
Yoshida: I Played The Last of Us Online And It Was Great
Exec suggests teams aren't being forced to make live service

Yoshida continued that, to his knowledge, no first-party studio has been forced to make live service games. He noted that sometimes teams see the direction the company is heading, and pitch their titles accordingly.
“From my experience, when studios see the company has a big initiative, [they realise] riding on that gives them a better chance of getting a project approved and supported,” he explained. “It’s not like [current PS Studios boss Hermen Hulst] is telling teams they need to make live service games, it’s likely mutual.”
Yoshida continued that, to his knowledge, no first-party studio has been forced to make live service games. He noted that sometimes teams see the direction the company is heading, and pitch their titles accordingly.
“From my experience, when studios see the company has a big initiative, [they realise] riding on that gives them a better chance of getting a project approved and supported,” he explained. “It’s not like [current PS Studios boss Hermen Hulst] is telling teams they need to make live service games, it’s likely mutual.”
“The idea for The Last of Us Online came from Naughty Dog and they really wanted to make it,” he explained. “But Bungie explained [to them] what it takes to make live service games, and Naughty Dog realised, ‘Oops, we can’t do that! If we do it, we can’t make Intergalactic: The Heretic Prophet.’ So that was a lack of foresight.”