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PlayStation

PlayStation’s games as a service will have “different genres” for distinct audiences

Herman Hulst,the boss at PlayStation Studios, has spoken about maintaining quality standards in the company’s games as a service titles.

Update:
PlayStation’s games as a service will have “different genres” for distinct audiences

Although we have not yet seen anything tangible from those plans, the future of PlayStation will eventually land on games as a service. One of the most anticipated and that for the moment has not been seen is the multiplayer shooter based in the “The Last Of Us” universe, but there is more on the way and Hermen Hulst has spoken about this strategy. Hulst was once CEO of Guerrilla Games, promoted to chief of PlayStation Studios after the success of Horizon: Zero Dawn, and he has assured that the label’s games as a service point to “different genres” and scales.

“We understand the competitive environment that is out there, and the time investment from players that live services offer,” Hulst explains. “And we want to deliver the highest quality games. There is a risk that we talk about ‘live service’ in generic terms – as if it is a single genre, or even a single business model. PlayStation Studios are making a variety of games that could be referred to as ‘live services’, targeting different genres, different release schedules, and at different scales.”

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PlayStation quality standards

“We are also creating games for different audiences, and I take confidence from our track record in creating worlds and stories that PlayStation fans love.” Hulst continues. “Every [studio] relationship has its own trajectory – in some cases we have worked with companies for many years as external partners before bringing them into Sony Interactive Entertainment – in other instances an acquisition has come around more quickly.”

It depends on what the studio needs to grow and succeed, and what makes sense for both sides,” explained Hulst of their most recent acquisitions, such as Firewalk. “We have both really enjoyed that process, and we have incredible confidence in what they are creating. So this felt like a very natural step.”

Source | Games Industry