Herman Hulst Says PlayStation Is Trying to Learn from Live Service Failures Like Concord

Aug 27, 2025 at 09:52am EDT
Futuristic gaming characters with weapons, Concord logo backdrop.

Herman Hulst, once the studio head of Guerilla Games, then president of PlayStation Studios, and now chief executive officer of Sony Interactive Entertainment Studio Group, spoke to the Financial Times (paywalled) about Sony's live service efforts. Following Sony's admission of the obvious, that things aren't going great, Hulst says the company is trying to learn from its failures like Concord, adding that if there will be failures, he'd rather they come "early, and cheaply."

"I don't want teams to always play it safe, but I would like for us, when we fail, to fail early and cheaply," Hulst said. "We have since put in place much more rigorous and more frequent testing in many different ways. The advantage of every failure [...] is that people now understand how necessary that [oversight] is."

Related Story Bungie Pulls the Plug on Destiny 2 After a Decade as June 9 Update Marks Its Final Major Content Drop

When PlayStation first began its live service push that Hulst and former Sony Interactive Entertainmnet boss Jim Ryan championed, Sony wanted to have released 10 live service games by March 2026. Not only is that not going to happen, but most of those projects have been cancelled at this point. Regarding that fact, Hulst is seemingly unbothered, saying that the "number of [live services releases] is not so important."

What's more important to him is "having a diverse set of player experiences and a set of communities," and a key aspect of achieving that goal for Hulst is making original IPs, like how Concord was a new IP.

"We take a very intentional approach to IP creation […] understanding how a new concept can turn into an iconic franchise for PlayStation, that can then become a franchise for people beyond gaming."

Concord, as everyone who does not live under a rock and plays video games today knows, was a massive failure that did not come as "early and cheaply" as Hulst would prefer. Instead, it made it all the way to launch, lived for two weeks, and died a very costly death. Firewalk Studios was shuttered, and it remains a moment in time that PlayStation fans won't soon forget whenever Sony's live service ambitions crop up.

On those ambitions, we recently had a scare that Fairgames, the upcoming live service title from Haven Studios, had been cancelled, though that was quickly refuted. Still, it doesn't look great for that game since Haven Studio's founder, Jade Raymond, departed the studio earlier this year.

Speaking of games that don't look like they're in great shape, Bungie is trying to pick up the pieces of Marathon that weren't plagiarized, after delaying the game without providing a new release date this past June.

To say things could have been going "smoother" is an understatement. Hulst says that PlayStation is trying to learn from its mistakes, which is a good thing, but learning what went wrong is only half the battle. Actually avoiding the error the next time shows the lesson sunk in, and so far, we've no proof from PlayStation that it has learned the lessons taught by its live service push thus far.

About the author: David has been writing about videogames, technology, and culture since 2020, with a focus on reporting daily news across multiple publications, including GameDaily.Biz, GameSkinny, and PlayStation Universe before joining Wccftech in 2025. David started contributing as Canada/US reporter for Wccftech's gaming section in 2025. Besides being up-to-date on the industry's movements, he loves interviewing developers, reviewing games, and writing intricate essays about the symbolism and layered meanings to be found in rich narratives as he's done for publications like GamesIndustry.Biz, LostInCult, and others. Outside of games he loves movies, music, theatre, his hometown, and his family, though not necessarily in that order.

Follow Wccftech on Google to get more of our news coverage in your feeds.