The Rise and Fall of a Console King
If Shakespeare was a playwright in Japan in the 1990s, he might have devoted a minor tragedy to Ken Kutaragi (below).
The Japanese engineer came up the ranks at Sony to
become a father of the Playstation. It was the first videogame console to sell
more than 100 million units, surpassing Nintendo and Sega who had been the
leaders in video gaming, but he nearly lost the franchise with a risky bet on
technology.
I interviewed Kutaragi twice. The first time was in March
1999,
right after he presented at a top semiconductor conference details of the
chips that would power the Playstation 2, eighteen months before the consoles would
actually be available in U.S. stores.
By then, Kutaragi was already a media darling, a
crowned prince of consoles holding court at a major confab of chip designers. He
saw himself as an alpha engineer, so he granted interviews to deep tech press
like EE Times.
I suspect he had a love/hate relationship with the limelight. His English was passable, but he was not fluent, a somewhat awkward situation for someone positioned as a tech visionary. His features were plain; he was not as handsome or charismatic as a Steve Jobs. And he lacked the laser focus on the product experience that helped folks like Jobs and Jeff Hawkins succeed.
Sony’s PS2 strategy was similar to what worked for the
original system: Beat sleepier rivals to the market with leading-edge tech and
undercut them on price. Like the original Playstation, the first to use CD-ROMs,
the PS2 would be the first to embrace the latest media, video-capable DVDs. Yet
both consoles debuted for only $299.
People like Brian Halla were bullish. Halla led the consumer
division at LSI Logic Corp. that helped design the main chips inside the
original Playstation.
Kutaragi “had more impact on my career than any other
customer I've ever known. I tell him I have a piece of my home named the
Kutaragi wing,” Halla told me.
A Spark that Launched a Star
In our 1999 interview, Kutaragi recalled his early days
as a humble Sony engineer, fresh out of college in 1975, writing low-level software
for puny microcontrollers. He found his
calling a decade later when he was a corporate research engineer and bought one
of the first 8-bit Nintendo NES videogame consoles.
“The graphics were very sophisticated if you compared
it with one of the computers of that time,” Kutaragi said. “But the sound was
terrible. I was frustrated that such a nice machine had such horrible sound.”
Seeing an opportunity, Kutaragi and a Sony salesperson
met with executives from Nintendo to propose they use Sony’s audio technology. “We
[had] designed a small [audio] chip and made an offer to Nintendo, and they
picked it up in their 16-bit system, the Super NES,” said Kutaragi.
Emboldened by his success, Kutaragi made another
proposal to Nintendo in 1989: the two should collaborate on the first
CD-ROM-based console. A year later, Nintendo agreed and they were off to the
races.
But in the summer of 1991, just before the new systems
were set to be launched, Nintendo announced it was dropping its partnership
with Sony and would work with Philips. Sony was reportedly demanding a cut of
Nintendo’s content business while Philips was happy just to sell them the CD-ROM
drives.
Sony decided it would build its own console “to beat
Nintendo,” said Kutaragi.
Besides the first CD-ROM, the Playstation would boast
a million-transistor system-on-a-chip to deliver state-of-the-art graphics.
Kutaragi talked to every semiconductor company who would meet him in his quest
for a partner to help design the mega-chip. Some weren't interested, others
said it couldn't be done. Ultimately, Halla seized the opportunity for LSI
Logic.
“Almost every night for two-and-a-half years we had
conference calls on the project, with Kutaragi in attendance at most of them,
mainly to go over engineering trade-offs,” Halla said. “The rest of the
meetings were highly animated philosophical discussions about pricing.”
Some five years later, riding the Playstation’s
success, Kutaragi raised the stakes. The PS2 chips would run ten times faster
and deliver two hundred times more performance – but the box would carry the
same $299 price tag. It would not only attack competition from Nintendo and
Sega, but be positioned against home PCs selling for nearly $1,000.
Launched in 2000, the Playstation 2 became the biggest
selling videogame console of all time. Kutaragi’s confidence swelled.
You Say You Want a Revolution
“Immediately after we completed the development of the
PS2… I started thinking about what would be next, he told me in a
2005 interview about the ill-fated Playstation 3.
“I have aimed at bringing about a computer revolution,
teaming with the world's largest computer company [IBM] and with Toshiba, a
longtime partner since the days of the Playstation 2,” he said.
Together they designed a massively parallel microprocessor, the Broadband Cell Engine that would run ten times faster than the PS2’s CPU. The three companies sent dozens of engineers to an IBM facility in Austin, Texas, to design the processor. They promised it would someday power not only the Playstation 3 but all sorts of computers and consumer systems, taking on Intel’s x86 that dominated the burgeoning PC market.
At a time when cloud computing was still in its
infancy, Kutaragi’s vision was expansive.
“The Cell processor assumes the existence of multiple
Cells,” he said, imaging an internet-like network of Cell processors.
“Servers around the world will form one virtual
computer…One Cell or cluster of Cells can also function as a server; but
whereas the present internet mainly handles characters, applications on the
Cell network will also handle semantics and reasoning.
“Though sold as a game console, what will in fact
enter the home is a Cell-based computer,” he said.
It was an engineer’s dream, one intoxicated on the
rising prowess of electronics. “Sony will surely continue heading in a
semiconductor-focused direction,” he said.
Not the Expected Results
In late 2006, the Playstation 3 (below) debuted with its Cell processor, a separate graphics processor designed by NVIDIA and a Blu-ray disc, bringing high-definition video to the console for the first time. But all that technology had its price -- $599 – more than twice that of rivals, and even that was not nearly enough.
Analysts estimated it cost Sony $840.35 to build each unit. The Playstation 3 beat its upstart rival, the Microsoft Xbox, in console sales, but within a year Kutaragi’s division reported a nearly $2 billion loss.
The Nintendo Wii (right), selling for just $249, beat the Playstation 3 in sales. Led by a game-developer-turned-manager, the Wii eschewed big, expensive chips. Instead, it used relatively cheap sensors to detect users’ gestures, enabling a new class of fun and easy-to-play games like bowling and tennis that were bundled with the consoles and got whole families up off the sofa.
By contrast, the Playstation celebrated in Sony’s ads
the quartet of confusing icons (a triangle, square, circle and cross) it used
to identify the functions of buttons on its controller. It had its tech chic
appeal for insiders, but the more intuitive Wii went viral.
Like Jobs and Jeff Hawkins, the Nintendo boss thought
about what users would want, not about building the biggest chip.
The pain hit Sony’s partners, too. The massively
parallel Cell, while powerful, was complex, and thus difficult to program.
Developers shunned it.
The Cell found a handful of uses in arcade games, and
a record-breaking supercomputer, but it was not enough to sustain future
generations. IBM stopped work on the big chip in 2009.
By then Kutaragi was on the road to an early
retirement, letting others drive the franchise forward. Like a tragic hero, he drove
his vision beyond his limits and got humbled.
An engineer at heart, he neglected the art of content.
To Kutaragi’s credit, he lived in a crazy-making time.
In the 1990s, big companies and over-funded startups
madly pursued a Holy Grail -- a mirage as it turned out -- of a kind of god-box
of home electronics. What emerged over time was not one cool thing but four or
five—laptops, flat-screen TVs, smartphones, consoles and more -- all capable of
handling amazing network services for communications and entertainment with
dazzling graphics, audio and video.
The Cell processor was the poster child for a dozen
massively parallel processors that companies, mostly startups, pitched to EE
Times reporters. They all went belly up because they were too hard to
program and existing PC processors were cheaper and powerful enough.
At least two people parlayed the lessons of the Cell processor
into their prosperity.
Jensen Huang, the founder and CEO of NVIDIA, invested
patient capital for a decade to build software tools around his company’s massively-parallel
gaming GPUs in hopes of finding new, exciting apps for them. One day in 2012 a
trio of researchers won a computer vision contest running a complex algorithm for
what was then called deep learning on the GPUs. In a
blog,
Huang later called it "The Big Bang of AI."
Meanwhile, a former IBM exec behind the Cell, Lisa Su,
stayed in touch with her Sony collaborators. She joined AMD in 2012 where a
relatively small but successful unit wound up designing several of the custom
chips used in videogame consoles, including the Playstation 4 and 5. Su, a
distant cousin of Huang, became president of AMD and one of NVIDIA’s biggest
rivals in AI.




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