At this year’s E3, without new hardware to announce and facing off against Microsoft’s aggressive Xbox One X pitch, Sony positioned itself as being all about the games, with a media briefing that consisted of little more than a succession of trailers, and no particular emphasis outside of a section taken to show upcoming games coming specifically for PlayStation VR.
However, one omission stood out: the lack of any direct spotlight on indies after several straight years of championing them at E3—especially in comparison to Microsoft’s press briefing, in which they took pains to restate their commitment to the ID@Xbox program, and show off a selection of indie titles.
This omission became even more apparent on the show floor, with Sony’s booth redesigned from the past few years to feature fewer games—all of a high profile—and no indies on show, outside of Polyarc’s Moss (a PSVR title). After E3 wrapped up, many seized on a line from an interview with Sony sales and marketing honcho Jim Ryan, in which he claimed that indie games were "good to talk about in 2013/2014," but are "less relevant now."
Gamasutra talked to several PlayStation-focused indies we could find at E3 2017 about their interactions with Sony, and their sense of what E3 said about the company's ongoing commitment to independent developers.
David Condolora, Brain & Brain
(Working on Burly Men At Sea for PS4 and PS Vita)
Burly Men at Sea
David and Brooke Condolora were in the Indiecade are at E3 showing their upcoming PS4 and PS Vita title Burly Men At Sea (previously released on mobile and Steam).
How is your experience been working with Sony?
"Navigating the Sony ecosystem has been a little more difficult because there’s so many different parts—Sony Europe, and Japan, and Asia."
Condolora: Actually it’s been very very good. We’re actually not doing the technical work of the porting ourselves, so Sony is helping us do that. And it’s been very smooth. Ports came together very fast. Communication’s been fast. Really, Sony America, at least, has been very very good.
Navigating the Sony ecosystem has been a little more difficult because there’s so many different parts—Sony Europe, and Japan, and Asia. Just getting a handle on all that has been a little more difficult. But they’ve been very supportive.
Did you go to Sony with the interest of putting Burly Men At Sea on PlayStation 4/Vita or was it something that they talked to you about?
We approached them, actually, before the game was released, quite a bit before. And it’s been kind of an off and on kind of conversation that we had and then finally we got to a point where we decided that we did want to go ahead and do a console version. And Sony was very interested and very quick to send us development hardware and propose a partnership that worked for both of us.
You’re one of the only PlayStation-focused indies that I’ve found on the show floor here. So what’s your take on that? Do you think they’re stepping away?
I don’t know. My first thought, I’m just really surprised because they’ve supported indies very very well over the last few years and to us, having dealt with Microsoft a little bit, as well, Sony was much more forthcoming and interested, easier to talk to. I’m just frankly very surprised.
Especially on the floor. I figured, you know, we’ve seen them at Indiecade a number of years, but they have a huge presence with all these indie games. I’m very surprised they don’t have a few at their booth.
Burly Men at Sea
But you still feel that behind the scenes, they’re still committed?
Well, I feel that behind the scenes they’re still committed to helping us. But I don’t know if that applies generally or not. Maybe our particular account manager is really great. And maybe some of the others have moved on, I don’t know. But I feel supported, I’ll say that.
"I had some idea that maybe we could’ve been a part of their booth, but I guess that would not have been possible. We wouldn’t be here if not for Indiecade. Which surprises me, because Sony has been so supportive."
In previous years a title like Burly Men At Sea would have been part of their booth. Wouldn’t you have expected that kind of support?
Yeah, honestly, I had some ideas that maybe we could’ve been a part of their booth or something. But I guess that would not have been possible. We wouldn’t be here if not for Indiecade, I suppose. Which surprises me because they’ve been so supportive.
You said Sony was easier to talk to than Microsoft, but Microsoft are still vocally indie-focused. They showed games at their press conference. Do you think indies would look towards Microsoft rather than Sony now?
I think that Sony is still the biggest game in town. You want to be on a platform that has the most eyeballs on it. Our experience with Microsoft has sort of been the opposite of Sony and sort of what you’re describing. They may be a little more out there, but for a developer like us, where maybe our game is a little bit too small or niche for them to care too much about it behind the scenes. So there wasn’t the interest there.
But I will say, as far as console is concerned, the platform we are looking forward to seeing how it develops is the Switch to see how that fits into this equation. We’re talking about a binary thing, Sony and Microsoft, but then you have a third platform that’s becoming more valuable. I wonder how that’s going to change the market as well.
Justin Ng, Gattai Games
(Working on Stifled for PlayStation VR)
Stifled
Ng: On the E3 show floor, post-press briefing and with Sony’s booth lacking in any indies, the search for indie titles for PlayStation felt like a losing one—until, of course, we found ourselves at Indiecade’s booth, a consistent—and consistently calmer—presence at E3 each year for anyone looking to interact with indie developers. Justin Ng, a developer from Singapore, was there showing Stifled, a PlayStation VR title.
Is Stifled PlayStation VR first?
"We reached out to our Sony contacts in Japan and after like a month or two they sent us a Morpheus dev kit."
So that is something we’re not going to talk about yet. But the game we’re developing it for the PSVR, the Oculus, and the Vive.
We got in really early with the Morpheus [Sony’s code-name for the in-development PSVR] because when we first started making the game it was visually very interesting for us, and we thought it would be cool if we could put people in VR. So we reached out to our Sony contacts in Japan and after like a month or two they sent us a Morpheus dev kit.
So how has the experience been working with Sony?
It’s actually been pretty nice, I think. I would say, in some sense, it’s a bit harder to get stuff that we want to get going because of marketing, because we are based out of Singapore it’s a bit harder to travel and talk on the same time zone and get stuff done. But generally speaking, my friends at Sony have been really nice.
How supportive are they in terms of hardware and development support?
With Asia, it’s been pretty good. The two kits that we’re using at E3, we were loaned them from Sony. Because I think we are making something that is unique and is different. I think the guys at Sony seem to like it, so they’re helping us out here and there.
Stifled