Shuhei Yoshida Clarifies That PlayStation Studios CEO Is Not Mandating Live Service Game Development

Shuhei Yoshida Clarifies That PlayStation Studios CEO Is Not Mandating Live Service Game Development

PlayStation Studios’ Approach to Live Service Games: Insights from Shuhei Yoshida

In a surprising shift from expectations set by earlier announcements about a focus on live service games, Hermen Hulst, the CEO of PlayStation Studios, is reportedly not mandating that development teams pursue these projects. This insight comes from former PlayStation Studios head Shuhei Yoshida during a discussion on the Sacred Symbols+ podcast.

The Reality Behind the Live Service Initiative

Yoshida revealed that, to his knowledge, while the initiative aimed at enhancing live service gaming experiences has been a focal point, it hasn’t resulted in teams being compelled to create such games. Instead, he noted that the initiative can influence studios to prioritize these types of projects due to increased chances of approval and support from the higher-ups.

Canceled Projects and Their Implications

Among the notable casualties of this live service strategy was The Last of Us Online. Yoshida shared his positive experience playing the game, describing it as excellent. However, during discussions with Bungie, Naughty Dog recognized the challenges of managing a live service title concurrently with their work on Intergalactic: The Heretic Project. Ultimately, they opted to halt the online project in favor of concentrating their efforts on the single-player narrative.

Lessons from Past Failures

The push for live service games at PlayStation Studios has not been without setbacks. For instance, the much-anticipated title Concord failed to gain traction and was taken offline shortly after its launch. Additionally, other projects, including a live service installment in the popular God of War franchise developed by Bluepoint, have also been shelved.

Conclusion

As the gaming landscape continues to evolve, the hesitation shown by PlayStation Studios in fully committing to live service games indicates a pivotal moment. It reflects the importance of aligning development efforts with player expectations, as well as the need for studios to focus on quality, particularly in the realm of single-player experiences.

For further details and insights, you can refer to the original discussion on WCCFTech.

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