Sony’s recent multi-billion-dollar investment in Games as a Service just became the talk of the town. The reason? Talks of Sony scaling back on its commitment to the supposedly dying genre.
According to ResetEra user, Head on the Block, Sony “forced” several first-party to work on an online game. But, Sony is reversing course and it’s said that it’s “using third party to catch up on some IPs.” The anonymous user names SEGA and Bandai Namco as two companies that are helping Sony out, with the former, in particular, working on an IP “that’ll Wipe the floor.” However, they’re careful to note that “it’s going to be at le ast 4 years until some of these changes are seen.
SEGA and Bandai Namco have a history working with Sony, so that part of this leak makes sense. But, until otherwise confirmed (we’re betting that we’ll only get hints, never an actual confirmation), it’s best to take this with a grain of salt.
Earlier this year, Sony delayed the multiplayer spin-off to The Last of Us, which it eventually “iced” and canceled, as per the reports. Following this, many have questioned the sustainability of Sony’s GaaS approach, especially after a renowned studio like Naughty Dog couldn’t deliver.
The practice of pivoting traditionally single-player studios toward GaaS has drawn plenty of flack. Such a transition is counterintuitive, often leading to companies failing, alienating or laying off their staff. The very nature of GaaS requires a commitment far beyond that of traditional single-player or multiplayer modes. These services demand extensive and ongoing support, possibly spanning years, in hopes of attaining the rare, elusive hit. A single-player game or one with a simple multiplayer mode can be launched and then left to the care of a relatively smaller team compared to when it was still in development. In contrast, a GaaS game requires continuous nurturing, both in content and community management.
In the midst of this hullabaloo, it’s crucial to remember that Sony’s studios often praise the company for granting them creative freedom. This suggests that the drive for GaaS might not be entirely a top-down decision, but one born from a developer eager to tap into the GaaS market. Perhaps Sony granted them too much autonomy or they bit off more than they can chew or maybe it’s a case of both, which ultimately led to missteps in the transition.
While it’s possible to interpret the recent rumors as Sony pulling away from GaaS following the imminent resignation of Jim Ryan, some believe the company is merely recalibrating its strategy. It’s worth noting that Sony has invested heavily in this area, especially with its acquisition of Bungie. Their expertise in live services is invaluable, and Sony’s substantial financial commitments suggest they are unlikely to abandon ship based solely on a single game’s failure.
If true, what’s happening is a more nuanced approach. Sony could be focusing on assigning specific studios like Bungie to spearhead high-quality live services, while letting the other studios, traditionally rooted in single-player experiences, continue in their domain or transition at a more organic pace, depending on their preference. The abrupt shift of single-player studios to GaaS could have been a miscalculation on Sony’s part, one they are now rectifying.
However, completely reversing their GaaS course seems implausible, especially with significant projects in development. Changing a game’s fundamental design midway, especially transitioning between GaaS and single-player, doesn’t result in a favorable outcome. Thus, it might be more about streamlining and optimizing the GaaS workflow than outright abandonment.
This approach would make sense after Sony invested billions in the genre again earlier this year, suggesting that it still firmly believes in its promise to release close to a dozen online games by 2026.
Besides, Sony can’t afford to rest on its laurels. Microsoft’s acquisition of Activision Blizzard King positions them as a dominant force in the live-service arena with juggernauts like Call of Duty, World of Warcraft, and Candy Crush. The financial success of games like Warzone Mobile highlights the sheer profitability of GaaS. In this context, it’s hard to envision Sony completely sidelining their GaaS ambitions.
While rumors suggest Sony is reassessing its GaaS strategy, a complete reversal seems unlikely. It’s more plausible that the company is refining its approach, leveraging the strengths of its acquired studios, and ensuring that the transition to live-service games doesn’t compromise the essence of beloved franchises or the studios behind them.
As for where Bandai Namco and SEGA fall into this, we’ll have to wait and see. But, we’re pretty sure some are already thinking that this is a sign that Bloodborne 2 is finally coming to the PlayStation 5.
In the meantime, Sony probably can afford to celebrate if only temporarily. Marvel’s Spider-Man 2 is the fastest-selling PlayStation exclusive in history and the PlayStation 5 is on track to post a record year with the help of the PS5 Slim.