Sony seems to be fighting itself. On one hand, they're known for blockbuster, high-production, narrative-driven games like God of War, The Last of Us, Uncharted, Spider-Man, and Horizon. These games deliver gripping stories, stunning graphics, and tight gameplay for an overall cinematic experience. On the other hand, Sony is doing everything it can to shift away from this tried-and-true formula and enter the world of live-service games. These are games designed for players to engage with over long periods, spending money as they go. While some titles, like GTA V Online, Overwatch, Fortnite, and Call of Duty: Warzone, have managed to rake in billions and remain relevant for years, most attempts at live-service games are catastrophic failures.
In the last two weeks, Sony released, and then quickly canceled, its latest live-service venture—Concord. After years of development and millions of dollars spent, the game flopped harder than anyone expected. So, what went wrong?
The first question Sony should have asked is, "Who wanted this game?" Was there really an audience asking for yet another 5v5 arena shooter? Judging by the fewer than 700 concurrent players on launch day, the answer is a clear no. To make things worse, Sony dared to ask players to pay $40 for something they were already getting for free elsewhere. The beauty of live-service games is that they're usually free-to-play, enticing players to spend small amounts here and there. Concord missed that memo.
Games like Overwatch have rich lore, with each character boasting a unique backstory, but none of it is essential to enjoying the gameplay. Sony, however, tried to make players care about the characters by investing in high-quality cinematics that showcased their relationships and the world they inhabited. The problem? The characters felt like a cheap knockoff of Guardians of the Galaxy—the humor, action, and characterization felt forced, leaving players uninterested.
Even if the characters didn't connect, solid gameplay could have saved the day. Sadly, despite eight years in development, Concord's gameplay was just… average. It wasn't bad, but it wasn't exciting either. To make matters worse, the game launched with only a few modes that quickly became repetitive, most of which felt like lackluster versions of popular Overwatch mods. Gamers who spent $40 on a game that was essentially a less compelling version of something they could get for free had no reason to stick around for future updates.
When game executives see the massive success of Fortnite—a game that made billions from, essentially, just one game mode and a single map—their eyes naturally light up with dollar signs. Fortnite set the bar impossibly high, leading other companies to believe they could replicate this goldmine. However, not every game can catch lightning in a bottle, and many developers have poured years and millions into live-service games, only to watch their projects fail to gain traction or end up in the forgotten corners of gaming history.
Sony's shift toward live-service games, such as Concord, highlights a growing disconnect between what business executives envision and what their core audience actually wants. While there's clear financial motivation to chase after the next big thing in live-service gaming, Sony's loyal players have come to expect narrative-driven, cinematic experiences. Instead of abandoning their strengths, Sony would be better off finding a balance, rather than trying to convince its fanbase to pay for an imitation of what's already available for free.