Sadly, as is often the rule when anonymity and large audiences clash, it wasn’t long before proceedings started to take a turn for the worse.ĭesperately trying to take control of the spiralling popularity of non-game related streams, Twitch quickly cracked down on the burgeoning practice of racy webcam shows. “We never thought that people would do them with The Playroom.” But the success of the first call in session – dubbed ‘The Spartan Show’ – prompted a slew of other copy cats to take command of the Live from PlayStation application, with dozens upon dozens of other streams appearing shortly thereafter. “We always just thought that people would do streams," he beamed. Speaking live on the show, the executive outlined his surprise. It was an overnight sensation, accruing 5,000 concurrent viewers – and even messages of support from third-party publisher and developer relations specialist Adam Boyes. One particular Washington-based couple set up a makeshift phone-in show, complete with homemade overlays and a wealth of lifestyle topics. However, what was fascinating about the sudden surge of interest surrounding The Playroom was that PlayStation was providing the platform. This is what the YouTube era is built upon, of course the likes of PewDiePie and, to a lesser degree, Smosh have proven that with a microphone and an entertaining enough attitude anyone can build celebrity-like success on the Internet. However, due to the very personal nature of these broadcasts – the implementation of the PlayStation Eye camera enabled real people, rather than virtual characters, to take centre stage – these sessions rapidly became less about the game on display, but more about the personalities playing them. Within days of the console’s 15th November launch, services such as a Twitch and Ustream were bombarded with streams of people playing the free game in their living rooms. Sony may have built the PS4 around the very concept of share, but even it didn’t foresee the value of giving everyday gamers an audience. But it quickly became apparent right around release that the manufacturer’s PlayStation Eye compatible extra was going to garner its longevity from other areas – and that remains the case even some seven months removed from the title’s launch. These arrived in the form of the Toy Maker, an example of how the console can be used in conjunction with a smartphone, as well as Ninja Bots, a kind of cyborg warrior endless runner. The platform holder announced shortly before launch that the title would come pre-installed on all systems, and it even toyed with the idea of offering post-release expansion packs to expand the roster of gameplay options. However, no one could have predicted the success that the software would ultimately enjoy. It proved a success in subsequent public showings, with publications such as the very one that you’re reading describing it as an unexpectedly impressive use of the Japanese giant’s next-gen hardware. The augmented reality obsessed executive eventually concocted a toy box powered by the PlayStation Eye camera, allowing you to interact with a robot named Asobi in an overlaid virtual sci-fi world. Fresh from the relative success of EyePet, ex-London Studio suit Nicholas Douchet was head hunted by Sony’s top dogs in Tokyo in order to extract the potential of its fledgling PlayStation 4 format and the DualShock 4.
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