PlayStation Talks About Live Service Initiative In New Interview; Says Each Game Will Target Different Genres

PlayStation is trying something new this generation with a focus on live service titles, something that’s not synonymous with what the company is known for which are high-quality AAA single-player experiences. This generation has seen both Xbox and PlayStation make new studio acquisitions. Some of the most notable PlayStation acquisitions include Bungie, the developer of Destiny 2, Haven Studios, and most recently, Firewalk Studios. In addition to all of the upcoming PlayStation Studios titles in development, PlayStation has ten live-service games in development. Talking with Gamesindustry.biz, PlayStation Studios head Hermen Hulst talked about their live-service initiative and how PlayStation plans to be successful considering the negative reception live-service games receive nowadays. Hulst says that the plan is to have each of their live-service games is to be different genres, with different release schedules, at different scales, for different audiences.

Hermen Hulst says “We understand the competitive environment that is out there, and the time investment from players that live services offer. And we want to deliver the highest quality games. There is a risk that we talk about ‘live service’ in generic terms – as if it is a single genre, or even a single business model. PlayStation Studios are making a variety of games that could be referred to as ‘live services’, targeting different genres, different release schedules, and at different scales. We are also creating games for different audiences, and I take confidence from our track record in creating worlds and stories that PlayStation fans love.”

Hulst also touched on acquiring Firewalk Studios, the latest acquisition from PlayStation Studios. “Every [studio] relationship has its own trajectory – in some cases we have worked with companies for many years as external partners before bringing them into SIE – in other instances an acquisition has come around more quickly,” Hulst explains. “It depends on what the studio needs to grow and succeed, and what makes sense for both sides. We have been working closely with Firewalk for a while now – we have both really enjoyed that process, and we have incredible confidence in what they are creating. So this felt like a very natural step.”

“Within our team we have close personal and professional relationships with Bungie and are excited to be part of the same family of studios,” Tony Hsu, Firewalk Studios says. “One of the benefits of becoming part of PlayStation Studios is having the opportunity to exchange knowledge with such an amazing network of development talent, including our friends and close neighbors in Bellevue and Seattle. We’re excited to join them and PlayStation Studios teams like Haven Interactive in creating and advancing innovative multiplayer experiences.”

Firewalk’s upcoming title is releasing on PS5 and PC which leaves everyone wondering if all of the upcoming live-service games will be released on both platforms.

“We have made significant progress delivering games on PC in recent years, so where it makes sense for the game and the studio, it’s a great option to have,” Hulst says. “But it’s a decision that we will make for each individual game.”

Each developer part of the PlayStation Studios family are all different and unique, each with a different number of employees, and working on vastly different experiences. “The priority for each studio is to deliver their own project – to make the best game that they can,” Hulst says.

Paul David Nuñez: I love to escape my reality with books, music, television, movies, and games. If I'm not doing anything important, I'm probably doing one of these things. P.S. The Matrix Has You
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