- cross-posted to:
- games@sh.itjust.works
- cross-posted to:
- games@sh.itjust.works
If what they’re saying is true, that it looked like they had to use so many resources to support the game it would fundamentally change them into a live services studio from a narrative driven single player studio, then I’m glad they took this decision.
Aka- layoffs happened/are happening.
In ramping up to full production, the massive scope of our ambition became clear. To release and support The Last of Us Online we’d have to put all our studio resources behind supporting post launch content for years to come, severely impacting development on future single-player games. So, we had two paths in front of us: become a solely live service games studio or continue to focus on single-player narrative games that have defined Naughty Dog’s heritage.
No one asked for live service and I don’t think they mentioned it until now themselves.
If it was as good as they thought it was, they would make it work, sans live service.
https://www.theverge.com/2023/10/3/23901251/naughty-dog-layoffs-developers-last-of-us-multiplayer
Yeah sure layoffs aren’t happening.
I’m happy with their decision. Their games have always been about a stellar single player story/experience.
It’s refreshing to see a studio turn down a horde of cash to focus on their art.