PlayStation Expands Live-Service Game Portfolio with Diverse Genres and Release Schedules
Within a span of 18 months, PlayStation has made three significant studio acquisitions, all focused on live-service games. This series of acquisitions commenced with the notable addition of Destiny developer Bungie in January of the previous year, followed by Haven Studios in March, and most recently, the acquisition of Firewalk Studios. This strategic move is part of Sony's broader strategy to expand beyond its traditionally successful single-player, narrative-driven adventure games, although it's worth noting that these types of games are still very much in production. In fact, Sony has revealed that it currently has ten live-service games in development. The live-service game model typically demands a substantial amount of time and attention from players. Given the competitive landscape, it's reasonable to question whether all ten of these projects can achieve success. However, Hermen Hulst, the head of PlayStation Studios, emphasizes that the term "live-service" doesn't imply that Sony is aiming to replicate the success of titles like Fortnite or Destiny with all its projects. "We recognize the competitive environment and the significant time investment players make in live services. Our goal is to deliver games of the highest quality. There's a risk in discussing live services in generic terms, as if it were a single genre or business model. Instead, PlayStation Studios is developing a variety of games that could be classified as live services, targeting different genres, release schedules, and scales. We're also creating games for diverse audiences, and I'm confident in our track record of creating worlds and stories that our fans love," Hulst explains. The acquisition of Firewalk Studios is a significant move, especially considering that PlayStation had initially partnered with Firewalk on its first game back in April 2021. When asked about the decision-making process behind acquiring studios, Hulst notes, "Each studio relationship has its unique trajectory. Sometimes we work with companies for years as external partners before they join us, and other times, the acquisition process moves more quickly. It depends on what the studio needs to grow and succeed, and what makes sense for both parties. We've been working closely with Firewalk for some time, and we have great confidence in their project. This acquisition felt like a natural step." Tony Hsu, the studio head at Firewalk, mentions that the company doesn't plan to expand beyond its current 150 employees significantly. However, being part of the PlayStation team offers other benefits. "The priority for each studio is to deliver their project to the best of their ability," Hulst continues. "PlayStation Studios operates as a global network of studios and central technology and service teams. We strive to offer an environment where teams can collaborate on anything they wish, whether it's game design, audio, animation, or more. Live services present new and complex challenges, so it's invaluable to have individuals and teams with experience who can offer advice and support." Notably, one of the teams within the PlayStation network is Bungie, which has a significant connection to Firewalk, as many of Firewalk's founders are former Bungie employees. Tony Hsu, previously the general manager and senior vice president of Destiny at Activision, highlights the close relationships between Firewalk and Bungie. "Within our team, we have close personal and professional relationships with Bungie and are excited to be part of the same family of studios. One of the benefits of joining PlayStation Studios is the opportunity to exchange knowledge with such a talented network of developers, including our friends at Bellevue and Seattle. We're excited to join them and other PlayStation Studios teams, like Haven Interactive, in creating innovative multiplayer experiences." An interesting aspect of Firewalk's game is that it won't be a PS5 exclusive, as it is also being developed for PC. This approach makes business sense, as launching live-service titles across multiple platforms can help build a larger audience. When asked if this is a strategy Sony might adopt for all its service-based titles, Hulst remains cautious, stating, "We've made significant progress in delivering games on PC in recent years. Where it makes sense for the game and the studio, it's a great option to have. But we'll make that decision on a case-by-case basis for each game." Firewalk's acquisition by PlayStation means it will be leaving ProbablyMonsters, a collective of AAA studios focused on doing things differently. Harold Ryan, the CEO and president of ProbablyMonsters, aimed to create a workplace where developers could thrive and have long-lasting careers making games they love. Ryan believes that the decision to sell Firewalk to PlayStation aligns with his views on building teams with positive cultures and investing in new IPs. "Firewalk joining the PlayStation family is a step in our mission to bring new AAA game teams and IPs to life. It proves that by uniting, guiding, and empowering talented teams with a focus on culture, we will succeed. We have other teams and projects in the works, and we're on track to achieve our goals with ProbablyMonsters." He adds, "We will continue to invest in building new AAA development teams and improve the environment in which games are made, increasing our positive impact in the industry." Hsu concludes that joining PlayStation won't change Firewalk's core identity. "We've been fortunate to establish our own culture and development philosophy, thanks to the support of our partners at ProbablyMonsters and PlayStation. From the beginning, Hermen and the leadership at PlayStation have been fantastic advocates for our team, culture, and vision. Joining PlayStation Studios will further empower our unique approach to game development."