http://www.gamesindustry.biz/articles/yoshida-s-island-part-one
Ahem... where's Life with Playstation (due this month, 3 more days left) ?
On EyePet...
Q: The other thing that stood out was the VidZone music streaming service - is that an acknowledgement that people use the Internet, and sites like YouTube, to watch music videos for free already - it will be refreshing for consumers to hear that your service is free as well.
Shuhei Yoshida: Yes - we're more open about approaching and bringing services in to PS3 and PSP. We can't support all the needs of the consumer and there are great companies providing services on the PC already - so we're very open to provide the opportunity to those companies to reach our user base as well.
Q: But the keyword there is "free" - did you consider monetising it at all?
Shuhei Yoshida: We like to provide as many services as possible for free - we already provide our network access for gameplay for free - and the interesting thing about the network side and the Internet business is that there's a variety of revenue sources. Not necessarily getting people to pay, but with advertising and so on.
Those are things we're looking at, and learning how we can provide a service without people having to pay - but we still get our operation running with funding from somewhere so that we can maintain the level of quality we want.
Ahem... where's Life with Playstation (due this month, 3 more days left) ?
On EyePet...
Q: There are some other interesting titles coming out of the London Studio, with the EyePet - the traditional gamers might not think that's for them, but it's a statement about the family side of things. What sort of impact are you expecting that to have?
Shuhei Yoshida: There are two things - from a technical standpoint the London Studio has always been making use of the camera, from the PlayStation 2 days, and they've been working hard on ways to better use the camera technology for PS3. We've seen small applications that make use of PlayStation Eye - but that's really small things, and we know we can do much more.
So I think technically-speaking that one of the things the team really wanted to do was work on what augmented reality really was, and in a way that people would understand - so to interact with the pet, and the pet recognises you, that's something that has a magical power.
But from the other side of the fence, we're doing a lot of games for core users. We have studios everywhere - Guerilla is doing Killzone, and Evolution is working on Motorstorm. So we really want to offer products to a broader variety of people, and we wanted to show the industry that this is how we're expanding our platform.
So London Studio is really best-placed for showing how these things can be done, because they've worked on games in that space for many years - they know how consumers are going to react, how to make it accessible and fun.