Sony VP Adam Boyes on Sony and virtual realityGameSpot's Scott Butterworth interviews Sony VP Adam Boyes on PlayStation VR price, accessories and developer relations.
Today I'm pleased to announce The PlayStation VR will launch globally in October 2016. For $399.00 US. €399.00 euros. You guys just announced price. And release window which is the big news out of today. I was curious primarily how you were able to come in at such a low price point relative to your competitors who are obviously in the 8, 7 $800 range. Yeah, it's funny because I think a lot of conspiracy theorists think that we just look at everybody else's price and then we choose our arbitrarily, but it's actually we;ve always thought about this as a very sort of [MUSIC] Value proposition driven device, and making it a great price that sort of ties in with the PS4 to sort of send that is super important. For [INAUDIBLE] price point from what you displayed is the headset and the components that allow you to operate the headset, but you also showed Playstation Move controllers in there, and in theory there could potentially be like A camera of some type involved as well. Are you guys planning on doing a bundle that gives users all of that stuff in one package, and if so, what kind of price point would that come in at? Yeah, we're always looking at opportunities of hey, what are the gamers excited about? What are they looking for? So we have nothing to announce right now on that front, but obviously the Move controllers, with a lot of the experience they just enhance it in such a way that We are obviously looking very heavily.>> So you are saying that players wont necessarily have to invest in Move controllers to experience PlaystationVR.>> No, there's a lot of games out there that that's their variety, but DualShock 4 will drive the vast majority games. Some games need no controllers. The guys at Headmaster, Ben Throop, all you have to is be able to headbutt something. So, if you are an ex heavy metal fan or just a ex soccer player, then you'll have a great time playing the As the director of, you know, third-party relations, how do you pick partners? How do you pick the games that you sort of highlight at events like this? Yeah well, I mean we have amazing staff all around the world. We've got developer relations teams in Japan, throughout Asia, based in [INAUDIBLE] London, and then our team as well. But the important thing is also just telling that story. How easy is it to work on the platform, making sure the middleware providers like Unity and Unreal are up to snuff on the latest SDKs and stuff like that. And then working with them to be like, what do you need? Super HyperCube, right, by the guys at Polytron, right. That's a really neat game where you're sort of. Pivoting this geographic thing, and you're sort of looking around. It's like those Japanese game shows where you got to pose, [CROSSTALK] Right, the wall's coming at you. Dive through the wall, and that's also a small team. So, work very hard to find a nice threads of content that really represent what's possible with PSDR, and then obviously, you just find out what's important, how important is certain aspects. Whether it's funding, or promotion, or PR partnership, stuff like that. So, I like to say that we like To just try to give better hugs. That's the real fundamental goal. You're talking about giving better hugs. Giving better hugs. Is there gonna be a hug simulator of any kind? There's one right here. If you want to come at me later. That will be my first stop. We've got the interview. [BLANK_AUDIO]