What Went Wrong With The Last Of Us Online, According To An Ex-Sony Exec
Briefly

Naughty Dog canceled its live-service game, The Last of Us Online, realizing that it couldn't allocate the necessary resources without sacrificing its single-player projects. Former Sony Interactive president Shuhei Yoshida discussed the game's potential on the Sacred Symbols+ podcast, emphasizing that input from Bungie made Naughty Dog reconsider the demands required for live-service games. Yoshida clarified that no PlayStation studios are forced to create live-service content; rather, teams are motivated to align with company initiatives to secure project approval. Recent cancellations at Sony highlight a trend away from live-service titles.
The idea for The Last of Us Online came from Naughty Dog and they wanted to make it, but Bungie explained [to them] what it takes to make live service games.
Naughty Dog realized, 'Oops, we can't do that! If we do it, we can't make Intergalactic: The Heretic Prophet.' So that was a lack of foresight.
From my experience, when studios see the company has a big initiative, [they realize] riding on that gives them a better chance of getting a project approved and supported.
To release and support The Last of Us Online we'd have to put all our studio resources behind supporting post-launch content for years.
Read at GameSpot
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