A $400 Million Lesson Nobody Wanted to Learn
Concord launched on August 23, 2024. It was taken offline on September 6, 2024. Fifteen days. That window – shorter than most game return policies – cost Sony an estimated $400 million in development and marketing spend, according to reporting at the time of the shutdown. The studio behind it, Firewalk Studios, was shuttered weeks later. No second chances, no redemption arc, no free-to-play pivot. Just a full stop.
What made Concord’s collapse so jarring wasn’t just the speed. It was the confidence that preceded it. Sony had spent years building toward a live service portfolio, publicly committing to having twelve live service titles in market by fiscal year 2026. Concord was supposed to be proof that PlayStation could compete in the shooter space dominated by Valorant, Overwatch, and Apex Legends. Instead, it became a case study in how badly a well-funded, well-staffed studio can misread what players actually want.
Sony has since gone very quiet about those twelve titles.

The Twelve-Title Plan and What It Looks Like Now
When Sony Interactive Entertainment president Hermen Hulst outlined the live service roadmap in 2023, it sounded like an aggressive but credible expansion. PlayStation had already seen success with Gran Turismo Sport’s ongoing updates and Destiny 2 through its Bungie acquisition. The logic was that live service games, if built correctly, generate recurring revenue and keep players inside the PlayStation ecosystem for months or years at a stretch. Twelve titles by 2026 was ambitious, but it wasn’t absurd.
Then the plan started shrinking before Concord even launched. Naughty Dog cancelled its The Last of Us multiplayer project in late 2023 after years of development. Bend Studio reportedly stepped back from a live service title. Sony’s internal calculus was already shifting – fewer studios seemed willing, or able, to deliver what the roadmap demanded. Concord’s failure didn’t start the retreat, but it accelerated it in a way that’s hard to ignore. The target of twelve titles has quietly disappeared from Sony’s public communications.
What’s replaced it is something more cautious and harder to define. Sony has started talking about “quality over quantity” – a phrase that functions as both a genuine strategic correction and a face-saving pivot. The shift is real either way. Marathon, being developed by Bungie, is now carrying an enormous amount of weight as Sony’s best-positioned live service bet. If it stumbles anywhere near the way Concord did, the entire live service category inside PlayStation’s portfolio faces an existential rethink.

What Concord Actually Got Wrong
Blaming Concord’s failure on a single design choice or marketing misstep misses how thoroughly it failed on multiple levels simultaneously. The game launched at $40 in a market where its direct competitors were free to play. The hero roster, which took years to develop, landed with almost no cultural resonance – players couldn’t attach to the characters the way they do with Overwatch’s roster or Apex’s legends. The gunplay, while technically competent, didn’t offer anything that felt distinctly different from what was already available. At launch, peak concurrent players on Steam reportedly didn’t break a thousand.
None of that should have been a surprise by the time the game went live. Firewalk ran a beta. The feedback was not hidden. Players said the characters were bland, the pricing was wrong, and the game didn’t have a clear identity in a genre already full of established franchises with years of player loyalty built in. Sony greenlit the full release anyway. That decision – to push forward with a product that had already shown its weaknesses – is the part that matters most when you try to understand what’s changing internally.
The lesson Sony seems to be drawing isn’t that live service games are a dead end. It’s that the tolerance for launching something incomplete or undifferentiated is gone. The cost of getting it wrong, both financially and reputationally, is high enough that “ship it and fix it later” isn’t a viable default anymore.
Bungie’s Marathon and the Weight of Being Next
Bungie’s situation inside Sony is complicated in ways that Concord made more complicated. Sony acquired Bungie in 2022 for $3.6 billion, partly as a way to gain live service expertise. Destiny 2 was still running, still generating revenue, and Bungie had a track record that Firewalk simply didn’t have. But Bungie has also faced its own turbulence – rounds of layoffs, leadership changes, and questions about Destiny 2’s long-term trajectory as its player base contracted. Sony took a write-down on the Bungie acquisition in 2024. The studio that was supposed to teach PlayStation how to do live service is now rebuilding its own credibility at the same time it’s trying to ship Marathon.
Marathon is Sony’s most visible live service project right now, and it arrives carrying the weight of proving the entire category is still worth pursuing. The game is an extraction shooter – a genre that’s competitive but not as oversaturated as hero shooters were when Concord entered. Bungie has shown the game publicly and the response has been mixed but genuinely curious in a way Concord never managed to generate. Whether that translates to a sustainable player base is a different question entirely.

What happens to Sony’s live service ambitions if Marathon doesn’t hit is not a question Sony is publicly answering. But the shape of that answer is already visible in how much the original roadmap has contracted. One failure can be absorbed. Two, from the studio Sony paid $3.6 billion to acquire, in a category Sony bet its near-future on – that’s a strategic crisis, not a setback. Marathon’s launch window is now one of the most consequential release dates on PlayStation’s calendar, not because the game itself promises to be extraordinary, but because of what’s riding on it being good enough.







