In some ways, it's all about the games. But these days, given the different ways we access interactive entertainment, on-the-go interfaces have become awfully important.
During a recent CVG interview with SCEE boss Andrew House, we learn that despite 24 launch titles for the new PlayStation Vita, other elements are involved in regards to long-term success. Said House:
"What we try to do as a company is to take the best learnings from the different platforms, and the things we gain from them. I think we learned from PSPGo that consumers want flexibility in terms of how they access their content, that they wanted both a packaged solution and a network distribution solution.
I think we learned also from the general PSP experience that delivering what is essentially a great handheld console game experience on a portable device was all well and good, but if we were able to add these different interfaces and interact differently with the content – and to use the immediacy of having a portable device always with you – that that was really important.
Looking further back, part of the original PlayStation's success, and part of the PlayStation 2's success, was the ease of use of the development environment. So I'd like to think that PS Vita has returned us to the core of that DNA, as well."
We figure the key to success in any business involves rectifying past mistakes. And in a world where the market landscape is continually shifting and changing, one has to learn those lessons or be forced into obscurity. Some may say the Vita is already "obscure" in that it's not a phone or tablet, and "all it does is play games." Sony maintains that no portable device on the planet plays games better than the Vita, but that may not be enough in the long run.
Still, it seems as if Sony is taking the correct approach. Heck, we've already seen some promotions, including that Taco bell one , so that's a lesson learned right there.