
In a stunning move that has shocked the gaming community, Sony has decided to cancel two more live service games, including a previously unannounced project that would have introduced a live service model to the beloved God of War series. This decision marks a significant shift in Sony’s approach to the Games-as-a-Service (GaaS) market, a sector that has seen mixed successes and notable failures, like the swift demise of the Concord game last year.
“Live service dreams die faster than Concord’s servers,” this quip encapsulates the volatile nature of the live service game industry, where Sony’s recent endeavors have been less than successful. With the cancellation of these projects, including the intriguing adaptation of God of War, Sony appears to be reevaluating its strategy in the live service arena.

The Fallout of Failed Ambitions
According to recent reports from Bloomberg, these cancellations affect projects at both Bend Studio and Bluepoint Games. The latter was reportedly developing the live service version of God of War, which could have included features like seasonal battle passes—a stark departure from the franchise’s traditional single-player, narrative-driven format.
Sony’s spokesperson emphasized the company’s commitment to these studios, stating, “Bend and Bluepoint are highly accomplished teams who are valued members of the PlayStation Studios family, and we are working closely with each studio to determine what are the next projects.” This suggests that while the specific projects have been scrapped, the talent behind them will be redirected towards potentially more promising ventures.

Revisiting Past Failures: The Concord Debacle
The history of Sony’s foray into live service games has been fraught with challenges. Concord, a hero shooter meant to be a flagship live service game for PlayStation, famously shut down abruptly, serving as a stark reminder of the risks associated with this business model. This pattern of quick cancellations has become a troubling trend for PlayStation’s strategy under the ambitious but ultimately unrealistic plans set by former PlayStation chief Jim Ryan, who aimed to launch twelve live service games by 2026.
A Return to Single-Player Excellence?
The cancellation news might disappoint some fans who were curious about a multiplayer God of War, but it also relieves others who prefer Sony’s traditional strengths. Sony has historically excelled in creating immersive single-player experiences, as seen with franchises like Uncharted, The Last of Us, and Marvel’s Spider-Man. These games are celebrated for their deep storytelling and engaging gameplay, elements often diluted in live service models focused on monetization and player retention.
The recent success of Helldivers 2 suggests that there might still be a place for multiplayer experiences within Sony’s portfolio, provided these games prioritize fun and player satisfaction over aggressive monetization strategies. This game, developed by Arrowhead Game Studios, has shown that engaging gameplay and community-focused features can lead to a successful multiplayer experience without the pitfalls of traditional live services.

What’s Next for Sony?
With the new leadership of Hermen Hulst, PlayStation seems poised for a strategic realignment. Moving away from high-risk live service games could allow Sony to refocus on its core strengths, potentially leading to more sustainable and fan-appreciated projects. As the gaming landscape continues to evolve, Sony’s adaptation to industry trends while maintaining its identity will be crucial.
The cancellation of these live service projects, particularly the God of War adaptation, may signify an important lesson for Sony: not every beloved franchise needs to be reimagined as a live service. Sometimes, sticking to what you do best isn’t just safe; it’s smart.