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Thatgamecompany's Jenova Chen Sees Live-Service Games As The Healthiest Way To Make Games

After his experience working on Sky: Children of the Light, Jenova Chen doesn't see himself returning to premium games like Journey and prefers the work-life-balance of making a live-service game.

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Jenova Chen is known predominantly for directing the 2012 video game, Journey. It may not have featured traditional multiplayer mechanics, but it was a traditional video game in that it had a beginning, a middle, and an end, and you paid for it once. Chen's latest game, Sky: Children of the Light is a live-service game that has been going strong for three years with consistent updates, the largest of which is available now.

You would think that creating and updating a game consistently for more than three years would create more work for a developer, but Chen has learned that he prefers it to the point where he doesn't even see himself returning to the world of premium, traditional game development. While speaking with Chen about the current state of Sky: Children of the Light, we also talked to him about his preference for creating live-service games.

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GameSpot: Do you prefer continuing to develop a game over the course of many years following release and issuing frequent updates? Or would you rather make something closer to Journey--a single project that is essentially complete once it is released?

Jenova Chen: I have been thinking about this. It took me a long time to convert from console, where you develop something and polish, polish, polish over several iterations, release it, take a two to three month break, and then go right into another one. The live-service game, I think--now having gone through both premium cycles and live-service cycles--live-service cycle is much better for work-life balance.

With premium titles, if you need to launch on Christmas, you have to be crunching a year before that. You're going to crunch, crunch, crunch, crunch to get the game out before Christmas for maximum sales. Almost all premium titles work like that, but with a live-service game, you have an update every month. You have major releases every three months. So if you run into a situation where people say, "I have to come up with this thing, otherwise it's not perfect," people will say, "Just put it in next month." How many people are going to say, "This is imperfect"? And by next month, there's a bunch of new players, too.

It reduces a lot of the fights we have, when we work on premium games. We fight a lot near the end. It's like, "This has to go in." It leads to a lot of very heated battles about what would make the game perfect. But with live service, it's kind of like, "Are you sure you really want to put it in at the cost of breaking the whole pacing of the rest of the game? Could you put this in the next build?" So a lot of times, we have a much more calm conversations, because it's not like it goes in or not goes in. It's just a matter of when it goes in.

Journey was Thatgamecompany's last premium game. It released in 2012 for PlayStation 3.
Journey was Thatgamecompany's last premium game. It released in 2012 for PlayStation 3.

I would have assumed a live-service game would be more work just because of the cadence of content that needs to be created.

Yeah. Imagine making a premium game is like a sprint and live-service is kind of like distance running. You can sprint, but if you do sprint, you set up the whole body to need rest. I've been observing how our operation goes, is you want to keep a good pace, rather than trying to sprint, stop, sprint, stop. You can just tire everybody out and they get burnt out very quickly. So, in a strange way, live-service is more important for managing burnout than premium titles. And because of that, we've seen a very, very big change of the culture of the work ethic in the company.

So live-service is your preferred style of development moving forward? Will you ever return to that premium style of game?

I will say that I do not see myself going back. This is way better life-quality. And also, it's much safer. With the live-service game, we have a very solid amount of players and the revenue comes very evenly, so you can predict how much you can invest into making something big. Where, when you work on a premium game, you are at the mercy of your publisher or investors to pay your next bill, and you have to reach certain milestones for their approval to get more money.

Sky: Children of the Light
Sky: Children of the Light

The relationship of the publisher and the developer can be very tense. One side has the power with the money, the other side wants to push for the quality, and the friction is always about this relationship. If you are running a live-service game, it's really a relationship between what the player likes and what you make. If you make something the player likes, you make financial returns right away. You can see how you are making something that really immediately brings a light to the players, and you can make quick adjustments. When you make a premium game, it's a bet. It's like, "Hopefully someone's going to like this." You have no feedback for a very long time.

When we were working on small indie games, we were mostly seven to 10 people. We made Flower with seven people. Journey was 12. When we launched Sky, we had about, developer-wise, 25. It's a very small team. But now, to operate Sky, we have probably over 100 people now. It's just a very different type of business model.

For more from Jenova Chen, you can read our interview with him about Sky: Children of the Light's three-year anniversary. You can also read GameSpot's Sky: Children of the Light review by following the links.

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

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ZmanBarzel

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Edited By ZmanBarzel

Journey was 10 years ago? Jesus, time really does fly as you get older.

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USDevilDog

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Jenova, crunch is not exclusively endemic to premium releases. It occurs in live-service development too. Just ask Rockstar (GTA Online), Blizzard (World of Warcraft), Riot Games (League of Legends), etc. It's widely known that Epic Games had intense crunch during the peak of Fortnite. Polygon reported that developers were working 70-100 a week to keep up with updates. Second, premium releases, e.g. Hades from SuperGiant Games, can be devoid of crunch. Santa Monica Studios has been trying to reform its working environment to avoid crunch. Insomniac Games released Ratchet & Clank Rift Apart without crunch labor. It all depends on the approach to company culture -- in addition to the publisher - developer structure.

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GooberMcDermit

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I have yet to find a live service game that keeps my attention for more than a few weeks, plus I refuse to pay anything for them initially as they try to get you with micros. Of all the ones I have played it seems Destiny 2 was the only game with real quality for me.

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tingtong

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I thought Journey was some $5 indie game? If that’s what he considers “premium” then I agree, he should stay away from those games. Think I played it for about 2 minutes before I was overwhelmed with yawning.

Also the first time I’ve even heard of “live-service” games…are these people just making crap up? Very sound of it makes me wanna gag and like something only some lazy, greedy devs would benefit from.

Give us a finished product and F off…that’s all gamers want.

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AfroMakka

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We r screwed..

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jenovaschilld

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I come from Kentucky and all they talk about is how wonderful tobacco/cigarettes industry was when this state" had little unemployment, easy seasonal work that would allow 2 season off, a minority work force that did most of the hardest work for 1/3 the pay, it was great a great time supplying a legal product that people chose to use". (paraphrasing McConnel.) Or Asbestos, Canada that makes a fine product that was once used worldwide. It seems the best jobs or easiest ones often times hurt countless others.

Okay...... ignoring subscription based games like WoW or ESO, we know he is talking about live service games or gatcha, pay tier for whale hunting. Not saying their current game Sky: Children of Light is a gatcha, but not enough candles to continue, expensive cosmetics, etc. Not heavy in gambling addiction.

But we know he is talking about the exploding live service games designed to monetize youth gambling addictions, heavy sales of meta data, and exploitive conditioning of DLC sales to minors. And while its great he has a much easier 9-5, this part of the industry is greatly hurting gaming, for us gamers. And he can go F himself for being so blinded to this issue.

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LowTechGeek

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@jenovaschilld: Diablo 3 is a live service game that uses premium pricing. I paid for it once 8 years ago but have been getting new content or updates every 4-5 months for free. So, you can have a live service game that doesn't exploit players. But I guess sometime between D3 and Immortal, Blizzard decided that exploitation was much more profitable.

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jenovaschilld

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@LowTechGeek: I hear yah.

Oh was I diehard Diablo player. We would have Lan parties with 4 pcs' going at once, and parties with huge amounts ... well, until D3. At launch, we bought 4 copies and did not get to play it together for 6 months. (online connectivity) I eventually got my money back, easy enough, and they even gave me a code for the game for free. I played through the campaign a couple of times and ...... not much else.

I worry greatly about ..... just how damn fast the industry has turned the ship towards live service games, (specifically the heavy monetization of the psychological exploitation aspect) DLC, and whale hunting. Not just AB but it would seem every publisher, is now pushing their investments towards this category.

I am glad Elden Ring just blew up the world earlier this year, but I fear it will not be enough to save gaming as we know it.

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