ニュース 吉田shuheiはソニーのライブサービスプッシュに抵抗しました

吉田shuheiはソニーのライブサービスプッシュに抵抗しました

Apr 15,2025 著者: David

元PlayStationのエグゼクティブShuhei Yoshidaは、ソニーのライブサービスビデオゲームへの物議を醸すプッシュについての留保を表明しました。 2008年から2019年までのSone Interactive EntertainmentのSie Worldwide Studiosの社長を務めた吉田は、ちょっと面白いゲームとのインタビューで、ソニーがライブサービスゲームへの投資に関連するリスクを常に認識していることを明らかにしました。

吉田のコメントは、PlayStationのライブサービスイニシアチブにとって重要な時期に来ます。 ArrowheadのHelldivers 2は前例のない成功を収め、わずか12週間で1,200万部を販売し、これまでで最も売れているPlayStation Studiosゲームになりましたが、他のSony Live Serviceプロジェクトは大きな課題に直面しています。特に、ソニーのコンコードは大きな失望であることが判明し、オフラインにされる前にプレイヤーの婚約のために数週間しか生き残りませんでした。ゲームを完全にキャンセルし、開発者を閉鎖するというその後の決定は、Sonyの費用のかかるset折をマークし、 KotakuはIP権利の追加コストとFirewalk Studiosの買収を除き、約2億ドルの初期開発投資を報告しました。

コンコードの失敗は、Naughty DogのThe Last of Us Mustiplayerゲームのキャンセルに続いて、BluePointのGod of WarタイトルやBend Studioの別のタイトル、 Days Of Days Goteの開発者など、2つの未発表のライブサービスプロジェクトが廃棄されたという最近のレポートに続いています。

在職期間を振り返って、31年後にソニーを去ったヨシダは、現在のソニーインタラクティブエンターテインメントスタジオグループCEOのエルメンハルストの地位にあれば、ライブサービスゲームへのシフトに抵抗していたと示唆しました。彼は、新しいシングルプレイヤータイトルの開発とライブサービスの提供を実験することとのバランスを維持することの重要性を強調しました。

「私にとって、私はこの予算を管理していたので、どのようなゲームを作るかにお金を割り当てる責任がありました」とヨシダは説明しました。 「会社がそのようにしていることを検討していた場合、別のゴッドオブウォーまたはシングルプレイヤーゲームを作るのをやめ、ライブサービスゲームにすべてのお金を入れるのは意味がなかったでしょう。しかし、私が去ったときに彼らがしたことは、会社[ハルスト]が私たちにもっと多くのリソースを与えてくれました。ゲームとそれを試してみてください。」

ヨシダは、ライブサービスのジャンルに固有のリスクを認め、成功を予測するのは難しいが、成長には重要であると指摘しました。彼は、ゲーム業界の予測不可能な性質を強調し、予想外の成功としてHelldivers 2を指摘しました。 「彼らはそれが危険であることを知っていたと確信しています。この非常に競争の激しいジャンルでゲームが成功する可能性は小さいでしょう。しかし、会社はリスク知って、リスクを与えて、それを試してみる機会を与えました。それが私の心で、それは素晴らしいことです。最終的には、私がハーメンの立場にいた場合、おそらく私はその方向に抵抗しようとしたでしょう。

最近の財政呼びかけで、ソニーの社長であるCOOとCFO hiroki tokiは、同社がHelldivers 2の驚くべき成功とConcordの失敗の両方から貴重な教訓を学んだことを認めました。 Tokiは、ゲームの起動前に問題を特定して対処するために、ユーザーテストや内部評価など、以前の開発チェックポイントの必要性を強調しました。 「現在、私たちはまだ学習の過程にあります」とトトキは言いました。 「基本的に、新しいIPに関しては、もちろん実際に試すまで結果がわかりません。したがって、私たちの反省のために、ユーザーテストや内部評価やそのようなゲートのタイミングなど、多くのゲートが必要である必要があります。それらを前進させる必要があります。

トトキはまた、ソニーの「サイロ化された組織」とコンコードのリリースのタイミングを批判しました。これは、非常に成功した黒人の神話、PS5とPCのウコンの発売と一致しました。この近接性は、市場の共食いにつながった可能性があります。 「私たちには沈黙した組織がありますので、開発と販売の観点からこれらの組織の境界を超えて、それははるかに滑らかだったと思います」とトトキは指摘しました。 「そして、今後、私たち自身のタイトルとサードパーティのタイトルで、さまざまなウィンドウがあります。そして、タイトルの発売に関してパフォーマンスを最大化できるように、正しいウィンドウと最適なウィンドウを選択できるようにすることができます。」

同じ財務呼び出しの中で、ソニーの財務担当上級副社長と明hiko林は、ヘルディバー2コンコードの発売を比較し、ソニーのスタジオで学んだ教訓を共有することの重要性を強調しました。 「今年、2つのライブサービスゲームを開始しました」と彼は言いました。 「 Helldivers 2は大ヒットでしたが、 Concordはシャットダウンされました。私たちは多くの経験を積んで、両方から多くを学びました。タイトル開発管理の分野で成功と失敗から学んだ教訓を共有するつもりです。シングルプレイヤーゲーム(私たちの強みであり、実績のあるIPによるヒットの予測可能性が高い)を組み合わせて、リリース時に一定量のリスクを帯びながら逆さまに追求するライブサービスゲームを組み合わせています。」

Sonyは、Bungie's Marathon 、Guerrilla's Horizo​​n Online 、Haven StudioのFairGame $など、開発中のいくつかのライブサービスプロジェクトを開発し続けています。

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