The Last of Us Online Was Cancelled Because Naughty Dog Wanted to Focus on Intergalactic: The Heretic Prophet – Shuhei Yoshida

Previously associated with PlayStation, Shuhei Yoshida, until recently an executive, has shared that the project known as ‘The Last of Us Online’ was scrapped due to Naughty Dog not having enough resources to develop a multiplayer game while also focusing on their upcoming title. In conversation on the Sacred Symbols+ podcast (as reported by Push Square), Yoshida commented on playing ‘The Last of Us Online’, stating that it was impressive.

As Yoshida explains, although The Last of Us Online was shaping up nicely, Bungie acknowledged that it might struggle to maintain player interest for an extended duration. This is largely due to the significant work required by a studio to consistently generate fresh content to keep players engaged with a live-service game over time.

Instead of juggling two games simultaneously, it was determined by Naughty Dog that they should dedicate their resources to their upcoming project, “Intergalactic: The Heretic Prophet“, as managing two equally demanding titles would stretch the team too thin.

According to Yoshida, the concept for “The Last of Us Online” originated from Naughty Dog. However, after Bungie shared insights about what’s required to create live service games, Naughty Dog recognized that they didn’t have the resources to handle both that project and their planned game, “Intergalactic: The Heretic Prophet.” Essentially, they underestimated the scope of live service games, leading to the decision not to pursue “The Last of Us Online.

Additionally, during the interview, Yoshida mentioned that Sony’s PlayStation didn’t compel its first-party studios to concentrate on live service games. Instead, these studios observed PlayStation’s emphasis on live service games and proposed their ideas to the company in the hope that their projects would be accepted.

Based on my understanding, when studios notice that a company is undertaking a significant initiative, they understand that this association increases their chances of securing approval and support for a project. It’s not about Hermen Hulst compelling teams to create live-service games, but rather it seems like a mutual agreement.

Among PlayStation’s efforts to achieve successful live service games, The Last of Us Online was one casualty that never made it to release. On the other hand, games like Concord, which required several years for development and had a substantial budget, were not as fortunate; their servers were shut down within less than a month after launch.

After the decline of the game Concord, the studio responsible for it, Firewalk Studios, was subsequently closed down. Although Sony has been relatively silent about their other live-service games that could be in development, whispers from earlier this year suggest that the collapse of Concord might have led to Sony shutting down its other live-service games too, including projects by Bluepoint Games and Bend Studio.

Previously, Yoshida mentioned that Sony emphasizes multiplayer, ongoing games – also known as “live service” games. In January, he discussed Jim Ryan’s and Herman Hulst’s encouragement to game studios to start developing live service games. At that time, Yoshida indicated he might have resisted these ideas due to Sony’s reputation for producing high-quality single-player experiences.

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2025-02-19 17:41