PlayStation Expands Live-Service Game Portfolio with Diverse Genres and Release Schedules

Over the past year and a half, PlayStation has made significant strides in the live-service game sector with the acquisition of three dedicated studios. This journey began with the purchase of Destiny developer Bungie in January of the previous year, followed by the acquisition of Haven Studios in March, and most recently, the addition of Firewalk Studios to its portfolio. This strategic move is part of Sony's broader plan to expand beyond its traditional single-player, narrative-driven games, although the company assures that these types of games will continue to be developed. Currently, Sony has ten live-service games in development, underscoring its commitment to this genre. However, the success of live-service games is highly competitive and requires substantial time and resources from players. PlayStation Studios head Hermen Hulst emphasized that the term 'live-service' does not imply that all ten games will be similar to Fortnite or Destiny in terms of scale or genre. Instead, PlayStation Studios is working on a variety of live-service games that cater to different genres, release schedules, and target audiences. Hulst expressed confidence in the company's ability to deliver high-quality games, citing its track record of creating engaging worlds and stories that resonate with PlayStation fans. The acquisition of Firewalk Studios, which is currently developing its first game, marks a significant step in this direction. According to Hulst, every studio relationship is unique, and the decision to acquire Firewalk was based on the studio's needs and the potential for mutual growth. Tony Hsu, studio head at Firewalk, noted that being part of the PlayStation team offers numerous benefits, including access to a global network of studios and central technology and service teams. This collaborative environment allows teams to share knowledge and expertise, which is particularly valuable for live-service games that present complex challenges. The fact that many Firewalk founders are former Bungie employees adds another layer of significance to this acquisition, as it brings together experienced professionals with a deep understanding of live-service game development. Hsu emphasized that joining PlayStation Studios will enable Firewalk to leverage the expertise of other studios, including Bungie, to create innovative multiplayer experiences. An interesting aspect of Firewalk's game is that it will not be a PS5 exclusive, as it is being developed simultaneously for PC. This approach makes business sense, as it allows the game to reach a broader audience. When asked if this strategy might be applied to other live-service titles, Hulst remained non-committal, stating that the decision to release games on PC will be made on a case-by-case basis. The acquisition of Firewalk by PlayStation means that the studio will be leaving ProbablyMonsters, a collective of AAA studios focused on creating a positive work environment and developing games that teams can be proud of. However, Harold Ryan, CEO and president of ProbablyMonsters, believes that this decision aligns with the company's mission to support talented teams and bring new AAA games and IPs to life. Ryan emphasized that ProbablyMonsters will continue to invest in building new AAA development teams and improving the game development environment, with the goal of making a positive impact on the industry. Hsu concluded that joining PlayStation Studios will empower Firewalk to maintain its unique approach to game development, thanks to the support of its partners and the leadership at PlayStation.