The Cautionary Tale of The Last of Us Online: Navigating Ambitions in the Live Service Era

  • Emilia Westwood
  • 0
The Cautionary Tale of The Last of Us Online: Navigating Ambitions in the Live Service Era

The gaming industry is often influenced by shifting trends and player expectations, leading to the rise and fall of many projects. This scenario unfolded recently with the development of The Last of Us Online, a multiplayer game that was highly anticipated but ultimately abandoned. This situation sheds light on the complexities that developers face when navigating the demands of both players and corporate directives.

The Last of Us Online had reportedly been in the works for four years with a substantial team before it was abruptly canceled. Naughty Dog's decision to halt the multiplayer game was noteworthy, as it triggered reactions within Sony.

This information comes from Bloomberg journalist Jason Schreier, who provided details about the cancelled title during a discussion on the Friends Per Second podcast, as noted by GamesRadar. The conversation initially focused on the recent layoffs at Bungie and the company's upcoming game, but it soon shifted towards Sony's current approach to live service titles, including projects like Concord.

Schreier criticized Sony's strategy towards live service games, labeling it as excessive and overly reliant on current trends, especially considering the shift of some traditionally single-player studios towards online gaming.

He mentioned that the online adaptation of Horizon Zero Dawn, announced in 2022, remains in development, though its future release remains uncertain. Nonetheless, he recognized a few successful examples of live service games, highlighting Helldivers 2 as a standout.

Regarding The Last of Us Online, Schreier noted that it was under development for approximately four years, involving a large team before its cancellation last December. He remarked on the financial implications, stating that the investment in a project that ultimately didn't succeed was significant. The repercussions of the cancellation were felt at Sony, as shifts in personnel occurred within the company.

Naughty Dog, during its announcement, explained that the decision to scrap the project stemmed from the desire not to transition into an exclusive live service developer, which would necessitate diverting all efforts toward multiplayer gaming.

In its statements, the studio outlined the crossroads it faced: to either evolve into a solely live service studio or maintain its commitment to single-player narrative experiences that have been pivotal to its identity. Ultimately, Schreier expressed that he believed Naughty Dog made the correct choice in abandoning The Last of Us Online, as it allowed the studio to avoid the constraints imposed by the live service model that many others are currently contending with.

Share this Post: