous sports 615 00:34:39,239 --> 00:34:41,719 Speaker 1: g p U s and the RSX was similar in 616 00:34:41,800 --> 00:34:46,279 Speaker 1: design to the Nvidia G Force line of processors. This 617 00:34:46,360 --> 00:34:49,400 Speaker 1: one chip had three hundred million transistors on it, so 618 00:34:49,520 --> 00:34:52,360 Speaker 1: even more than the CPU did, but it operated at 619 00:34:52,360 --> 00:34:55,120 Speaker 1: a much lower clock speed at five fifty mega hurts. 620 00:34:55,680 --> 00:34:58,840 Speaker 1: Unlike the PS two, the p S three came with 621 00:34:58,920 --> 00:35:02,319 Speaker 1: an Ethernet port as a standard feature rather than as 622 00:35:02,360 --> 00:35:04,960 Speaker 1: an add on peripheral. However, originally it was supposed to 623 00:35:05,040 --> 00:35:08,359 Speaker 1: have three Ethernet ports when it was first announced. When 624 00:35:08,360 --> 00:35:11,480 Speaker 1: it debuted, that had been whittled down to one. It 625 00:35:11,560 --> 00:35:14,960 Speaker 1: supported Bluetooth two point oh, and it had an optical 626 00:35:15,040 --> 00:35:18,359 Speaker 1: audio output. I'll have to talk about optical audio in 627 00:35:18,400 --> 00:35:21,799 Speaker 1: some future episode. It also had four USB ports for 628 00:35:21,880 --> 00:35:25,120 Speaker 1: other accessories. It had an HDMI output to go to 629 00:35:25,160 --> 00:35:27,759 Speaker 1: a television. It was actually supposed to have two of them, 630 00:35:27,760 --> 00:35:30,600 Speaker 1: but that got whittled down too. And it also had 631 00:35:30,680 --> 00:35:35,080 Speaker 1: composite component and s video ports. And since we're on 632 00:35:35,080 --> 00:35:38,360 Speaker 1: the subject, why not explain what those are really quickly? 633 00:35:38,640 --> 00:35:42,040 Speaker 1: Or were? Most people these days wouldn't use them. H 634 00:35:42,160 --> 00:35:44,319 Speaker 1: d M I is really the standard way to hook 635 00:35:44,360 --> 00:35:46,279 Speaker 1: up a television to other components. But back in the 636 00:35:46,360 --> 00:35:49,160 Speaker 1: day we had a whole smorgage board of options. So 637 00:35:49,200 --> 00:35:53,319 Speaker 1: we're gonna go from most primitive to most advanced. So 638 00:35:53,480 --> 00:35:57,600 Speaker 1: that means we start with composite cables. These cables are 639 00:35:58,520 --> 00:36:02,080 Speaker 1: yellow video cable and they're typically bundled with a red 640 00:36:02,120 --> 00:36:03,960 Speaker 1: and a white cable. But the red and white cables 641 00:36:04,000 --> 00:36:07,320 Speaker 1: aren't video. Those are audio channels. They actually carry audio 642 00:36:07,360 --> 00:36:09,799 Speaker 1: to stereo channels to the left stereo and the right 643 00:36:09,840 --> 00:36:13,520 Speaker 1: stereo channels. The yellow cable carries a video signal and 644 00:36:13,600 --> 00:36:17,520 Speaker 1: these cables are limited to standard definition resolution all in 645 00:36:17,600 --> 00:36:20,640 Speaker 1: one channel on the cable, so all the all the 646 00:36:20,719 --> 00:36:24,120 Speaker 1: data is in one channel of information. So this gives 647 00:36:24,160 --> 00:36:29,359 Speaker 1: you the lowest resolution, the lowest uh color representation, Like 648 00:36:29,400 --> 00:36:33,360 Speaker 1: it's it's the lowest quality of all the different options. 649 00:36:33,880 --> 00:36:36,680 Speaker 1: Next up, we have the S video cable now that 650 00:36:36,680 --> 00:36:41,160 Speaker 1: would carry two channels of video information. It's separated the 651 00:36:41,400 --> 00:36:44,200 Speaker 1: colors from black and white, so you got black and 652 00:36:44,200 --> 00:36:46,400 Speaker 1: white and one channel and all the other colors in 653 00:36:46,480 --> 00:36:49,560 Speaker 1: another channel, and that would create a better image quality 654 00:36:49,760 --> 00:36:54,680 Speaker 1: than composite video. However, like composite, S video cable was 655 00:36:54,719 --> 00:36:57,239 Speaker 1: limited to standard definition signals of four A d I 656 00:36:57,560 --> 00:37:00,600 Speaker 1: or five seventy six I for some markets. Then you've 657 00:37:00,640 --> 00:37:05,680 Speaker 1: got component video cables. These cables were red, green, and blue, 658 00:37:06,000 --> 00:37:08,919 Speaker 1: and they represented the three colors used to create all 659 00:37:08,960 --> 00:37:13,279 Speaker 1: colors in video. However, they didn't each carry, you know, 660 00:37:13,440 --> 00:37:16,080 Speaker 1: their respective colors. The red didn't carry red, the blue 661 00:37:16,120 --> 00:37:18,160 Speaker 1: didn't carry blue, and the green didn't carry green. One 662 00:37:18,280 --> 00:37:22,319 Speaker 1: cable carried luminants or brightness information, and the other two 663 00:37:22,360 --> 00:37:24,960 Speaker 1: carried information about the hue of colors that should appear 664 00:37:25,000 --> 00:37:27,720 Speaker 1: on screen. And through combinations of all of those elements, 665 00:37:28,000 --> 00:37:33,040 Speaker 1: you could get a really wide range of colors displayed 666 00:37:33,160 --> 00:37:37,160 Speaker 1: on screen and brightness as well. And you could also 667 00:37:37,280 --> 00:37:40,640 Speaker 1: get up to high definition levels of resolution up to 668 00:37:40,680 --> 00:37:43,359 Speaker 1: ten A d I. So this was finally getting into 669 00:37:43,400 --> 00:37:45,759 Speaker 1: the h D side of things. H d M I, 670 00:37:46,000 --> 00:37:50,399 Speaker 1: or high Definition Multimedia Interface, can carry uncompressed video and 671 00:37:50,680 --> 00:37:54,319 Speaker 1: audio to the other elements. I just talked about composite 672 00:37:54,360 --> 00:37:57,560 Speaker 1: component and s video. None of those carried audio. You 673 00:37:57,560 --> 00:38:00,640 Speaker 1: would need separate audio cables to get sound from the 674 00:38:00,680 --> 00:38:04,239 Speaker 1: PlayStation into your entertainment system. HDMI cables can carry both 675 00:38:04,320 --> 00:38:08,120 Speaker 1: video and audio to the same source, so they are 676 00:38:08,239 --> 00:38:12,120 Speaker 1: UH superior in that respect. There's a whole thing I 677 00:38:12,160 --> 00:38:16,320 Speaker 1: could go in about UH with copy protection that relates 678 00:38:16,360 --> 00:38:19,720 Speaker 1: to which cables would get supported or would lose support 679 00:38:19,760 --> 00:38:23,719 Speaker 1: over time, but that's a topic for a future episode. Anyway, 680 00:38:24,000 --> 00:38:27,880 Speaker 1: h d m I, or High Definition Multimedia Interface is 681 00:38:27,960 --> 00:38:31,640 Speaker 1: now essentially the standard we use to connect things together 682 00:38:31,920 --> 00:38:35,960 Speaker 1: for video game consoles, DVD players, that kind of stuff, 683 00:38:36,000 --> 00:38:38,759 Speaker 1: two televisions. So the p S three was the first 684 00:38:38,760 --> 00:38:41,600 Speaker 1: of the PlayStations to have an HDMI port. Now, the 685 00:38:41,640 --> 00:38:44,480 Speaker 1: combination of the cell processor and the GPU made the 686 00:38:44,600 --> 00:38:49,440 Speaker 1: PS three a truly intimidating console. On paper, it clearly 687 00:38:49,520 --> 00:38:52,839 Speaker 1: overshadowed the Xbox three sixty and the we wasn't even 688 00:38:52,840 --> 00:38:56,759 Speaker 1: in the same weight class. But that's on paper. In reality, 689 00:38:57,120 --> 00:38:59,600 Speaker 1: Sony would see PS three sales get off to a 690 00:38:59,719 --> 00:39:03,480 Speaker 1: slow start and trail behind the Xbox three sixty, and 691 00:39:03,560 --> 00:39:05,960 Speaker 1: even the we that would launch like a week after 692 00:39:06,120 --> 00:39:09,160 Speaker 1: the PS three would end up beating the PS three 693 00:39:09,160 --> 00:39:12,399 Speaker 1: in sales in many markets. So why is that? Why 694 00:39:12,600 --> 00:39:16,320 Speaker 1: was the successor to the greatest selling video game console 695 00:39:16,400 --> 00:39:19,719 Speaker 1: of all time more of a slow burn? While I'll 696 00:39:19,840 --> 00:39:30,640 Speaker 1: tell you after we take a quick break. So kim 697 00:39:30,760 --> 00:39:34,200 Speaker 1: Kutaragi made his big move setting up the CPU system 698 00:39:34,239 --> 00:39:36,160 Speaker 1: for the PS three to be the foundation for a 699 00:39:36,200 --> 00:39:40,040 Speaker 1: new generation of electronics and computer systems at Sony. That 700 00:39:40,160 --> 00:39:42,799 Speaker 1: didn't turn out so well. And it's not because the 701 00:39:42,800 --> 00:39:46,040 Speaker 1: tech wasn't good. For one thing, the new design required 702 00:39:46,200 --> 00:39:50,200 Speaker 1: hundreds of engineers working primarily in Austin, Texas, and getting 703 00:39:50,200 --> 00:39:53,080 Speaker 1: it right was challenging, so the project hit some delays, 704 00:39:53,200 --> 00:39:56,120 Speaker 1: and that in turn made Sony have to push back 705 00:39:56,160 --> 00:39:59,080 Speaker 1: the PS three's launched by about half a year, which 706 00:39:59,080 --> 00:40:01,960 Speaker 1: gave Microsoft a lot more time to really entrench the 707 00:40:02,000 --> 00:40:05,640 Speaker 1: three sixty as the definitive seventh generation game console, at 708 00:40:05,719 --> 00:40:10,080 Speaker 1: least for a while. PS three sales would ultimately eclipse Microsoft, 709 00:40:10,800 --> 00:40:13,880 Speaker 1: but it took some doing to make matters more complicated. 710 00:40:14,000 --> 00:40:17,960 Speaker 1: Nintendo launched the Wii console shortly after the PS three debut, 711 00:40:18,400 --> 00:40:20,040 Speaker 1: and at first a lot of people were ready to 712 00:40:20,080 --> 00:40:23,440 Speaker 1: dismiss the Wei. The name struck many as being laughable. 713 00:40:23,920 --> 00:40:28,239 Speaker 1: The console clearly didn't emphasize graphics or realistic gameplay, but 714 00:40:28,360 --> 00:40:32,200 Speaker 1: nintendo strategy was to take aim at casual gamers, at 715 00:40:32,239 --> 00:40:35,279 Speaker 1: non gamers, maybe people who had been gamers but they 716 00:40:35,280 --> 00:40:38,000 Speaker 1: hadn't really played any video games and years those kind 717 00:40:38,000 --> 00:40:41,799 Speaker 1: of folks weren't really being marketed to, and Nintendo saw 718 00:40:41,840 --> 00:40:45,880 Speaker 1: an opportunity and people flocked to buy the Wii. It 719 00:40:46,080 --> 00:40:49,720 Speaker 1: would lead to shortages and stores, so competition was stiff 720 00:40:49,840 --> 00:40:53,439 Speaker 1: against Sony even when it launched. On top of that, 721 00:40:53,640 --> 00:40:57,319 Speaker 1: Sony had to do some quick backtracking after receiving a 722 00:40:57,440 --> 00:41:01,759 Speaker 1: powerfully negative reaction when going off the PS three and 723 00:41:01,840 --> 00:41:05,000 Speaker 1: its new controller at E three two five, so this 724 00:41:05,040 --> 00:41:08,440 Speaker 1: is one year before the console was to launch. The 725 00:41:08,520 --> 00:41:12,920 Speaker 1: new PS three controller looked radically different from the basic 726 00:41:13,040 --> 00:41:16,880 Speaker 1: design introduced with the PS one and refined into the 727 00:41:16,960 --> 00:41:20,040 Speaker 1: dual shock form factor. UH. It had all the same 728 00:41:20,080 --> 00:41:24,520 Speaker 1: buttons as those controllers, but it was a totally different shape. 729 00:41:24,560 --> 00:41:27,680 Speaker 1: It was a Boomerang shape and still have the two thumbsticks, 730 00:41:27,680 --> 00:41:30,960 Speaker 1: still had all the old buttons. But this shape caught 731 00:41:31,120 --> 00:41:34,000 Speaker 1: people off guard, and a lot of people had a 732 00:41:34,080 --> 00:41:35,799 Speaker 1: very strong negative reaction to it. I mean, it was 733 00:41:35,840 --> 00:41:38,120 Speaker 1: meant so that you could hold either end of the 734 00:41:38,120 --> 00:41:42,440 Speaker 1: PlayStation easily in your hands. Uh. At the E three presentations, 735 00:41:42,480 --> 00:41:46,040 Speaker 1: Kutaragi really didn't say anything about the controllers. They never 736 00:41:46,080 --> 00:41:48,919 Speaker 1: got an official name to the public, and the fan 737 00:41:49,000 --> 00:41:51,840 Speaker 1: reaction was pretty brutal. So Sony made the call to 738 00:41:52,000 --> 00:41:54,719 Speaker 1: scrap the Boomerang controller and to build out a new 739 00:41:54,760 --> 00:41:58,680 Speaker 1: game pad modeled on the more standard duel shock form factor, 740 00:41:58,800 --> 00:42:02,880 Speaker 1: so the Boomerang never even to consumer stores. Instead, Sony 741 00:42:02,880 --> 00:42:05,640 Speaker 1: would introduce a controller called the six Axis, and it 742 00:42:05,719 --> 00:42:10,080 Speaker 1: was called this because it included accelerometers inside the controller 743 00:42:10,120 --> 00:42:12,759 Speaker 1: that could pick up movement along the X, y, and 744 00:42:12,920 --> 00:42:16,120 Speaker 1: Z axes, and that allows for six degrees of freedom 745 00:42:16,160 --> 00:42:19,200 Speaker 1: of motion, so the controller could detect when and how 746 00:42:19,239 --> 00:42:22,040 Speaker 1: it was moving, which in turn could be leveraged by 747 00:42:22,080 --> 00:42:25,720 Speaker 1: game developers. So you know, if you designed a game 748 00:42:25,719 --> 00:42:28,279 Speaker 1: with this in mind, you could create one where let's 749 00:42:28,280 --> 00:42:31,120 Speaker 1: say it's a survival horror game, you know, saying like 750 00:42:31,160 --> 00:42:34,360 Speaker 1: Resident Evil, and it's got stealth based mechanics in it 751 00:42:34,400 --> 00:42:36,960 Speaker 1: where you need to be really quiet and sneaky so 752 00:42:37,040 --> 00:42:39,799 Speaker 1: that the bad guys don't see you. And if you 753 00:42:39,840 --> 00:42:42,640 Speaker 1: were to move too much while holding the controller as 754 00:42:42,640 --> 00:42:45,080 Speaker 1: you're trying to sneak around, your character in the game 755 00:42:45,239 --> 00:42:47,640 Speaker 1: would give away their position. You know, they'd stumble, or 756 00:42:47,680 --> 00:42:50,080 Speaker 1: they'd make noise or something and they would become a 757 00:42:50,120 --> 00:42:55,080 Speaker 1: target for some sort of clever wielding pumpkin monster or something. 758 00:42:56,080 --> 00:42:59,640 Speaker 1: One thing the six Access controller didn't have besides the 759 00:42:59,640 --> 00:43:03,440 Speaker 1: boom ring shape, was a rumble feature. A lawsuit that 760 00:43:03,520 --> 00:43:06,759 Speaker 1: was between Sony and a company called Immersion had led 761 00:43:06,800 --> 00:43:10,399 Speaker 1: to Sony temporarily at least stripping the vibrating motors out 762 00:43:10,440 --> 00:43:14,560 Speaker 1: of the six Excess controllers, so the controllers that launched 763 00:43:14,560 --> 00:43:17,840 Speaker 1: with the PS three did not have haptic feedback. The 764 00:43:17,920 --> 00:43:20,560 Speaker 1: six Excess controller would be the official controller for the 765 00:43:20,560 --> 00:43:22,839 Speaker 1: PS three for just two years, when the company would 766 00:43:22,840 --> 00:43:26,440 Speaker 1: then replace it with the dual Shock three. I'll probably 767 00:43:26,440 --> 00:43:29,279 Speaker 1: talk about that a little bit more in the next episode, 768 00:43:29,640 --> 00:43:32,880 Speaker 1: but the controller wasn't the really big problem that Sony 769 00:43:32,920 --> 00:43:35,759 Speaker 1: faced with the PS three, It really was that the 770 00:43:35,880 --> 00:43:39,680 Speaker 1: architecture of that CPU was so different from what video 771 00:43:39,719 --> 00:43:42,919 Speaker 1: game developers were used to. It took time a lot 772 00:43:42,960 --> 00:43:45,960 Speaker 1: of time for game developers to really make titles that 773 00:43:46,280 --> 00:43:50,680 Speaker 1: tapped into the PS three's capabilities. Essentially, developing games for 774 00:43:50,760 --> 00:43:55,560 Speaker 1: the p S three was hard. Specifically leveraging those sp 775 00:43:55,920 --> 00:44:00,520 Speaker 1: s that those eight co processors effectively was not easy 776 00:44:00,560 --> 00:44:05,080 Speaker 1: to do. According to one developer, creating a Hello World message, 777 00:44:05,160 --> 00:44:07,719 Speaker 1: which is typically one of the first things any programmer 778 00:44:07,880 --> 00:44:10,640 Speaker 1: does when they're learning, you know, how to code for 779 00:44:10,719 --> 00:44:14,440 Speaker 1: any given system. Typically that would require three to five 780 00:44:14,560 --> 00:44:18,120 Speaker 1: lines of code for most systems, but to have one 781 00:44:18,560 --> 00:44:23,359 Speaker 1: spe processor you take this request and follow it through 782 00:44:23,920 --> 00:44:28,600 Speaker 1: would require an incredible one hundred forty four lines of code. 783 00:44:29,120 --> 00:44:32,440 Speaker 1: Sony even took some amount of pride in this. They 784 00:44:32,520 --> 00:44:35,360 Speaker 1: essentially said, it all boils down to nothing worth having 785 00:44:35,560 --> 00:44:39,840 Speaker 1: is ever easy. So they said, yeah, it's hard to 786 00:44:39,840 --> 00:44:42,360 Speaker 1: program for this thing, but this thing is super powerful, 787 00:44:42,400 --> 00:44:45,680 Speaker 1: so it's worth it. The design of those co processors 788 00:44:45,719 --> 00:44:48,480 Speaker 1: made coding for them really hard to do, and using 789 00:44:48,520 --> 00:44:50,920 Speaker 1: them effectively would be a big challenge. So many of 790 00:44:50,960 --> 00:44:53,880 Speaker 1: the early games weren't great at showing off the PS 791 00:44:53,920 --> 00:44:57,840 Speaker 1: three's true potential because they couldn't tap into that processing power. 792 00:44:58,160 --> 00:45:00,760 Speaker 1: On top of that, many game develop helpers were creating 793 00:45:00,800 --> 00:45:03,960 Speaker 1: games that would be available on multiple platforms, right cross 794 00:45:04,040 --> 00:45:08,279 Speaker 1: platform game titles. Typically that involves a core design team 795 00:45:08,360 --> 00:45:11,640 Speaker 1: that are building out a game for specific platform, maybe 796 00:45:11,640 --> 00:45:16,320 Speaker 1: the PC, maybe an Xbox whatever, and then they poured 797 00:45:16,400 --> 00:45:19,920 Speaker 1: it over to other platforms. So many titles that were 798 00:45:19,920 --> 00:45:22,759 Speaker 1: already available for the Xbox three sixty we're going through 799 00:45:22,800 --> 00:45:25,960 Speaker 1: this porting process to the PS three. But due to 800 00:45:26,000 --> 00:45:30,759 Speaker 1: that complexity in the p S three's design, the developers 801 00:45:30,760 --> 00:45:33,120 Speaker 1: had to take a lot of shortcuts. Some of them 802 00:45:33,200 --> 00:45:37,040 Speaker 1: even skipped using those coprocessors entirely. They said, these sp 803 00:45:37,320 --> 00:45:40,600 Speaker 1: s are too hard to code for. Instead, and you know, 804 00:45:40,840 --> 00:45:43,399 Speaker 1: we're working on a timeframe here. We could learn how 805 00:45:43,440 --> 00:45:46,160 Speaker 1: to code for those sps, but it would set us 806 00:45:46,280 --> 00:45:49,160 Speaker 1: behind schedule. So instead they focused on just that central 807 00:45:49,200 --> 00:45:51,759 Speaker 1: power pc, you know, the one who's supposed to act 808 00:45:51,760 --> 00:45:54,719 Speaker 1: as an administrator and hand out jobs. Instead of that, 809 00:45:54,760 --> 00:45:56,760 Speaker 1: they're saying no, no, no, no, you do the work. 810 00:45:57,080 --> 00:45:59,840 Speaker 1: Don't don't hand it to your direct reports. We just 811 00:46:00,000 --> 00:46:02,960 Speaker 1: want you to do it. So the power pc had 812 00:46:03,000 --> 00:46:05,400 Speaker 1: to act as the CPU for the whole console, and 813 00:46:05,480 --> 00:46:08,760 Speaker 1: so some titles that were available for both platforms, particularly 814 00:46:08,920 --> 00:46:12,120 Speaker 1: early on in the PC PS three's life cycle, just 815 00:46:12,320 --> 00:46:14,719 Speaker 1: they ran better on the three sixty. If you did 816 00:46:14,719 --> 00:46:18,120 Speaker 1: a side by side comparison, the three sixty just ran better. 817 00:46:18,880 --> 00:46:21,839 Speaker 1: And it wasn't that the PS three was not as 818 00:46:21,840 --> 00:46:24,040 Speaker 1: good a system. It was a great system. It's that 819 00:46:24,239 --> 00:46:26,719 Speaker 1: people had not figured out how to program for it 820 00:46:26,800 --> 00:46:30,880 Speaker 1: effectively yet, so the development process in general was slow, 821 00:46:31,480 --> 00:46:34,799 Speaker 1: and in gaming circles this led to a somewhat incorrect 822 00:46:34,840 --> 00:46:38,320 Speaker 1: observation that there were no games for the p S three. 823 00:46:38,520 --> 00:46:40,560 Speaker 1: This is a meme. You can look it up now. 824 00:46:40,560 --> 00:46:43,279 Speaker 1: The three sixty had been around for months and had 825 00:46:43,280 --> 00:46:46,520 Speaker 1: built up a pretty substantial library of games bout the 826 00:46:46,520 --> 00:46:49,560 Speaker 1: time the PS three launched, so no matter what, Sony 827 00:46:49,680 --> 00:46:52,040 Speaker 1: was going to be playing catch up. But the general 828 00:46:52,080 --> 00:46:54,840 Speaker 1: since was that there just weren't enough really compelling titles 829 00:46:54,840 --> 00:46:57,480 Speaker 1: on the PS three early on, and thus PS three 830 00:46:57,520 --> 00:47:00,839 Speaker 1: doesn't have any games. Was born as a meme, and 831 00:47:01,120 --> 00:47:04,160 Speaker 1: you can see lots of different variations of that same 832 00:47:04,200 --> 00:47:06,799 Speaker 1: statement that wouldn't be true in the long run. I 833 00:47:06,800 --> 00:47:09,120 Speaker 1: don't even think it was a fair assessment. Towards the beginning, 834 00:47:09,120 --> 00:47:13,120 Speaker 1: the PS three had games, and it introduced some games 835 00:47:13,160 --> 00:47:17,520 Speaker 1: that in times that have passed have become real classics. 836 00:47:17,560 --> 00:47:21,120 Speaker 1: So the original Uncharted came out, that was a game 837 00:47:21,160 --> 00:47:24,280 Speaker 1: by Naughty Dog. That one came out for the PS three, 838 00:47:24,600 --> 00:47:27,680 Speaker 1: So did Uncharted two and Uncharted three. They all came 839 00:47:27,719 --> 00:47:29,839 Speaker 1: out for the PS three. And this is a great 840 00:47:29,840 --> 00:47:32,560 Speaker 1: example to show how developers got a better handle on 841 00:47:32,640 --> 00:47:34,880 Speaker 1: the PS three in general, because if you were to 842 00:47:34,880 --> 00:47:37,520 Speaker 1: look at a side by side comparison of the original 843 00:47:37,640 --> 00:47:41,640 Speaker 1: Uncharted on the PS three and then Uncharted three, you 844 00:47:41,640 --> 00:47:45,919 Speaker 1: would see an incredible jump in graphics quality. The two 845 00:47:45,960 --> 00:47:48,799 Speaker 1: games would look like they belong to different systems. So 846 00:47:48,840 --> 00:47:52,280 Speaker 1: with PCs we expect this because developers are always pushing 847 00:47:52,320 --> 00:47:55,400 Speaker 1: the limits of what hardware can do with every release 848 00:47:55,440 --> 00:47:58,160 Speaker 1: of every title. But the PS three is a video 849 00:47:58,160 --> 00:48:01,920 Speaker 1: game console. You don't grade the GPU chip and a 850 00:48:02,000 --> 00:48:03,960 Speaker 1: video game console, you know when you buy it off 851 00:48:04,000 --> 00:48:07,400 Speaker 1: the shelf, that console is that console for the life 852 00:48:07,560 --> 00:48:10,319 Speaker 1: of that console. It doesn't. You don't. You don't take 853 00:48:10,360 --> 00:48:12,960 Speaker 1: it apart and upgrade components. If you're going to do that, 854 00:48:13,080 --> 00:48:15,719 Speaker 1: you should be a PC gamer. The hardware and a 855 00:48:15,760 --> 00:48:17,800 Speaker 1: PS three towards the end of the console's life cycle 856 00:48:17,880 --> 00:48:20,480 Speaker 1: was identical to all intents and purposes as the hardware 857 00:48:20,480 --> 00:48:23,120 Speaker 1: and the original PS three's that launched in two thousand six. 858 00:48:24,000 --> 00:48:26,839 Speaker 1: The game developer, in this case, Naughty Dog, just learned 859 00:48:26,840 --> 00:48:30,839 Speaker 1: how to develop games for that hardware. More effectively, they 860 00:48:31,120 --> 00:48:34,319 Speaker 1: learned the system, so using the exact same hardware that 861 00:48:34,360 --> 00:48:38,400 Speaker 1: they developed Uncharted one four, they produced Uncharted three, and 862 00:48:38,440 --> 00:48:42,040 Speaker 1: the differences are astounding. Naughty Dog, in fact, has even 863 00:48:42,080 --> 00:48:45,759 Speaker 1: said that maybe Uncharted the first game took advantage of 864 00:48:46,000 --> 00:48:49,600 Speaker 1: thirty percent of the PS three's processing power, So that 865 00:48:49,680 --> 00:48:52,239 Speaker 1: all comes back to that complexity of learning how to 866 00:48:52,320 --> 00:48:54,800 Speaker 1: program for the PS three. It was a real barrier. 867 00:48:55,360 --> 00:49:01,239 Speaker 1: The PS three supported some backwards compatibility, which honestly was 868 00:49:01,280 --> 00:49:03,840 Speaker 1: a bit of an achievement considering how dramatically different the 869 00:49:03,840 --> 00:49:08,240 Speaker 1: consoles cpu architecture was from earlier models. The PS three 870 00:49:08,400 --> 00:49:12,160 Speaker 1: could play nearly all of the PlayStation one games. PS 871 00:49:12,200 --> 00:49:14,360 Speaker 1: two games were another story, and that one is a 872 00:49:14,400 --> 00:49:17,920 Speaker 1: little more complicated. So the original PS three consoles often 873 00:49:17,920 --> 00:49:20,680 Speaker 1: called the fat consoles because they were much larger than 874 00:49:20,760 --> 00:49:23,760 Speaker 1: future models. You had the the slim and the super 875 00:49:23,800 --> 00:49:27,920 Speaker 1: slim PS three, but those original ones contained hardware that 876 00:49:28,000 --> 00:49:31,279 Speaker 1: made them compatible with at least some, but not all 877 00:49:31,600 --> 00:49:33,759 Speaker 1: PS two games, So you can get one of those 878 00:49:33,760 --> 00:49:36,280 Speaker 1: original PlayStation three's and you can still play some PS 879 00:49:36,320 --> 00:49:39,680 Speaker 1: two titles. However, future versions of the PS three would 880 00:49:39,680 --> 00:49:44,239 Speaker 1: remove that compatible hardware and you just couldn't play a 881 00:49:44,320 --> 00:49:48,560 Speaker 1: PS two game in a PS three, especially a hard disc. 882 00:49:49,280 --> 00:49:52,560 Speaker 1: You could play PS two games that were emulated to 883 00:49:52,719 --> 00:49:56,439 Speaker 1: run on a PS three, but the the experience wasn't 884 00:49:56,480 --> 00:49:59,839 Speaker 1: always ideal, and there were a lot of different very 885 00:50:00,400 --> 00:50:03,880 Speaker 1: of the PlayStation three console, mostly in hard drive size, 886 00:50:03,920 --> 00:50:07,960 Speaker 1: so you had twenty, forty sixty eight and one sixty 887 00:50:08,000 --> 00:50:10,799 Speaker 1: gigabyte hard drive versions of the PlayStation three that were 888 00:50:10,840 --> 00:50:13,320 Speaker 1: available at one point or another during its life cycle. 889 00:50:13,719 --> 00:50:16,640 Speaker 1: Most models also supported WiFi, so you didn't have to 890 00:50:16,680 --> 00:50:19,239 Speaker 1: have a physical cable to connect to a network. One 891 00:50:19,280 --> 00:50:22,080 Speaker 1: exception was the twenty gigabyte model. That one only had 892 00:50:22,080 --> 00:50:28,200 Speaker 1: the hardwired ethernetport, not a WiFi connective ability. Now, this 893 00:50:28,320 --> 00:50:30,080 Speaker 1: means for the early years of the p S three's 894 00:50:30,080 --> 00:50:33,800 Speaker 1: life cycle, the console underperformed. This wasn't helped by the 895 00:50:33,840 --> 00:50:35,640 Speaker 1: fact that the launch price for the PS three was 896 00:50:35,680 --> 00:50:37,799 Speaker 1: six hundred dollars here in the United States and made 897 00:50:37,800 --> 00:50:41,320 Speaker 1: it the most expensive of the seventh generation consoles, and 898 00:50:41,360 --> 00:50:44,479 Speaker 1: it would have been a challenge to overperform. Obviously, because 899 00:50:44,480 --> 00:50:47,920 Speaker 1: the company's expectations had to have been incredibly high given 900 00:50:47,960 --> 00:50:51,280 Speaker 1: the amazing success of the PS two. They were probably 901 00:50:51,280 --> 00:50:54,040 Speaker 1: thinking this was just gonna be a hockey stick, that 902 00:50:54,120 --> 00:50:55,960 Speaker 1: it was just gonna keep going up and up and up. 903 00:50:56,400 --> 00:50:58,560 Speaker 1: Kim Kutaragi, who at this point was the head of 904 00:50:58,600 --> 00:51:02,279 Speaker 1: Sony Computer Entertainment, must have had some complicated feelings about this. 905 00:51:02,719 --> 00:51:06,360 Speaker 1: He had created an entire division within Sony, an entire 906 00:51:06,480 --> 00:51:10,120 Speaker 1: business that Sony had not been in, and had seen 907 00:51:10,239 --> 00:51:13,280 Speaker 1: impress of success over the course of just a decade. 908 00:51:13,719 --> 00:51:17,080 Speaker 1: But in November two thousand six he would change positions, 909 00:51:17,120 --> 00:51:20,200 Speaker 1: going from being the president and group CEO of Sony 910 00:51:20,200 --> 00:51:24,920 Speaker 1: Computer Entertainment to its chairman and group CEO. Now that 911 00:51:24,960 --> 00:51:28,760 Speaker 1: sounds like a promotion, right president to CEO, But according 912 00:51:28,840 --> 00:51:32,040 Speaker 1: to most sources I was reading, it was really showing 913 00:51:32,080 --> 00:51:34,480 Speaker 1: that the company was moving him out of a role 914 00:51:34,480 --> 00:51:37,440 Speaker 1: where he would have day to day operations control of 915 00:51:37,480 --> 00:51:40,360 Speaker 1: the division. It was more of a general oversight, but 916 00:51:40,400 --> 00:51:42,480 Speaker 1: he would no longer be the person calling the shots 917 00:51:42,600 --> 00:51:46,359 Speaker 1: day to day. Sony was dealing with a serious shortfall 918 00:51:46,640 --> 00:51:50,440 Speaker 1: with this PS three. The sales were falling behind Microsoft 919 00:51:50,520 --> 00:51:53,360 Speaker 1: in those early days, and Nintendo's WE was winning out 920 00:51:53,440 --> 00:51:54,920 Speaker 1: as well. And I should add that when it was 921 00:51:54,960 --> 00:51:57,880 Speaker 1: all said and done, when everything is done with the 922 00:51:57,920 --> 00:52:01,560 Speaker 1: seventh generation of consoles, WE would be the king. They 923 00:52:01,719 --> 00:52:04,919 Speaker 1: sold far more consoles of the week Nintendo did than 924 00:52:05,040 --> 00:52:08,080 Speaker 1: Sony or Microsoft did with their consoles. But then Sony 925 00:52:08,080 --> 00:52:10,880 Speaker 1: would make up lost ground. It would actually take second place. 926 00:52:10,920 --> 00:52:14,279 Speaker 1: So while the Xbox three sixty led the way for 927 00:52:14,440 --> 00:52:17,000 Speaker 1: most of the early years of the P S three, 928 00:52:17,120 --> 00:52:20,680 Speaker 1: Sony would ultimately make up that lost ground before the 929 00:52:20,760 --> 00:52:22,560 Speaker 1: end of its life cycle. Of course, this is also 930 00:52:22,600 --> 00:52:26,160 Speaker 1: helped by the fact that Sony supports its consoles much 931 00:52:26,200 --> 00:52:30,040 Speaker 1: longer than the other companies do. Howard Stringer, the CEO 932 00:52:30,320 --> 00:52:33,480 Speaker 1: for Sony around this time, said that Kutaragi was a 933 00:52:33,480 --> 00:52:38,879 Speaker 1: star executive with um let's say communications issues. Stringer said 934 00:52:38,880 --> 00:52:41,000 Speaker 1: that kudarag he wasn't very good when it came to 935 00:52:41,200 --> 00:52:45,200 Speaker 1: communicating with other folks in the company, including people higher 936 00:52:45,280 --> 00:52:47,960 Speaker 1: up on the hierarchy like his boss. He was seen 937 00:52:48,000 --> 00:52:51,320 Speaker 1: as brilliant, but stubborn, difficult to work with, and maybe 938 00:52:51,360 --> 00:52:55,040 Speaker 1: a little bit arrogant. Kazhai, who had been with Sony 939 00:52:55,040 --> 00:52:58,480 Speaker 1: Computer Entertainment since nine and who had been a large 940 00:52:58,520 --> 00:53:01,280 Speaker 1: part of the success story of the PS two, would 941 00:53:01,280 --> 00:53:03,799 Speaker 1: shift from being the head of Sony Computer in North 942 00:53:03,840 --> 00:53:07,600 Speaker 1: America to stepping in as president for the entire Sony 943 00:53:07,640 --> 00:53:12,880 Speaker 1: Computer Division, the global head of that part of Sony, 944 00:53:12,920 --> 00:53:15,240 Speaker 1: and he would also later on go on to become 945 00:53:15,280 --> 00:53:19,120 Speaker 1: the head of Sony Corporation overall. That again, was probably 946 00:53:19,160 --> 00:53:21,960 Speaker 1: something Kutaragi had hoped for at one point. He didn't 947 00:53:22,000 --> 00:53:26,480 Speaker 1: make it. His protege did. In two thousand seven, Kutaragi 948 00:53:26,560 --> 00:53:29,480 Speaker 1: surprised a few people by announcing he was stepping down 949 00:53:29,520 --> 00:53:32,880 Speaker 1: and retiring. He would be named an honorary chairman of 950 00:53:32,920 --> 00:53:36,600 Speaker 1: Sony Computer Entertainment, but his formal leadership role had come 951 00:53:36,640 --> 00:53:39,440 Speaker 1: to an end, and so the father of the PlayStation 952 00:53:39,640 --> 00:53:43,080 Speaker 1: would leave Sony. But the story of the PlayStation was 953 00:53:43,160 --> 00:53:46,680 Speaker 1: far from over, So in our next episode, I'll wrap 954 00:53:46,800 --> 00:53:49,560 Speaker 1: up the rest of the PlayStation three story talking a 955 00:53:49,600 --> 00:53:51,960 Speaker 1: little bit about the duel Shock three controller, which would 956 00:53:51,960 --> 00:53:55,800 Speaker 1: come out a year after Kutaragi left the company. And 957 00:53:55,840 --> 00:54:00,280 Speaker 1: also how the PlayStation for change direction again, how all 958 00:54:00,680 --> 00:54:03,800 Speaker 1: the course that was laid with a PS three switched 959 00:54:04,120 --> 00:54:06,920 Speaker 1: again with the PS four, and how that leads up 960 00:54:06,920 --> 00:54:11,040 Speaker 1: to the PS five. I anticipate that next episode will 961 00:54:11,080 --> 00:54:14,279 Speaker 1: be the last one in this in this series for now, 962 00:54:14,760 --> 00:54:16,680 Speaker 1: with a little bit at the end to talk about 963 00:54:16,719 --> 00:54:19,759 Speaker 1: the announcements of the PS five. We'll see. As you 964 00:54:19,760 --> 00:54:23,319 Speaker 1: guys have noticed, I am luquacious in nature, and sometimes 965 00:54:23,400 --> 00:54:27,480 Speaker 1: these episodes end up having more to them than I anticipated. 966 00:54:27,920 --> 00:54:30,400 Speaker 1: But if you guys have any suggestions for future episodes 967 00:54:30,400 --> 00:54:32,480 Speaker 1: of tech Stuff, whether it's a quick one off, maybe 968 00:54:32,480 --> 00:54:34,760 Speaker 1: there's a company you want to hear about, a specific 969 00:54:34,800 --> 00:54:37,200 Speaker 1: product you want to hear about. Maybe there's a trend 970 00:54:37,239 --> 00:54:40,040 Speaker 1: in technology you want to know more about, let me know. 971 00:54:40,440 --> 00:54:43,240 Speaker 1: Send me a message on Facebook or Twitter. The handle 972 00:54:43,280 --> 00:54:46,200 Speaker 1: for both is text stuff H s W and now 973 00:54:46,200 --> 00:54:54,759 Speaker 1: I'll talk to you again really soon. Text Stuff is 974 00:54:54,800 --> 00:54:57,920 Speaker 1: an I Heart Radio production. For more podcasts from my 975 00:54:58,040 --> 00:55:01,680 Speaker 1: Heart Radio, visit the I Heart Radio, you app, Apple Podcasts, 976 00:55:01,760 --> 00:55:08,200 Speaker 1: or wherever you listen to your favorite shows. H