LectureMaster
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[PlayStation 30th Anniversary] Interview with Studio Business Group CEO Herman Hulst. What is the future of game development that the successful PS Studios is aiming for?
【プレステ30周年】スタジオビジネスグループ CEOハーマン・ハルスト氏インタビュー。好調続くPS Studiosが目指すゲーム開発の未来とは? | ゲーム・エンタメ最新情報のファミ通.com
1994年12月3日の初代プレイステーション発売から丸30年。その節目にあたり、ファミ通ドットコムでは、ソニー・インタラクティブエンタテインメントのビジネスの舵をとるふたりのCEOへのインタビューを実施した。本稿では、スタジオビジネスグループCEOを務めるハーマン・ハルスト氏へのインタビューをお届けする。
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--On the other hand, CONCORD was shut down in about two weeks, and the closure of two studios, Neon Koi and Firewalk Studios, was announced. As the COVID-19 pandemic calms down, the game business is changing rapidly, but how do you analyze the causes? Also, will there be any changes in your strategy for live service games and mobile games due to the closure of these studios?
Herman:
The game business is constantly changing due to various factors, including technological advances, new genres and ways of playing. However, one thing that remains constant is people's desire for great entertainment experiences, and attention to games continues to grow. However, this has also created competition, and like many companies in the industry, we have had to make changes to our business to solidify a more sustainable operating base.
Going forward, we will continue to focus on developing live service titles along with the story-driven single-player titles that our players want.
We are learning a lot as we establish the ability to develop high-quality live service titles within SIE. HELLDIVERS 2 attracted many players through continuous content provision, and achieved results that support the potential of live service titles.
--If you had to pick one title that has been particularly important in the growth of PlayStation over the past 30 years, which one would it be?
Herman:
The game that has had the greatest impact on me as a game creator in the past 30 years is " Uncharted 2: Among Thieves " released in 2009 .
Until then, each studio's games specialized in one area, such as graphics, story, or game design, and competed on their strengths. At that time, I was working on the production of " KILLZONE 3 ", and Mark Cerny was supporting us as a consultant. When we saw "Uncharted: The Golden Blade and the Vanishing Fleet", we realized that this work would fundamentally change the concept of games.
--What kind of impact did this work actually have on game production?
Herman:
This work significantly raised the standard of quality in game production, and since then, the evaluation criteria for Game of the Year have also emphasized the quality of the game as a whole, rather than just a specific area. Uncharted 2 has had a major impact on the direction of game production at SIE's first-party studios, and its profound story and immersive world have become synonymous with PlayStation Studios.
-- With the appearance of many characters from PS titles in "Astro Bot," there are many voices calling for the revival of SIE's IP. What are your thoughts on utilizing dormant IP?
Herman:
Our extensive IP portfolio is an important asset for PlayStation, and as part of our efforts to strengthen our portfolio, we continually explore opportunities to leverage our legacy IP as well as develop new franchises.