Sony on Concord failure: “We are still in the learning process.”
Concord failed like no other video game for Sony! Now the company commented on Concord’s failure in a Q&A session after the last financial report.
COO and CFO Hiroki Totoki discussed:
“Of course, with new intellectual property, you don’t know the outcome until you actually try it out. What this means for us is that we will likely need many gates in our considerations, including user testing or internal evaluation, and the timing of such gates.”
“And then we have to move them forward, and we should have done these gates a lot sooner than we did.”
“Also, we have an isolated organization, so pushing the boundaries of those organizations in terms of development and also sales, I think, could have been a lot smoother.”
“And then in the future we will have many different windows for our own titles and for third-party titles. And we want to be able to choose the right and optimal window so that we can deploy them on our own platform without cannibalization, so that we can maximize our performance in terms of launching titles. That’s all I have to say.”
“We launched two live service games this year,” he explains. “Helldivers 2 was a huge success, while Concord was eventually canceled. We gained a lot of experience and learned a lot from both games.”
“We intend to pass on the lessons learned from our successes and failures to all of our studios, including in the areas of managing title development as well as the process of continually expanding content and scaling the service after its release, in order to strengthen our development management system.”
“We intend to build an optimal portfolio of titles during the current medium-term plan period that combines single-player games – which are our strengths and which have a higher probability of becoming a hit due to our proven IP – with live service games that are upside strive while taking some risk in publishing.”