the chances of singleplayer studios succeeding are way higher than live service onesGuerilla Games didn’t had any. Same as former Evolution Studios.
I read all of his posts as someone screaming with a megaphone.Why does this toxic moron keep getting reinstated to this site?
Made sense until every studio worth a hit had a bidding war for it. Imagine how much it would cost to acquire Arrowhead now.
Sometimes you have to put a ring on it earlier.
Bungie's purchase was meant to use their expertise in GaaS to boost Sony's push in that area.Bungie made no sense, if an acquisition doesn't bring you exclusive content, it makes no sense, Destiny will always be multiplatform and Marathon was already announced as multiplat when Sony purchased it,
Exactly.As if these are the only studios Sony have/had problems. London studio, Pixelopus, Japan Studio, Media Molecule?
That's not how business works. GAAS might be higher risk, but it clearly brings significantly higher rewards as well. PlayStation knows where the industry is headed and they don't want to be flatfooted as GAAS continues to grow into its dominant position.the chances of singleplayer studios succeeding are way higher than live service ones
Beautiful name.As if these are the only studios Sony have/had problems. London studio, Pixelopus, Japan Studio, Media Molecule?
you'll see me here for years, better get used to itWhy does this toxic moron keep getting reinstated to this site?
the chances of singleplayer studios succeeding are way higher than live service ones
oh, Concord is certaintly bringing lots of rewards to SonyThat's not how business works. GAAS might be higher risk, but it clearly brings significantly higher rewards as well. PlayStation knows where the industry is headed and they don't want to be flatfooted as GAAS continues to grow into its dominant position.
the singleplayer examples you mentioned were successful, Guerilla became a tentpole studio with a tentpole IP that sold more than 32M copies so far with 2 games, the live service ones were not, both Bungie, Firewalk and now possibly Haven will have failures on their catalogs. both commercially and critically (Bungie: Marathon, which is having development issues), so yes, there is a difference, and no, that's not irrelevant.Singleplayer or Multiplayer, that's irrelevant. Question is about studios acquired by Sony who worked with Sony before or haven't. Guerilla and Evolution were one of them. Same can be applied to Media Molecule.
the singleplayer examples you mentioned were successful, Guerilla became a tentpole studio with a tentpole IP that sold more than 32M copies so far with 2 games, the live service ones were not, both Bungie, Firewalk and now possibly Haven will have failures on their catalogs. both commercially and critically (Bungie: Marathon, which is having development issues), so yes, there is a difference, and no, that's not irrelevant.
he knows, but marketing relationship doesn't translate to game development, Sony had no involvement in Destiny's development, they had no expertize on live service whatsoever and that was the reason the publisher was purchased in the first place, before bringing Bungie in, they should've made a strategic partnetship for a game, to test the waters and see if they would actually be able to deliver on the promise of a brand new successful GAAs game.Colin doesn't even realize that Sony and Bungie have been working together for over a decade at this point.
I like Colin, but he's a genuine dunce when it comes to acquisitions and multiplayer. Pay him no heed.
Agree. Thoe certainly Sony can make safer bets. Studios like Arc system work (Guilty Gear), 1047 games (Splitgate), Level5 (ni no kuni) the studios behind V riding (make a top down Diablo like GOW live service that releases across PS, PC & Mobile it can even have a PS exclusive singleplayer also the studio that’s making Supervive which is a top down moba battle royal imo looks nice it can be release on PC, PS & Mobile which rn is only releasing on PCHmmm, not really. I use to think so, but its too slow and now Playstation doesnt have enough studios.
Sony doesnt have 20 years to wait to purchase Insomniac. They’ve missed opportunities like Remedy too.
Kena did well, Wu Kong, Stellar Blade did well. Not purchased but there first major games were decent.
Colin didnt understand PS4 Pro and praised Xbox scorpion, and since then I dont think he has many braincells tbh
Plus plenty of other games that have had studios who worked with them have not so great reception. The order 1886, Driveclub, Days Gone etc.
yep, and they are facing the consequences now, 25k estimated copies sold across PSN and Steam, 62 metacritic score and 8 years of development thrown in the trash can, but you won't come here and drop examples without looking at full context, singleplayer studios don't equate to live service ones and no matter how much you try to twist it, the reality remains one: Guerrilla became a tentpole studio, Firewalk delivered the biggest commercial and critical failure of PlayStation's Studios history.Never ever mentioned games and it is irrelevant. Question is about studios acquired by Sony and who worked with them before or after acquisition -
Sony will face consequences for purchasing studios without working