
""A live-service game to me isn't really a game,""
""It's a repetitive action engagement device.""
""The highway is littered with people wanting to take on Fortnite, with people trying to do Overwatch with different skins,""
Sony pivoted toward live-service games and assembled a large slate of such projects. By 2022, PlayStation had 12 live-service titles in production. Live-service hits like Fortnite and Grand Theft Auto Online remain highly profitable long after release, motivating the shift. Many new live-service efforts failed to match those successes, creating commercial disappointment. Shawn Layden left PlayStation in 2019 after disagreeing with the strategic pivot and characterized live-service titles as repetitive engagement devices rather than traditional standalone games. The crowded market features many studios attempting to replicate existing live-service formulas, increasing competition and risk.
Read at Inverse
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