In March of 2018, Shawn Layden left his position at PlayStation.
No, in March 2018 he shifted from CEO of SCEA to chairman of WorldWide Studios (now PS Studios), where the president was Yoshida. Back then the CEO of SIE was Andrew House.
He left his job at PlayStation in September 30, 2019.
Was Shawn Layden pushed out because he didn't fundamentally understand the growing Live Service market?
No, maybe the opposite.
He and (Yoshida, president of Worldwide/PS Studios) were ones pushing the live service games and PC strategy, greenlighting the games and PC ports being published (and some of the cancelled, like TLOU Online and London Studio's new IP) in recent times.
He and Yoshida also greenlighted remasters or remakes like TLOUP1.
In your estimation, how many Live Service games had a monthly active user base of over 100k players in 2000, 2005, 2010, 2015, and today?
Do you REALLY think that number has plateaued?
It's worth mentioning that the biggest live service PC games (LoL, Dungeon Fighter Online, Roblox, Fortnite...) aren't on Steam.
PlayStations plan was "12 GAAS before FY2025".
Not true, 12 GaaS before FY2026 (April 1st, 2026). In that original announcement they mentioned that didn't include Bungie games.
They've since lowered that number to "6 GAAS before FY2025".
And what are these 6 GAAS games now? Do you know them?
Not true, this isn't what Totoki said.
He said that as when they made the most recent fiscal report, they had 6 GaaS locked to be released before April 2026 and were reviewing some other the other ones and not all of them were going to be released before that date, so no longer had April 2026 as deadline.
He mentioned that back then were working in the 12 games. Months later, TLOU Online, London Studio's new IP and apparently the Deviation game (if not moved to their new secret SIE team with ex-Deviation employees) got cancelled.
But they could include to their list Destiny, Marathon and Matter (a few years ago Bungie had planned "at least one new IP" to be released before 2025, one of them being Marathon, so pretty likely both would be ready by early 2026) to replace the canned ones barely still have 12 IPs with GaaS as they planned.
I'd bet the 12 IPs with GaaS titles from PS Studios were:
MLB (21 and newer)
Gran Turismo (7, Sport already was GaaS)
Firewall (Ultra)
Helldivers (2)
Concord
Horizon (MP game started in 2018)
FairGame$
Firesprite MP game (Jason said the cancelled Twisted Metal wasn't greenlighted, but the Firesprite MP GaaS was in the work since at least 2021, so apparently is a different game)
TLOU Online
London Studio new IP
Deviation's game (cancelled if not moved to the secret new SIE team built by former Deviation employees)
Insomniac MP game (apparently the not greenlighted Spider-Man Online game)
Now having Bungie:
Destiny (2)
Marathon
New IP under development (Matter?)
Some of the China Hero Project titles to be published by Sony could be GaaS too, even if I assume most of them won't be published by Sony and won't be GaaS.
And why aren't we talking about how wasteful and stupid this idea was in the first place. Why would a 15% success rate be considered good in the first place? If only 2 out of 12 Live Service games were successful, I'd call that a HUGE failure!
It isn't something from GaaS, gaming investors or publishers normally invest in batches of 12 or 20 titles that look promising. They expect a couple of them becoming relatively big hits, a few to get canned or tank hard and the other ones performing ok. The profit of the hits normally compensate the loses from the failed ones.
In my personal proffesional case I saw it applied in investors of mobile games studios/games deciding where they did invest that year, in indie game publishers selecting a new batch of titles and in AAA publisher greenlighting internal projects for the next mid term (3 years) plan.
Games are something very creative and the gaming market trends change relatively quickly, sometimes making big changes. Quite often they start to work in a project that seem to be very promising because matches the new hot thing but when released that trend is already outdated.
Why do a game has to be online only? Create a base game with good SP content,
When Sony did show their plans for the current and the next couple fiscal years, they said that plan to continue increasing their investment in SP, non-GaaS games. The majority of the "more than 25 games"(pretty likely over 30 counting VR) Hermen said that PS Studios had under development weren't GaaS, becase only 12 of them were GaaS.
Most games we know have been greenlighted during the Hermen Hulst and Jim Ryan era (the ones greenlighted / started after November 2019) aren't GaaS.