Unlike MM those studios had rapid expansions and are delivering content e.g. remakes/remasters or expansion you literally said it yourself remove the less productive people. Bungie had lay-offs but grew to 1400 under PS and moved to a new
HQ and opened a
Amsterdam office, same for ND growing to
400+
Yes, in recent years they highly grew basically all their teams. Including Media Molecule, who as of last year were 135 people. But when it makes sense.
In the case of MM, last year they sunseted Dreams and started a new project (which may not be a GaaS). Meaning that there are server programmers, testers, community managers, data analysts etc., that won't be needed during at least a few years -or even more if their new project isn't GaaS/online MP-, people who works in GaaS related stuff, online MP stuff, being close to release a game or new IP, etc.
They can't have these people sitting there for months or years doing nothing, so get fired. Plus in their case, Dreams despite being profitable like all the other games wasn't a big success and pretty likely underperformed compared to their expectations and took way longer to be made than they expected.
So instead of growing the team makes more sense to reduce it a bit and try to control better the scope of their next project, something smaller that would take less resources and would generate more profit.
Helldivers 2 was reworked and got bigger in scope after 3 years per Pilested the CEO, the Helldivers 2 that was greenlit under Layden was different simply under time scope. No doubt during the live-service initiative and in similar manner what happened with Housemarque evolved the studio from indie style games to bigger productions.
Helldiver 2 was greenlight under Yoshida, not Layden. But yes, it got reworked many times as usual in game development and also as usual their scope grew during development.
And yes, with the Sony money they did grow their team too turning into a AAA studio. Something that also is very complicated and has many related challenges regarding production, management, internal communication, human resources, etc.
To make games is very hard.
9 years is way too long and then extend to try to make it work as well being absent for the first half of PS5. Comparing Destiny 2 to Dreams is crazy. We will see what happens if Media Molecule doesn't meet the milestones, I hope they do for them.
Well, when I said they did work on Dreams for 10 years I meant developing it, also including post launch development.
In Gamescom 2012 they said they were working in two projects, Tearaway and another one (Dreams, which was announced in 2013). It got released in 2020, after around 7-8 years of development. Add 3+ more years of post-launch development.
They were a relatively small team with tons of team members being juniors hired directly from the university or from their community. So didn't need great sales to keep it profitable.
But looking at the future they need to be more careful, do less drugs and focus more in the business side, making more commercial games with a shorter development time.
Mark Healey agrees and said that it made more sense to put somewhere else as head of the studio with a more business related mindset, which is what is needed in that position. He is a creative guy not interested in the business side and other stuff related to run a studio, he was there because when they started the studio had to put someone in charge and with the inertia many years later he was still there.
So he did put somebody that he thinks will do a better job than him running the studio and moved away because he wants to work directly on his own personal stuff, not being a manager. He thinks the studio is in good hands and looks forward to their next project.
Eric Williams said: “You guys can make [Castlevania] happen because you have the audience of the world here.” When speaking about his future plans after Ragnarok he went on to say: “I don’t know what I’m doing next, but if somebody gives me that Castlevania license, we would love to make that.”
That is very different from saying my fantasy game is Cowboy Bebop.
That was his quote, I said it would be awesome if they did cause the IP has potential.
It is the same, dev gets asked something like "if you could choose to work in a franchise from another company which one would you choose?" and they say whatever IPs while knowing they won't work on it.
In this case, Sony won't spend around $300M on a Castlevania IP whose best selling game sold under 2 million copies and was two generations ago. And even less when it's owned by another publisher.
And the quote "You guys can make [Castlevania] happen because you have the audience of the world here" was either desilusional or just something to give the interviewers or fans something they wanted to hear.
Because everybody who has worked inside a AAA company in high positions like him knows that any meaningful decision and budgets have to be properly justified in a data driven way, carefully analyzed and double checked against alternatives, and that there's a lot of market research and approvals behind what the next title is going to be and how is going to be.
Specially when isn't just to pump another sequel of your best selling IPs with a team who already worked on it. And even more if you're talking about using somebody else's IP.
It isn't decided by few random player comments in a youtube video or social media.
Fun fact: I was part of a team who went to Ubi HQ to the final greenlight approval meeting of a new IP where I worked, and among many other people I know some of the top people of the team who developed the best selling Castlevania (same one who did the best selling Metroid).
It's strange you refer to those as small not noteworthy for Sony despite saying they signed Silent Hill 2 and considering them working (xDev) with Shift Up for Stellar Blade while not owning the IP. It's not a horror game, the genre is called MetroidVania for a reason and the X360/PS3 games are very similar to older GoW. Difference is it's a Sony owned studio and if that would happen it would be on favourable terms for both that means (console) exclusivity for Sony and revenue share for Konami.
Btw Nintendo hands out a lot of their IPs/partnerships with developers (Intelligent Systems/Koei Techmo, Camelot, HaL/Bandai Namco) and bought Bayonetta rights from Sega. Similar what Konami is doing currently (Blooper, Virtuous) and could potentially sell rights.
Both Sony and Nintendo make 2nd party games (like Stellar Blade, Fire Emblem, Bloodborne or Smash Bros), which is to hire other gamedev studios to work in games they publish (independently of who owns the IP). This is what XDEV does in case of Sony, in addition to find and manage internal or external support teams to help the lead team.
Or sign 3rd party exclusives, a different thing, which is to pay publishers in exchange of some type of exclusivity of some game published by that publisher.
Sony or Nintendo pay these studios to work for them. Not the opposite, which would be the case of putting an internal Sony or Nintendo team to develop a Castlevania/Konami game. In the same way Nintendo won't put the BotW or Mario Odyssey teams to work on a Ninja Gaiden or Saints Row game. It wouldn't make sense at all.
And well, Konami is doing great with their finances and they have no need of selling their IPs, which is one of the most valuable assets of a game publisher.