[妄言] 前高層給索、任、軟突破銷量瓶頸的忠告
Former PlayStation Exec Says Sony, Microsoft, and Nintendo Must Learn From
VHS's Victory Over Betamax if They Want to Truly Expand the Console Audience
https://www.ign.com/articles/former-playstation-exec-says-sony-microsoft-and-
nintendo-must-learn-from-vhss-victory-over-betamax-if-they-want-to-truly-
expand-the-console-audience
Posted: Dec 29, 2025 10:03 pm
Video game console sales cap out each generation at around 250 million, so
how will the console manufacturers break through that barrier? By learning a
crucial lesson from the videotape format war, one former PlayStation
executive has suggested.
電子遊戲主機每一代的銷售上限約為2.5億台,那麼主機製造商該如何突破這一瓶頸呢?
一位前PlayStation高層建議,他們可以從錄影帶格式之爭中吸取關鍵教訓。
Speaking on the Pause for Thought and Naomi Kyle YouTube channel, Shawn
Layden, former boss of Sony Interactive Entertainment America (SIEA), said
the console video game market has hit a limit, and significant change is
needed to expand beyond it.
在Pause for Thought 和 Naomi Kyle 的 YouTube 頻道上,索尼互動娛樂美國公司
(SIEA) 前總裁 Shawn Layden 表示,主機電玩市場已經達到極限,需要進行重大變革才
能突破這一限制。
“We talk about gaming as being this $250 billion industry, which it is, and
have hundreds of millions of users, which it does,” he began. “But of
course that includes if you're playing Wordle, you're a gamer. If you're
playing Candy Crush, you're a gamer in that number. But the number of
discrete consoles sold over any particular generation caps out about 250
million. If you line up all the PS1s, Sega Saturns, and N64s, and you go by
generations, it's all about 250. The one time it popped to almost 300 was the
generation that had the Wii, and people thought you could buy Wii Fit and
lose weight. So, we got some non-traditional gaming audience to buy into the
gaming industry at that time. But that was an anomaly and we've still kind of
flattened out. So we need to crack that cap, that barrier.”
「我們常說遊戲產業價值2500億美元,這沒錯,而且擁有數億用戶,這也沒錯,」他說
。 「當然,這其中也包括玩Wordle的玩家,玩Candy Crush的玩家也算在內。但任何一代
主機的銷量上限都約為2.5億台。如果你把PS1、世嘉土星和N64的銷量按世代排列,總銷
量也差不多是2.5億台。只有一次銷量接近3億台,那是Wii主機上市的那一代人,當時人
們所上市的那一代人,那一代人買了。 Fit就能減肥。
But how? Layden said the video game industry should study the past as it
looks to the future, in particular Betamax’s loss to VHS in the videotape
format war.
但該如何做呢?萊登表示,電子遊戲產業在展望未來時應該研究過去,特別是Betamax在
錄影帶格式之爭中敗給VHS的教訓。
The videotape format war was a late 1970s/1980s battle between Sony's Betamax
and JVC's VHS for dominance in home video recording, with VHS ultimately
winning due to longer recording times, broader licensing (more manufacturers)
, and key partnerships with movie studios, making movies available for
rental/purchase on VHS more readily, despite Betamax often having slightly
better initial quality.
錄影帶格式之戰是 20 世紀 70 年代末/80 年代索尼的 Betamax 和 JVC 的 VHS 之間爭
奪家庭錄影帶主導權的戰爭,最終 VHS 憑藉更長的錄製時間、更廣泛的授權(更多製造
商)以及與電影製片廠的關鍵合作關係而獲勝,使得電影更容易通過 VHS 進行租賃/購買
“Betamax lost to VHS for one reason only: that VHS licensed its format
across many different manufacturers,” Layden explained. “Sony held the
unique Betamax patent trademark and everything. There was a license we did
with Toshiba towards the end of the lifecycle, but it never went wide like
VHS.
「Betamax 敗給 VHS 的原因只有一個:VHS 將其格式授權給了許多不同的製造商,」萊
登解釋。 “索尼擁有 Betamax 的獨特專利商標權等等。在 Betamax 生命週期的末期,
我們曾與東芝達成過一項授權協議,但它從未像 VHS 那樣廣泛普及。”
“People didn't understand that need of having the same machine as your
neighbor. You can have an RCA TV and you can have a Sony TV and you know
that's all fine. But once your neighbor has picked VHS and you want to watch
that tape of that movie, but you have Betamax, all of a sudden… So the
industry coalesced around VHS.
「人們不理解那種需要和鄰居擁有相同機器的需求。你可以有一台RCA電視,也可以有一
台索尼電視,你知道這都沒問題。但是,一旦你的鄰居選擇了VHS錄影帶,而你想看那部
電影的錄影帶,但你只有Betamax錄影帶,突然之間……所以整個產業就圍繞著VHS錄影帶
凝聚起來了。」
“Then later on, Sony and Phillips created the compact disc consortium. They
created the patent and then they licensed it out to all the other
manufacturers. Same thing happened with DVD. Same thing happened with
Blu-ray. They said that we'll compete on the device. So if you get a Bang &
Olufsen Blu-ray player, it's going to cost you more than the Sanyo version,
even though they'll both support the platform, but they'll have different
bells and whistles.”
「後來,索尼和飛利浦成立了CD聯盟。他們申請了專利,然後授權給所有其他製造商。
DVD也是如此。藍光光碟也是如此。他們說,我們要在設備上展開競爭。所以,如果你買
一台Bang & Olufsen的藍光播放器,它的價格會比三洋的貴,即使它們都支持這個平台,
但它們的功能和附加特性會有所不同。」
This, Layden said, is exactly what the video game industry should do: create
a gaming format consortium of sorts.
萊登表示,這正是電子遊戲產業該做的:創造一個遊戲格式聯盟。
“I think we need to get in a world where we have a gaming format,” he said.
“Maybe it just comes from PC. Maybe we find a way just to do it all in a
Linux kernel or something. And then we have a consortium around that. We have
licensing programs which allow other manufacturers to build into that space,
and then you can talk about real numbers moving. You know, that's how you get
to the ubiquity of the toaster. But right now, I think we're trapped in this
containment field.”
「我認為我們需要進入一個擁有統一遊戲格式的世界,」他說。 「也許它就源自PC。也
許我們能找到一種方法,用Linux核心或其他類似的技術來實現這一切。然後我們圍繞它
建立一個聯盟。我們制定授權計劃,允許其他廠商在這個領域進行開發,這樣才能真正推
動市場增長。你知道,就像烤麵包機普及一樣,我們就是這樣一步步實現的。但現在,我
認為我們被困在這個封閉的領域裡。」
Following Layden’s thought here though, it would require Sony, Microsoft,
and Nintendo to come together to agree upon a singular gaming format that
means all video games play on all consoles. Not only that, but any company
would then be able to try its hand at making a PlayStation or an Xbox, and
compete with the first-party console manufacturers in the market.
不過,按照萊登的思路,這需要索尼、微軟和任天堂達成共識,制定統一的遊戲格式,確
保所有遊戲都能在所有主機上運作
---------------------------------------------------
不可能吧
索尼、微軟和任天堂都有獨佔遊戲也不可能放棄
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