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PlayStation Legend Shuhei Yoshida ‘will try to resist’ Sony’s live streaming service push
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A Fun, Dynamic With Cool Graphics!
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Genre | News |
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Update | January 18, 2025 |
MOD | MOD APK MENUE |
Get it On |
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Former PlayStation executive Shuhei Yoshida has said he will try to resist Sony’s push for live video games.
Yoshida, who was president of SIE Worldwide Studios for Sony Interactive Entertainment from 2008 to 2019, said. Kind of funny game That Sony has always known that its investment in live game services is at risk.
Yoshida’s comments come amid turmoil for PlayStation’s live game service. While Arrowhead’s Helldivers 2 was the fastest-selling game, becoming the fastest-selling PlayStation Studios game of all time with sales of 12 million units in just 12 weeks, Sony’s other streaming games have either been canceled or had disastrous launches.
Indeed, Sony’s Concord was one of the biggest video game disasters in PlayStation history, lasting only a few weeks before it was taken offline amid extremely low player numbers. Sony later decided to kill the entire game and shut down its developers.
It proved a costly failure for Sony. Concord’s initial development deal is about $200 million, according to reports by My city. It said the $200 million was not enough to fund all of Concord’s development, and did not include the purchase of Concord IP rights or Firewalk Studios itself.
The Concord flop comes after Sony canceled Naughty Dog’s multiplayer game The Last of Us. And just this week, Sony reportedly canceled two unannounced live streaming games, one a God of War title in development at Bluepoint, the other in the works at Days Gone developer Bend.
Yoshida, who left Sony this week after 31 years at the company, discussed PlayStation’s live service in an interview with Kinda Funny Games, saying that if he were Sony Interactive Entertainment Studio Business Group CEO Hermen Hulst, he would push the live service back. When it happens.
“For me, I’m managing this budget, so I’m responsible for allocating money to what kind of game to produce,” Yoshida said. “If the company is considering (going) that way, it probably doesn’t make sense to stop making God of War or single-player games, and put all the money into the live service game.
“However, what they did when I left and Hermen (Hulst) came in was the company gave us a lot of resources. I don’t think they told Hermen to stop making single-player games. (They said) ‘These games are great, keep doing it, and we’ll give you more resources to work on these live service games and try them.’
“I’m sure they know it’s risky. The chances of a game succeeding in this kind of massive competition are slim. However, the company, knowing the risk, gave Hermen the resources and opportunity to try it. I think that’s how they do it. In my mind, that’s great, and hopefully some games will be successful.
“Fortunately, Helldivers 2 did well. No one expected that. So you can’t plan success in this industry. That’s the funnest part of this business. I hope this strategy will work in the end. If I were in Hermen’s position, maybe I would try to go against that direction. Maybe that’s one of the reasons they took me out of the first party!”
In a recent financial call, Sony president, COO and CFO Hiroki Totoki said the company has learned lessons from the record-breaking launch. Helldivers 2 Earlier this year and the failure of Concord. Regarding Concord in particular, Totoki said that Sony should have its own development portal, such as user testing or internal evaluation “sooner than we do.”
“Right now we’re still in the learning stages,” Totoki admitted. “Basically, about the new IP, you definitely don’t know the result until you try it. So, for our reflection, maybe we need to have more doors, including user testing or internal evaluation, and the duration of the door, we need to bring them forward. We should have done those doors faster than we did.”
The suggestion here from Totoki is that Sony should have noticed and reacted to Concord’s problems earlier in the development process, hoping it would improve the game before launch.
Totoki then pointed the finger at Sony’s “siloed organization” and the Concord release window, which may have caused cannibalisation. Concord launched in August, not long after the smash hit Black Myth: Wukong hit PS5 and PC.
“We have a disorganized organization, so crossing the boundaries of those organizations in terms of development and sales, I think it could be a lot smoother,” Totoki said.
“And then next, in our own themes and in third-party themes, we have many different windows. And we want to be able to choose the right and best windows so that we can use them on our own platform without cannibalisation, so we can increase our efficiency in terms of launching themes.”
During the same financial call, Sony’s senior vice president of finance and IR Sadahiko Hayakawa compared the launch of Helldivers 2 and Concord, saying that lessons learned will be shared across the business.
“We’ve launched two live service games this year,” he said. “Helldivers 2 was heavily damaged, while Concord ended up shutting down. We gained a lot of experience and learned a lot from both.
“We intend to share lessons from our successes and failures throughout our studio, including in managing title development as well as in the process of continuing to add expanded content and scale services after release to strengthen our development management system. .
“We intend to create the best titles during the current mid-range plan that combines single-player games – which are our strengths and have a higher probability of being hits due to our proven IP – with live-service games. Keep moving forward while taking a certain amount of risk at release.”
Looking to the future, a number of live PlayStation games are still in the works, including Bungie’s Marathon, Guerrilla’s Horizon Online, and Haven Studio’s Fairgame$.
Wesley is the UK news editor for IGN. Find him on Twitter at @wyp100. You can contact Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
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