Bloomberg reporter Jason Schreier joined the Friends Per Second podcast and talked about Sony’s multiplayer game strategy and the behind-the-scenes of the cancellation of The Last of Us Online project. According to Schreier, the cancellation of the game caused a lot of trouble at Sony, so to speak. Here are the details…
There was chaos when The Last of Us Online was canceled
Schreier drew particular attention to the cancellation of The Last of Us Online, stating that this project was developed for four years with a team of hundreds of people and that its cancellation was not without incident. Schreier, “Some heads at Sony were blown away because of this” He explained that the cancellation had serious consequences for Sony management.
While it’s unclear which executives were fired or punished, it suggests that Naughty Dog’s decision to focus on single-player games rather than branching out into live service games wasn’t well received by Sony.
Although Schreier thinks Naughty Dog saved itself with this decision, he said he thinks many other studios have failed when switching to live service games.
Cases such as Rocksteady’s Suicide Squad: Kill the Justice League fiasco, known for its Batman: Arkham series, BioWare’s decline with Anthem, and Arkane Austin’s closure after Redfall, reveal how risky this transition can be.
While Schreier’s statements once again revealed the difficulties and risks of the transition to live service games in the gaming industry, they also revealed the turmoil within Sony caused by the cancellation of The Last of Us Online.
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