By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony Discussion - PlayStation Nation |OT| Playing Astro Bot on the Horizon Until Dawn

Reading the recent Jason Schreier article about Jim Ryan, I can't help but wonder which PlayStation Studios had an uncomfortable pivot towards GaaS, and the only major one that comes to mind is Naughty Dog, with London Studio being the other.

Every other studio under PlayStation either is multiplayer based (Bungie or San Diego), has experience in multiplayer games (Polyphony, Insomniac, Guerrilla, Media Molecule), is built with industry veterans to tackle multiplayer projects (Firesprite, Firewalk, Haven), has a multiplayer mode included for their single player games (Bend, Sucker Punch), or is focused on single player experiences entirely (Santa Monica Studios, Team Asobi, Bluepoint).



Around the Network
PotentHerbs said:

Reading the recent Jason Schreier article about Jim Ryan, I can't help but wonder which PlayStation Studios had an uncomfortable pivot towards GaaS, and the only major one that comes to mind is Naughty Dog, with London Studio being the other.

Every other studio under PlayStation either is multiplayer based (Bungie or San Diego), has experience in multiplayer games (Polyphony, Insomniac, Guerrilla, Media Molecule), is built with industry veterans to tackle multiplayer projects (Firesprite, Firewalk, Haven), has a multiplayer mode included for their single player games (Bend, Sucker Punch), or is focused on single player experiences entirely (Santa Monica Studios, Team Asobi, Bluepoint).

You’re oversimplifying it a bit much. It’s one thing to be experienced in multiplayer games, but it’s an entirely other thing to go into GaaS. You’re not just making game modes, which takes time and creativity to make, you’re also laying out a pipeline of continuous content, sustainable business model, and a reward system that will make players want to continue to come. If it was as simple as you’re making it out to be, then Naughty Dog could’ve just released The Last of Us Factions and call it a day. 



Runa216 said:
DonFerrari said:

I played it, it isn't nearly as bad as reception make you think. But it is totally forgeatable game.

Based on what I've read and seen, it sounds like the game itself was fine, but the problem was that it was a blatant microtransaction farm with predatory intent first and foremost. 

Well the MTX was really problematic.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

PotentHerbs said:

Reading the recent Jason Schreier article about Jim Ryan, I can't help but wonder which PlayStation Studios had an uncomfortable pivot towards GaaS, and the only major one that comes to mind is Naughty Dog, with London Studio being the other.

Every other studio under PlayStation either is multiplayer based (Bungie or San Diego), has experience in multiplayer games (Polyphony, Insomniac, Guerrilla, Media Molecule), is built with industry veterans to tackle multiplayer projects (Firesprite, Firewalk, Haven), has a multiplayer mode included for their single player games (Bend, Sucker Punch), or is focused on single player experiences entirely (Santa Monica Studios, Team Asobi, Bluepoint).

Considering Uncharted and TLOU I think ND is ok with MP, GAAS may be an issue though.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

gtotheunit91 said:

You’re oversimplifying it a bit much. It’s one thing to be experienced in multiplayer games, but it’s an entirely other thing to go into GaaS. You’re not just making game modes, which takes time and creativity to make, you’re also laying out a pipeline of continuous content, sustainable business model, and a reward system that will make players want to continue to come. If it was as simple as you’re making it out to be, then Naughty Dog could’ve just released The Last of Us Factions and call it a day. 

I think this depends on various factors. I wouldn't agree so much with ND though, as there have been live-service elements in their games since UC2. Of course, not to the extent of a live-service only title, but I don't think the pivot for them to that would necessarily be a major task. At least compared to a team like Studio London.

But I can def see Factions having had a content pipeline issue, resulting in it needing to be worked on further. 

But I do look forward to seeing what these studios end up doing with their live service titles. 



Around the Network

Some may view this as a negative since the world map is doubling in size, but I view it as a positive since that potentially means there may be a lot less bloat overall in the game world, which was one of my biggest criticisms of the first game. 



gtotheunit91 said:

Some may view this as a negative since the world map is doubling in size, but I view it as a positive since that potentially means there may be a lot less bloat overall in the game world, which was one of my biggest criticisms of the first game. 

30h for 100% playthrough and 50h for plat is pretty good for me, I don't like open world due to bloat and pointless roam.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:
gtotheunit91 said:

Some may view this as a negative since the world map is doubling in size, but I view it as a positive since that potentially means there may be a lot less bloat overall in the game world, which was one of my biggest criticisms of the first game. 

30h for 100% playthrough and 50h for plat is pretty good for me, I don't like open world due to bloat and pointless roam.

30h for platinum.



the-pi-guy said:
DonFerrari said:

30h for 100% playthrough and 50h for plat is pretty good for me, I don't like open world due to bloat and pointless roam.

30h for platinum.

If it is around the same as SM1 I think I took about 50h for plat not 30, but well independent of the time if the game is similar in quality and scope to the first one it will suffice for me (and some of the tasks/challenges were better removed there).



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Oh no, I need 1,000 pigeons to chase to justify buying this!



Bite my shiny metal cockpit!