feynoob
Banned
Individual talent doesnt equal to a studio talent.We have to consider that these live service games are not even half of their 1st & 2nd party lineup.
And well, to get extra knowledge, expertise and tools from Bungie is great and has a lot of value and it's great specially for the devs not used to GaaS, so I think it's a clever investment, but in PS Studios they already had a lot of top tier staff very successful in GaaS:
Entire teams that have been very successful in GaaS like Polyphony (GT7), San Diego Studio (MLB), Media Molecule (LBP, Dreams), Deviation (ex-CoD and other top shooters), Firewalk (ex-Bungie and other top shooters), Haven (ex-Ubisoft/Rainbow Six Siege), Lasengle (developed a mobile game that makes a billion per year), Savage Games (have staff from several top mobile studios) etc.
Plus very talented workers experienced in top GaaS that they hired in recent years for other non GaaS Sony studios, like the Rainbow Six Siege director for Guerrilla and plenty of other unknown staff who may be have been important for top GaaS games (people from production, design, server programming, marketing etc).
On top of that, we have to remember that PS/PSN is the top platform for AAA games, including AAA GaaS, and that payments are tracked via them. Meaning that Sony has a ton of data from all these 3rd party games:
So it's a ton of intel that only Sony has and can use on their favor to improve future GaaS games. They may have some fails specially in the first attempts for the studios who are not experienced on GaaS, but I'm really confident that Sony will be super successful with GaaS and will hit the jackpot multiple times.
- How many units did they sell or dlc sold, which game is more popular or which DLC/IAP/passes are more popular for each game?
- How many active users has each games, which marketing campaigns have been more effective for them to earn or retain users?
- What is average session length, average total of hours played and retention metrics for each game, and with which changes did they improve them?
- What is the average revenue per user and life time value for each game, in which cases and with which changes did they impoved them? How these metrics are distributed inside each game per their retention groups?
I'm pretty sure that the next Destiny/Fortnite/GTA Online, the next super hit that will create the next standard for GaaS, will be a Sony published game. They have a shit ton of experienced, successful and talented GaaS folks there working now in GaaS games and sharing stuff between teams and a shit ton of useful data that only them have to analyze and learn from.
One has proven track, while the others are working on it. Just because an expert is handling those studios, doesnt mean it would have those results.
Clear example would be back 4 blood. It was supposed to be the new left 4 dead, and now its gone like the wind.
Bungie strugled on OG destiny, before making destiny 2 to where it is now. You dont get those live service right, by just having few expertise. You need blue print, tools, and data which is only available to the studios who make those games. Bungie has that.
Look at insomniac. They had to get MS help to develop the tools, which was necessary to make spiderman, and their recent games.