The frenzy around live‑service games that dominated the industry for much of the last ten years is now widely recognized as a misstep. The belief that every title could be turned into a live‑service offering—an idea that borders on the absurd—has drained billions of dollars, countless development hours, and eroded both consumer trust and the intrinsic value of many intellectual properties.

Executives chased the notion that somewhere in their extensive libraries lay the next Fortnite‑type cash cow, pouring resources into countless projects with the hope that a single runaway success would offset the many that faltered. In practice, this gamble was built on several flawed assumptions. First, the actual hit‑rate for live‑service games was dramatically overstated, so the perceived risk was far lower than reality.

Second, the market’s capacity to sustain several large‑scale live services at once was grossly miscalculated; there simply isn’t enough player spending to keep a multitude of such titles thriving simultaneously. Finally, the industry vastly underestimated how difficult it is to run a live‑service game well—the margin between profitability and alienating your audience is razor‑thin. The fallout has been industry‑wide. Few companies escaped unscathed, and many are still wrestling with financial strain that can be traced directly to over‑investment in these high‑risk ventures.

The most visible consequences—layoffs, cancelled projects, studio closures—have fallen on the workers who had little say in the strategic choices that led to those outcomes. While many publishers have felt the sting, Sony stands out as the most emblematic case of the era’s misdirection. The console maker’s abrupt pivot toward live‑service titles became a textbook example of what can go wrong.

The company announced an ambitious plan to launch a dozen live‑service games by March of a given year, only to later retreat in a drawn‑out, humiliating reversal marked by disastrous launches and a cascade of cancelled projects. Jason Schreier’s recent reporting on Guerrilla Games’ "Horizon Hunters Gathering" provides a micro‑cosm of this broader failure. The title, originally conceived as a live‑service experience, performed poorly in internal testing and is now being re‑engineered into a conventional multiplayer game without ongoing service components.

This pattern is not unique; "Dragon Age: The Veilguard" reportedly underwent a similar transformation from a live‑service concept to a single‑player experience late in development. What makes the Guerrilla case particularly striking is Schreier’s claim that the studio has been wholly dedicated to "Hunters Gathering" since finishing the DLC for "Horizon: Forbidden West." In other words, there is currently no major sequel to the Horizon franchise in active development.

Whether or not "Hunters Gathering" ever reaches market, the opportunity cost to Sony is staggering: Guerrilla, one of PlayStation’s most acclaimed first‑party studios, will not deliver a flagship exclusive for the PS5 era. The sequel to "Forbidden West," which debuted at the tail end of the PS4 lifecycle and spanned both consoles, will likely be delayed until deep into the PS6 generation. This represents a catastrophic misallocation of talent.

Horizon was a cornerstone of Sony’s PS4 success, delivering a steady stream of must‑play titles and proving that PlayStation studios could both launch new franchises and revitalize older ones. Yet, at some point, those same studios—renowned for crafting massive single‑player experiences—were ordered from above to retool their IPs into live‑service models.

The predictable underperformance of those attempts now means that, for at least half a decade, several studios have little to show for their effort. Guerrilla is not alone. Observers can spot similar gaps across Sony’s release calendar that likely stem from the same live‑service push. Naughty Dog, for instance, has not delivered a new original PS5 title since 2020; its recent releases have been remasters while a planned "Last of Us" live‑service project was cancelled.

Other first‑party studios such as Sucker Punch ("Ghost of Yotei") and Santa Monica Studio ("God of War") appear to have dodged the worst of the curse, though insiders may eventually reveal how they managed to survive. The timing could not be worse.

Sony’s first‑party pipeline is faltering just as the perception that the PS5 lacks compelling exclusives has become a meme. While the console still boasts a sizable library, the absence of new entries from its marquee studios is palpable and risks shaping consumer sentiment at a critical moment when Sony will be urging players to invest in what is likely to be its most expensive console to date. In response, Sony is attempting damage control, shifting back toward the development philosophy that powered the PS4’s golden age and trying to salvage value from the costly live‑service experiment and the multi‑billion‑dollar Bungie acquisition that was meant to underpin it.

However, modern game development pipelines require years of lead time; no amount of capital can conjure a robust slate of high‑quality releases overnight. Sony now faces a dilemma similar to Microsoft’s early‑gen struggles: without a pipeline established half a decade ago, the current generation’s lineup will inevitably suffer. Financial statements can gloss over such strategic blunders—ten million here, a hundred million there—absorbing them into quarterly earnings.

Yet opportunity cost is not a line item on an accountant’s balance sheet. When top‑tier studios waste years on misguided side projects and miss an entire console generation, the impact reverberates through brand equity, consumer loyalty, and long‑term market positioning. The repercussions will linger long after the cancelled live‑service titles fade from memory.

In the history of the industry’s missteps, Sony’s ill‑judged pivot may ultimately be recorded as the most costly error of all.