Lately, there’s a lot of criticism around sony playstation live service strategy issues. Why are so many projects struggling, and how is this affecting PlayStation’s future games lineup?
I believe that in the approach towards the live service, Sony seems to be reactive and not proactive, which is one of the fundamental issues. Xbox and Nintendo already had more definite plans in place, such as Game pass and Switch Online way back before the boom but PlayStation appears to be playing catch-up particularly with games that do not focus on long-term play. It is this kind of disconnection that lies at the core of most of PlayStation live service strategy problems that we are encountering.
Totally agree. The recent series of live service announcements that Sony has made seemed to be the attempt to check a box other than to innovate. Live service game requires a sense of longevity and stickiness such as seasonal content, community event, and meaningful progression. Others of these projects are being launched with barebones features which is not conducive to retention.
And, indeed, it has an impact on the game studios of the future that may now get wary of making the investments in the grandiose single-players when the leadership continues to insist on the dubious live service titles in lieu thereof.
Numbers back this up. Compare player engagement numbers of the new Sony live service games with others of the same type offered by Bungie or Epic they spike and fall at an alarming rate. It is a typical indicator that the fundamental play loop is not interesting. It is not merely a problem of selling its underlying design. Sony must find out what players desire of their live service strategy and then invest more resources.
Random Poll when discussing the question of PlayStation live service strategy, do they refer to the technology aspect (servers, netcode, updates) as well, or is it largely about the game design direction? Since those are quite different problems.
Good question. It's a mix. Technical infrastructure is certainly a contributing factor to the high level of frequent downtimes, slow matchmaking, and patch bugs, which frustrate communities and increase negative sentiment. However, the greater concern is the design direction, however. Without an entertaining base, there will be no tech to make players stick around. An effective live services title must have both.
Another perspective is this, the forté of Sony has traditionally been single-player games with a story, never two-decade-old multiplayer eco systems. Attempting to make a rapid transition to the live service territory is nothing unattainable, yet must have a vision. The current strategy is currently like putting the label live service on anything that is not even single player and sincerely hope. That is no strategy, that is trend chase.
A larger context Live service games are not games anymore, but long-term platforms. It needs unending content pipelines, strong live teams, community management, analytics, monetization balancing, and others. The studios at Sony do a fantastic job in developing traditional games, and possibly do not have the structure required to execute sustainable live services. It is not a design but a skills and org issue.
The overriding concern of mine at the end of the day is that these problems of the PlayStation live service strategy may lead to not focusing on what fans adore about PlayStation. In case excessive amounts of budget and talent are redirected into half-won live titles, the future schedule may turn out to be vacant. I would like them to find a balance between good core games and significant live experiences.