One of Sony’s top priorities going ahead is to increase production for the PlayStation 5 to fulfill the extraordinary demand for the console. In a briefing with investors (PDF), the organization said that it hopes to close the gap in PS4 and PS5 sales this year after the newer console lagged behind its older sibling in 2021. Sony pinned the absence of PS5 sales on its failure to build an adequate number of units because of progressing supply chain shortages in its quarterly earnings report. There’s no absence of demand: Based on the information Sony introduced, it requires just 82 minutes to sell 80,000 PS5 units, while it requires nine days to sell a similar number of PS4s.
The organization currently hopes to have the option to produce more units as supply chain shortages have backed off a little, yet the pandemic’s effect on parts availability actually stays a concern. Furthermore, Sony is stressed that the Russian invasion of Ukraine could likewise influence its logistics and potential parts inventory. To mitigate the effect of those issues, Sony plans to source from different providers “for greater agility in unstable market conditions.” It additionally has progressing negotiations to keep up with ideal delivery routes for the console.
With those solutions in place, the organization believes PS5 sales can overtake the PS4’s again beginning one year from now. Sony Interactive Entertainment CEO Jim Ryan said during the briefing that after the initial ramp up, the organization is “planning for heavy further increases in console production, taking [it] to production levels that [it has] never achieved before.”
Beside talking about its PS5 production goals, Sony has likewise uncovered that it’s growing PlayStation Studios by obtaining more game studios, as well as expanding its investments in live services, PC and mobile offerings. It’s committing to launch 12 live services in the coming years that don’t include Destiny, which will be the organization’s as a feature of its Bungie acquisition. Also, it means to have half of its annual first party releases on PC and on mobile by 2025. “By expanding to PC and mobile, and it must be said… also to live services, we have the opportunity to move from a situation of being present in a very narrow segment of the overall gaming software market, to being present pretty much everywhere,” Ryan explained.