Sony's issues remind me (in a less deadly way) of their zip-zagging strategies in the ebook reader "wars" as ebooks hit the mainstream. Early on they were market leaders and the benchmark for competitors. When Amazon introduced KINDLE they made sure to replicate all the Sony features and add one all their own (direct wireless store access) all at a Sony comparable price. Then B&N, late to the party, switched the business model to near-cost hardware and walled-garden content store. Sony stuck with their model selling a "premium, higher quality" reader at what became double the prive of the competition just as the reduced hardware costs evolved the market from a high end niche to a mainstream low-cost segment.
On the content side Sony had started with a proprietary ebook format and a walled garden store but pivoted to an interoperable format and open store, expecting the market to go open like PCs just as Apple and the big multinational vendors "coordinated" to protect pbook sales and limit ebooks to a high end 25% of the book world. (The DOJ took note and acted.) This effectively killed white label interoperative ebook stores, leaving Sony and Google as the main backers of the open commercial format.
So, to summarize: when the market wanted cheap access to mainstream ebooks, Sony sold a premium product and once the market plateau'ed they belatedly pivoted to a cheap basic flag-bearer (and decent enough) reader just as Amazon, Kobo, and B&N were introducing high feature premium models.
They lost sight of the real world market and over-valued brand value.
The hardware was good but not great and lacked the features the market valued while proving features the market didn't value at that time. Which they then dropped as the competition offered them.
They zigged when they should've zagged, and vice versa. In the end they just dropped out of the consumer reader market.
Gaming?
Flash back to March 1999 when Sony introduced EVER QUEST the first commercially successful MMORG usi g a 3D graphics engine. Successful being an understatement. It spawned several derivatives but sony sold off the division and IP in 2015 as it committed totally to the PS4 and one and done single player games.
Just as DESTINY opened the door for Live Service games to eat massive chunks of the entire gaming market.
Two years later, Sony started work on what became Concord. And five years later they started funding a dozen live service games and bought Bungie.
Since then, a range of live service games from the likes of Square-Enix, Sega, Ubisoft, EA, and other have been started, cancelled, or died a quick death. And Sony has, so far, cancelled 8 of the promised 12 and closed several of the associated studios with big layoffs at Bungie and elsewhere.
So, just as with ereaders, they lost sight of the market, zigged when they should've zagged and wasted a ton of money between the Concord disaster, a clear overpay on Bungie, and whatever they had invested over three years on the other cancelled projects.
It won't be deadly as with ereaders, but it has put the company Playstation cash cow, in a tight corner. And the faux pas comes at a bad time as game development (and studio burn rates) are increasing continuously, Nintendo and MS are expanding they content offerings, and PC gaming content sales are booming, while at the same time Sony's flagship exclusives (first party and paid third party) are seriously underperforming. Recent public bookkeeping is calculating that even the top selling exclusives have only tapped 6-8% of the PS installed base. Their highly touted 2024 GOTY game may have hit 2%. Maybe.
Consider that something like 2/3 of all money spent on Playstations is going to third party games and a majority of that is going to the legacy multiplatform live service games.
As for XBOX, has anybody even bothered to count the number of successful live service games in the XBox Catalog? Or tried adding up the number of active users?
Finally, MS has long targeted releasing 4 first party exclusives a year and came close last year, depending on how you count their releases, and look to possible double that this year.
Sony is promising one first party exclusive teach year. Not just this year. And a lot of their third party satraps aren't taking their exclusivity bribes anymore. Their games are too expensive and selling too slowly, if at all, to forgo Nintendo and Xbox any more.
Finally, considering it takes 5 years or so to cook up a AAA game these days the studios that were working on the cancelled projects are unlikely to resurface this decade. That is about a third of Sony's studio count.
Yeah, XBOX is dominating in one area.
And a few more the gaming media has forgotten to consider.
XBOX is not stopping there.