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PlayStation Already Has The Live-Service Game It Desperately Wants

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Astro Bot could very well be the best PlayStation exclusive for this console generation--and an opportunity for Sony to refocus.

PlayStation is not what it used to be; some of that, of course, is for good reason. You'd be hard-pressed to argue that Cloud Strife looked better when he was a pile of polygons, or that stealth-game controls peaked with 1998's Metal Gear Solid. Technology has evolved, bringing us not necessarily better games but games offering visuals and overall experiences that were previously unfathomable. And just as technology has changed, so have the companies implementing it--companies like Sony.

Originally a home for RPGs and platforming mascots, PlayStation has spent the past few decades intensely focused on cinematic single-player games, with narratives that eschew early-aughts whimsy in favor of morally conflicted anti-heroes. Despite the incongruity between those two styles, both were hugely successful for the company. But now, PlayStation is changing its focus yet again, only this time into an arena so competitive that there's no guarantee even this titan of video games will see any measure of success: live-service games. So far, the company's path to success has been bumpy, but it quietly might have just taken a big step in the right direction towards achieving its goal.

Back in 2022, Sony decided to be up front about its vision for the future of PlayStation, revealing to investors that PlayStation Studios has "an aggressive road map with live services" and was aiming to launch "more than 10 live-service games by the fiscal year ending March 31, 2026." Sony executive deputy president and interim CEO Hiroku Totoki stated that this was part of the company's overall plan to "expand into the live-game services area," which was yielding success for studios like Epic, MiHoYo, and Bungie, the latter of which was already in the process of being acquired by Sony.

A Destiny 2 character confronts enemies.
A Destiny 2 character confronts enemies.

Yet things haven't been going quite as planned at the company. For starters, it's been reported that a number of employees were upset by former PlayStation boss Jim Ryan's mandated pivot towards live-service games--a fact that is not all that surprising considering developers' concerns regarding live-service stability. According to former PlayStation developer David Jaffe, the creator of Twisted Metal and co-creator of God of War, this was part of the reason that long-time PlayStation developer Connie Booth was reportedly fired. Jaffe claimed that multiple sources told him that Booth "was somehow blamed" for the initiative. Though the truth behind Booth's departure is not entirely clear, the outcome was the end of her 30-year career at Sony, during which she played a key role in producing Crash Bandicoot, Spyro, Jak & Daxter, Ratchet & Clank, Sly, Marvel's Spider-Man, Resistance, Uncharted, Infamous, and The Last of Us.

A month later, Totoki informed investors that only half of the promised live-service titles would be ready by Spring 2026. This was followed by the news that two of its live-service titles--a The Last of Us multiplayer game and an unannounced Twisted Metal project--we're being scrapped entirely. Though the reason the Twisted Metal title was scrapped is not clear, The Last of Us developer Naughty Dog was quick to release a statement following the news, writing:

"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 to come, severely impacting development on future single-player games. So, we had two paths in front of us: Become a solely live-service-games studio or continue to focus on single-player narrative games that have defined Naughty Dog's heritage."

In February 2024, Sony announced it was laying off 900 employees in a move that would eliminate its VR-focused London studio and affect production at Firesprite, Insomniac Games, Naughty Dog, and Guerrilla. Layoffs continued later that summer, when the Sony-owned studio Bungie laid off 17% of its workforce, and then migrated 12% of its remaining staff to other departments at PlayStation. Despite this news, however, Totoki reaffirmed that Sony would continue to go all-in on live-service titles.

In that same briefing, Sony stated it had been unable to meet its goal of selling 25 million PS5s during the current financial year--causing it to revise its projection to 21 million sales and lose $10 billion in market value--and that the PS5 was now in the "latter stage" of its life cycle. Fortunately, one of Sony's promised live-service titles, Concord, was almost ready to launch.

A space ship console in Concord.
A space ship console in Concord.

Yet when Concord finally launched in August 2024, it was met with little fanfare. Upon release, the game peaked at a dismal 697 concurrent users on Steam. And while PlayStation 5 player numbers are not publicly available, Tweaktown discovered that Concord ranked at No. 50 on the PlayStation Store's PS5 best-sellers chart. Two weeks after launch, Sony announced it was removing the game from sale and shutting down its servers. The game may return in the future, but this was not the new foothold in the live-service space that Sony was surely hoping for.

Despite all of this, Sony recently revealed the PS5 is getting an upgraded model, the PS5 Pro. However, the upcoming console's $700 price tag--and that's without the $80 disc drive you can purchase separately, mind you-- the lack of dramatic technical differences between the PS5 and PS5 Pro, and Sony's overall lack of PS5 exclusive titles, means this announcement was largely met with scorn.

However, I think Sony has an opportunity to course correct.

On September 6, PlayStation released Astro Bot, a charming platformer with a ton of heart and absolutely glowing reviews. On the surface, the game is a celebration of PlayStation and its history, as throughout it, you unlock bots that are made to look like some of the consoles' greatest characters--both from exclusive titles and third-party games notably associated with the company--all while piloting a PS5 controller. Yet to dismiss the game as pure Sony nostalgia, or reduce it as an ode to the unfortunate IP collectathon currently happening in the games industry, discredits what makes it truly special.

As GameSpot's Mark Delaney put so eloquently, Astro Bot is "a platformer whose incredible ambition is matched by its brilliant execution." It feels fantastic to play, offers bountiful exciting mechanics that--while different--never feel disparate, and creates gorgeous worlds that feel natural to explore yet constantly surprise and delight. It's a game that rivals the likes of Super Mario Odyssey and beyond that, it's fun. Pure, wondrous fun.

Astro Bot glides through the air alongside flamingos.
Astro Bot glides through the air alongside flamingos.

In recent years, Sony has proven it can tell a great story. Their exclusive titles are known for their complex characters, emotional narratives, and well-conceived worlds. But in the midst of all that, it feels like Sony forgot about the joy of simple fun. It forgot about all the different kinds of players that exist, and what they long to see. And it forgot about all the series that, while heralded in Astro Bot, have effectively disappeared.

Though folks online love to call me a Sony Pony anytime I throw any sort of criticism at Xbox--here's hoping this piece clears that up a bit!--the only time I truly felt like a Sony fangirl was when I was a child. I remember the transition from the Nintendo 64 to the PlayStation--it absolutely blew my mind. I remember the variety of games my family obtained over the course of a few years: Tomb Raider, Spider-Man, Time Crisis, Spyro the Dragon, Crash Bandicoot, Silent Hill, Tekken, Tony Hawk's Pro Skater, Resident Evil, Metal Gear Solid, and a small mountain of Final Fantasy games, my family's favorite. When the Xbox launched in 2001, I saw zero reason I would ever need it. I already had my portal to every world I could ever want to visit.

Of course, I'd eventually find a lot of value in Xbox and return to Nintendo, and these days, I don't feel a closeness to PlayStation anymore. I'm sure this is partially due to my age and how the years inevitably come with a loss of childlike whimsy, but I know there are other factors, too. I'm not jaded, I still love games, and I could easily list dozens that have come out even in the last few years that I think are phenomenal. But to me, PlayStation just doesn't quite feel special anymore. But Astro Bot does. And it also reminds me of how it used to feel.

Astro Bot feels like a chance to reignite the brand's charm and perhaps even alter what live-service means for PlayStation, if that's the path it intends to walk down. Whereas it seems like Sony is sticking to a very particular type of live-service game--one that is oversaturated and that it can't seem to quite find an audience for, as Concord's lack of success would indicate--the company has already revealed a plan to add more characters and levels to Astro Bot, and it could easily add more. It'd certainly make sense; it's a game that feels simple to expand upon and has a foundation sturdy enough to cradle that expansion. Why continue to toil over creating a fun live-service title that sticks when you have a game that is proven to be fun and whose structure lends itself to being expanded?"

A bot is dressed as God of War's Kratos.
A bot is dressed as God of War's Kratos.

Sure, this doesn't fit the bill when it comes to satisfying PlayStation's desire to create a Forever Game--one that incentivizes players to log in daily, participate in seasonal content, and, to put it plainly, fork over cash on things like battle passes, skins, and loot boxes. But why is this well-established (and increasingly criticized) model the only way forward? Players have begun to see the vast majority of them for what they are: a somewhat predatory way to continuously rake in money. Games, and the amount of money companies are willing to spend making them, are growing monstrous in size yet it feels as if developers are forced to work in the confines of a narrow, short-sighted scope. It's easy to see where this leads, and it's not a place I want to see the industry go.

Yet at my most cynical and business-minded, Astro Bot still feels like a revenue booster, as it is a fantastic marketing opportunity for the company. Much like how Super Smash Bros. is said to have contributed to Fire Emblem's success in the West, Sony now has a great avenue to introduce new characters, showcase indies, reignite interest in previous titles, and gauge what audiences are responding to or demand more of. When I played through Astro Bot, there were certain characters I didn't know and was compelled to learn more about, as well as others that I had simply forgotten about but was delighted to see again. It made me want to buy and install games I hadn't thought about in years. And it goes beyond the generation who grew up with these characters; my two-year-old son was fascinated by Spyro, which led to me redownloading the Reignited Trilogy and spending an hour introducing him to the feisty little dragon. This is the power that game currently wields, and it's not a small one.

But beyond that, Astro Bot also proves that Sony can still do different types of games exceptionally well. It proves that Sony is still innovative, and its games still fun. Before Astro Bot, I couldn't tell you the last time a PlayStation platformer truly gave a Nintendo platformer a run for its money, but here we are. I wish Sony knew it doesn't necessarily need to pursue live-service. In fact, I'd argue it shouldn't. There are other paths to success--paths that invest in studios' unique visions, foster creativity, and delight players.

I can't claim to know if the live-service bubble has truly burst or if the market is grossly oversaturated to the point where no room remains, but I do know that myself and many others are certainly fatigued by it all. The money-grabbing is as transparent as the stagnation, and something needs to change. Here's hoping that Sony can sense that too.

Got a news tip or want to contact us directly? Email news@gamespot.com


awildjessichu

Jessica Cogswell

Jess Cogswell is an editor at GameSpot and an avid fan of coffee, anime, RPGs, and repurchasing games she already owns on Switch. Prior to GameSpot, Jess has worked for Uppercut, UPROXX, and Paste Magazine.

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HappyHJoyJoy

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Edited By HappyHJoyJoy

Sony wants a game with regularly purchased microtransactions so they can generate consistent revenue with little-to-no extra work. THAT'S what they want. Not a game that features premium expansions that cost larger sums to develop (even if Astrobot would be cheaper than most due to lower fidelity assets), they want a money-printing machine like Fortnite because the ROI on their games is down due to mounting dev costs. Revenues are up, but profits are down and that represents, among other things, an opportunity cost. The margins on software literally cost them 10% of the value of the company (not 10% of PlayStation, either, but Sony as a whole). Astrobot is ONE sale. Expansions of substance will, again, be INDIVIDUAL SALES with their own budgets and not-insubstantial development time.

What does Astrobot do to solve the problem? Nothing. So no, Sony doesn't have the live service game it wants (maybe it would if Helldivers 2 were better monetized and larger in reach and scale, but it isn't). As such there's still a major issue at Sony, and really with "AAA" development as a whole.

Anyone not seeing a market crash on the horizon is probably kidding themselves. Here's hoping there's some kind of major breakthrough to help curb dev costs (though the most likely avenue for that is AI, and everyone's undies are in a bunch about that, so who even knows if the player base would accept that as a solution).

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Vodoo

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I can say with absolute certainty that you can't have 5+ year development timelines with any live service game if you're trying to trend-chase. Sony comes in a day late, and a dollar short.

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Undertow207

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I feel like I gained nothing from this article. Just a whole lot of filler that everyone already knows.

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Welverin

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"Before Astro Bot, I couldn't tell you the last time a PlayStation platformertrulygave a Nintendo platformer a run for its money"

LittleBigPlanet, of course, at this point, that's old.

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what101

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These publishers don't understand live service games any more than Nintendo understood its gimmicky consoles back in the DS/Wii days.

You can't predict it, the market runs wild and you gotta see where it goes with common sense. The DS/Wii was probably Nintendo's golden years, even more than the Switch. Combined, both the DS and Wii pulled 250 mil units sold which is unheard of. I say combined because both were in the market at the same time. The switch may outsell both but it wont get near 200 mil. Then they got cocky and and the WiiU/3DS happened. Good thing they turned it around.

Back to Live service, they see all this money being made from all these other companies, but they don't stop to look at the failures. Its like when your kid tells you "mark Zuckerberg didn't finish college and he's a billionaire," ok cool but how many of him are there? There's millions of the opposite story.

What they need to do is invest a very small portion in free to play games live service games and press on with AAA titles at $70 if they want. That still works, a live service game doesn't need a $200 mil budget to make it.

I hope these idiotic higher ups learnt their lesson, or they're really gonna sink their legacy.

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gameboy8877

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What is this article even talking about? Expansions to a platformer, that sells at a premium price and won’t even reach 4 million copies, have nothing to do with games-as-service. Its great that Sony will let them make more of these and that Asobi exists as a last vestige of the PlayStation studios that I and many others cared about, but there’s no need to write an article connecting it to a completely different buzz topic… like what

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Ayato_Kamina_1

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The thing about these live service games is that they are greedy, and I don't just mean that in regards to monetization. They want your attention, they want your time. Trying to get you to login daily, keep up with quests, working your way through season passes etc. They want all your time and by doing that, they want you to focus on a single game.

And it works for a lot of people. I have friends who are gamers but have 10k+ hours in something like DOTA, Smite, LOL. And I've noticed over time a new game comes out that looks good from a multiplayer perspective and I'll shoot them a message "Hey this looks good, wanna get it?" and their responses are lukewarm, and I know these games should be good to try out, but they'd rather stick with the games that they've embraced as the daily habit.

The other reason for this is that it actually represents value for money. A game you paid an initial fee for but have played multiple seasons and thousands of hours for £30 or so seems like incredible value compared to buying a new AAA title that may be 20 hours of campaign and done.

Kind of forgetting what my ultimate point was here...

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Simonthekid7

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I think companies like Sony would gladly try to increase profits on any game, maybe not the extreme live service type of thing is right for Astro Bot, but new costumes or levels..yeah.

Even Nintendo released expansions for Breath of the Wild and new courses for Maro Kart.


I also think Gran Turismo might be a game which is well suited for selling extra content. but players in general might not like paying extra to buy cars and new courses. They need to do it in small amounts or there could be a backlash. I think one of the Forza games tried to sell the most exclusive cars for very high amounts of money and the initiative did not get a nice reception.

But if Sony wants to make more charming platformers and similar games, then Little Big Planet 4, Astro Bot 2, a new Ape Escape and a new Parappa the Rapper might be low hanging fruit. They are not allowed to mess up Parappa the Rapper though!

These games probably require less resources and manpower and money, so Sony would gladly make them as long as they sell well, i think. If Sony are able to sell them at full price.

And they are also probably less likely to get delayed, i think.

Nintendo still does AA+ games in 1080 p and sell them for AAA prices, Sony would love to do the same i think. (Maybe a cheap shot at Nintendo, and the Zelda titles are definitely AAA, and Metroid Prime 4 also looks like a AAA game. Whatever a AAA game is.. there is not an exact definition.)

Meanwhile, if sony wants to pursue the live service thing, maybe try sports or racing? We do not know who got the FIFA license and my bet is on Take 2 but it could be a Sony game. Maybe. We have not seen the last of FIFA as a game even though FIFA and EA went separate ways. Also, i think Sony has a history of doing baseball, basketball and hockey games. The hockey ones was a long time ago on PS1.

Sony might also be looking at buying Ubisoft, Take 2 or EA to get back at Microsoft for buying Activision. But maybe not. and they might not be for sale either. Or they could go after Konami and get a soccer game and rights to a number of classic Konami franchises. But maybe Konami is not for sale either, but they might make a good fit with Sony. Guess we have to wait and take a look at what the future holds. :)

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MigGui

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@simonthekid7: Sony is nowhere near big enough to buy Take Two or EA. Ubi is smaller than it looks like though.

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xNSHD

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@simonthekid7: haven't got the money for two of the companies you stated. Not enough for a full buyout of those companies. Hell I've seen this a few times the sony can buy Take Two. No, no they can't.

People see the value of a company and deem that's the price it costs to buy. That's not the case to trigger a buyout typically the take over company would pay over market value for the business which means for example if take two was valued at 20 billion for example they would need closer to 25-30 billion to likely trigger a buyout.

Only potential get for sony would be ubisoft since they are much smaller than the likes of take two and EA. but even that's a stretch.

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ezio899

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@xnshd: Ubisoft would be easier. They reported record losses after Outlaws flopped sales wise. Does not matter if you like the game or not. Its performance caused Ubisoft stocks to drop enough to where investors want to force the company to go private so they can fire a ton of people so they can downsize and turn the company around.

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xNSHD

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@ezio899: are you aware that those investors you speak off is one person who has by their own admission owned less than 1% of ubisoft for less than two weeks. this isnt anything that will be taken seriously by any real investor.

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Simonthekid7

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It is hard to say exactly when a Playstation platformer gave Nintendo a run for the money. On Playstatio 2, Jak & Daxter and Ratchet & Clank did. Then Sony maybe oversaturated the market and milked the franchises too much with three sequels to Jak & Daxter and even more sequels to Ratchet & Clank from Insomniac. (Is Ratchet & Clank a platformer or an action game? To me it is a platformer) They did it with Spyro and Crash as well. Then it was fine.

But on Ps2..Maybe people grew a bit tired?

On PS3, the first of the new Ratchet & Clank games was kind of a big deal and in HD too. And then there was the charming Little Big Planet, which had a few sequels. And there were two pretty nice Ratchet & Clank games on PS4 and Ps5 as well.

I think there have been a few games which gave Nintendo a run for their money if you just talk about quality, but maybe not in the sales figures. I am not saying the Ratchet & Clank game for PS5 is as brilliant as Super Mario Odyssey. Maybe it is not. But it is at least close. And it is a high quality game like many games from Nintendo.

Maybe Sony just do not market these games as much because they do not tend to sell as well as they used to on Ps1 and PS2? I think Sony has had huge success with games targeted at an older audience for the most part. It sort of starts with Killzone on Ps2, then goes on with Resistance, and Uncharted on PS3 and then more Uncharted, the Last of Is, the reboot of God of War and so on. Also, Ghost of Tsushima is maybe worth mentioning. And the Horizon games? The cute and charming games maybe have not been as succesful or rememberable? Games like Little Big Planet Karting. Or the smash bros-similar game Playstation All Stars Battle (which much like Astro Bot features many different characters from games from Sony). Or Sackboy s Big adventure, a quite recent 3D platformer which never lifted off from the ground like a rocket, which Astro bot did.

Then there are games in old franchises like ape Escape and Sly Racoon. My guess is the sequels did not keep coming because the games did not sell well enough. Otherwise i think they would have kept doing games with characters like Ape Escape or Parappa the Rapper. But in the case of Sucker Punch, maybe they wanted to do something else instead of Sly Racoon, which they did with Infamous before they moved on to Ghost of Tsushima. Insomniac has kept with their platformer but Naughty Dog and Sucker Punch did not. (Of course, there have been a few games from companies like Ready at Dawn as well). I think it is partly in some cases a marketing decision (action games like GTA III and Halo perhaps changed what console gamers wanted in the PS2/Xbox era) and in some cases the developer wants to do something new and more adult. And if you made three similar games, maybe you do not want to do a fourth one, but rather try a new genre?

I think the playstation players grew up and wanted more mature games or actionpacked games or games with a more mature story. and the kids who played playstation from 2010 to 2024 still had a lot of games to play, but not as many exclusive games. Overall, the AAA action adventure game has worked out well for Sony. But they are maybe getting to expensive to make and take long time to produce. (For example, it took 6-7 years between the last of us 1 and 2, and something similar for Sucker Punch to produce their game Ghost of Tsushima after their latest infamous title).

There has always been some quirky and fun playstation games though, but maybe they have gotten less and less in numbers. When Ps4 launched there was an octodad game which was kind of weird and had humor, and there was the game Tearaway, and games like Locoroco or Patapon, weird and charming games. Astro Bot feels more like a big budget AAA charming game, a bigger production.




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Laurenriley3332

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Here is the thing. Astro Bot has not sold SUPER well in Japan or Europe. Most of Sony's Studios are still working on singleplayer titles outside the new studios the company has acquired like Haven. Sucker Punch, Santa Monica, Bluepoint, Housemarque, Guerrilla, Naughty Dog, Insomniac are all working on singleplayer titles. Most if not all of Sony's timed exclusives with third parties have been singleplayer. Kena, Deathloop, Ghostwire Tokyo, Pacific Drive, Final Fantasy 16, Final Fantasy 7 Reibirth, Rise of the Ronin, Stray, and Stellar are all singleplayer games. This narrative that Sony is taking away singleplayer games has to stop. I guess people have to eat, so people will keep hammering home a false narrative because that is what generates clicks.

I love and played Astro Bot to 100% completion. I have not done that with a game in over a decade, but the game will most likely sell enough to recoup costs and that is it. People keep saying "Astro Bot will be a lesson for Sony." Here we are again with a great game that the masses don't care about. Concord's failure does not tell Sony that it should go back to singleplayer games. Astro Bot's lukewarm sales tells Sony that only the hardcore PlayStation fans bought the game. Everyone else didn't.

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Edited By xNSHD

@laurenriley3332: don't think it's a case of not caring about it. It's more that a live service has to do so little to potentially make so much just from one player/whale.

Think it shows more just how much whales matter to these publishers since without them they would likely lose over half their value, since its honestly those people who are making sony and ms reach for unsustainable heights.

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Simonthekid7

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@laurenriley3332 said:

Here is the thing. Astro Bot has not sold SUPER well in Japan or Europe. Most of Sony's Studios are still working on singleplayer titles outside the new studios the company has acquired like Haven. Sucker Punch, Santa Monica, Bluepoint, Housemarque, Guerrilla, Naughty Dog, Insomniac are all working on singleplayer titles. Most if not all of Sony's timed exclusives with third parties have been singleplayer. Kena, Deathloop, Ghostwire Tokyo, Pacific Drive, Final Fantasy 16, Final Fantasy 7 Reibirth, Rise of the Ronin, Stray, and Stellar are all singleplayer games. This narrative that Sony is taking away singleplayer games has to stop. I guess people have to eat, so people will keep hammering home a false narrative because that is what generates clicks.

I love and played Astro Bot to 100% completion. I have not done that with a game in over a decade, but the game will most likely sell enough to recoup costs and that is it. People keep saying "Astro Bot will be a lesson for Sony." Here we are again with a great game that the masses don't care about. Concord's failure does not tell Sony that it should go back to singleplayer games. Astro Bot's lukewarm sales tells Sony that only the hardcore PlayStation fans bought the game. Everyone else didn't.

Do you know which Sony titles sold the most since like 2010?

Could it be The Last of Us II? It launched in 2020 so people had plenty of time to play and plenty of money to spend since they could not go to restaurants or take trips.

Or could it be Uncharted 4 perhaps?

Or Spider Man? Horizon?

It might be a PS4 title, right? Because PS5 titles have less console owners to sell to. But some titles got a release on both PS4 and PS5.

I guess from a business perspective the games as a service thing is not a bad thing because they are able to earn money from microtransactions and dlc over a period of maybe 4-5 years. Or a lot more.

Or from expansions, like Destiny 2 and World of Warcraft for example. Those games have more expansions than i kept count of.

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Edited By Simonthekid7

@laurenriley3332: Yeah and i mean what you are saying is valid, it is not they stopped totally to make single player games. But maybe there might be less of them in the future. Also, i think they urged Naughty Dog to do a multiplayer game based on The Last of Us, but the game development sort of failed? So maybe Naughty Dog are back to doing a regular single player game now. Is it the Last of US3, Uncharted 5 or something else? Sony seem to enjoy remakes, so it could be a remake of one of the first three games? They have been remastered but not rebooted or remake:d.

Sucker Punch might be working on a sequel to Ghost of Tsushima.

Insomniac might have enough people to work on both a new Spider Man and a new Ratchet & Clank. Probably not a new Resistance game. There was also some new Wolverine game in development, maybe? I have not heard about it but something was announced at least two years ago right?

And then there is of course Bungie, which maybe are doing things which are not Destiny-related.

If i wasan executive at Sony, i might look at games like Sly Racoon, Jak & Daxter, Little Big Planet or Ape Escape right now and think about either letting the Astro Bot team do something with the franchises, or letting some of the original teams or companies try it out with their previous franchises. If they made a lot of AAA action adventures, maybe they could enjoy doing a game for younger players which is lighter and warmer again.


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@simonthekid7: Sony took financial hit after hit on games like The Last Guardian, Gravity Rush 2, Puppeteer, and the Everybody's Golf series. Even though FF7 Rebirth did not meet expectations, it still sold better than the games that Studio Japan put out. Sony stopped making certain games because no one bought them. This includes the multiplayer titles on PS3. Warhawk was successful, but Starhawk, MAG, and the SOCOM games all failed. Resistance sold less and less with each installment released. The same thing happened with Motorstorm and Little Big Planet. Killzone sold millions, but it was not as big as Sony hoped it would be. Each iteration sold less and less over time. When Ghost of Tsushima tops the sales three times, then that shows Sony what the masses want. The game topped the charts when the game debuted on PS4, then PS5, and it ranked when it released on PC. Sony is only responding to what willing to spend their money on, and not what they say they want. When Astro Bot starts topping charts, then people can say that Sony should learn a lesson. The sales are similar to Ratchet and Clank Rift Apart, which barely broke even. This is fine, since Astro Bot cost less to make.

People keep claiming that Sony has lost its way, but yet the game the internet "loves," no one buys. It just goes to show how small the internet really is when no ones comments matter. Otherwise, Ghost of Tsushima would not have been successful three times, and Astro Bot would be selling out everywhere.

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xNSHD

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@laurenriley3332: sony haven't had chance to make ghosts of tushima 3 times give them 5 years and we will have number 2 and number 3. Just like last of us 3 a new uncharted a god of war. Same old same old.

If anything sony will just go back to even more sequels if thinks like astro bot don't do as well as expected for them. However even though this isn't a chart topper I think it's a success to them based on how small it was to make comparatively speaking.

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Simonthekid7

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@laurenriley3332: Interesting. Yeah i think so too, Sony would keep doing some of the franchises you mention if they were profitable. But since they were not, they stopped making them. Perhaps the same thing is valid with the earlier games from Sucker Punch. (Sly Raccoon and Infamous) A lot of Sony franchises only last a generation or two, it seems. Gran Turismo is one of the long running ones. Tekken as well but of course Tekken is not really a playstation game but it is so closely tied with Playstation somehow.

I have not seen any charts yet but i thought Astro bot would sell very well, given the strong reviews. But maybe not. Strong reviews does not always mean strong sales, obviously. The 3D platformer genre might not have as broad appeal as an FPS game or an action adventure game.

FF VII Rebirth is a game from Square Enix so i do not think Sony makes money on it, unless they co-financed it. :) But they definitely benefit from it not being on Xbox or Switch.

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Tiwill44

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"Sony doesn't need to pursue live-service. There are other paths to success--paths that invest in studios' unique visions, foster creativity, and delight players."

Yep, do that and it's gaming time.

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BassMan

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Edited By BassMan

Microtransactions, season passes, and all the other live service garbage has ruined gaming. When games are designed around monetization instead of being good, it all goes to shit. We need more games that are pure in design and not so much of this corrupted live service, political agenda garbage that we see today.

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unclejohn0525

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Make. Ape. Escape. 4.

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