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The Last of Us

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Documents about The Last of Us

Cover of Sony's New Media Empire
Article

Sony's New Media Empire

Sony is undergoing a fundamental strategic transformation, transitioning from its historical identity as a consumer electronics manufacturer into a global media and entertainment powerhouse.

  • Sony is shifting its core business model from hardware manufacturing to a media and entertainment powerhouse, with content-based operating income projected to grow from 48% to over 60% of total earnings by 2026.
  • Digital software, add-on content, and network services have overtaken hardware sales, generating $5 billion in recent revenue compared to $4.7 billion from hardware.
  • Sony is mitigating hardware cycle risks by building a diverse content ecosystem, highlighted by the $1.2 billion acquisition of Crunchyroll, which has reached 10 million subscribers.
SuperJoostFeb 2023
Cover of What Was Left Unsaid by Playtika’s Proposal and Jam City’s Exits? - Naavik Gaming Podcast
72 min
Naavik72 min

What Was Left Unsaid by Playtika’s Proposal and Jam City’s Exits? - Naavik Gaming Podcast

The global gaming industry is currently navigating a period of significant strategic realignment, characterized by aggressive consolidation attempts, leadership transitions, and the ongoing search for sustainable growth in emerging sectors.

  • Meta’s Reality Labs has incurred a $30 billion deficit, highlighting the massive capital expenditure required to overcome hardware and ergonomic barriers in the VR sector.
  • Major mobile gaming firms like Playtika are pursuing acquisitions of established studios like Rovio to address stagnant development pipelines and aging product portfolios.
  • Jam City is refocusing on core free-to-play mobile operations by spinning off experimental Web3 and AI divisions following internal layoffs and leadership turnover.
NaavikJan 2023
Cover of External and Internal Forces Shaping Voodoo and Ubisoft’s Strategy - Naavik Gaming Podcast
61 min
Naavik61 min

External and Internal Forces Shaping Voodoo and Ubisoft’s Strategy - Naavik Gaming Podcast

The global gaming industry is currently navigating a period of intense structural realignment, driven by regulatory pressures, shifting consumer engagement models, and the maturation of mobile markets.

  • Ubisoft is attempting to stabilize its performance through a major cost-reduction plan and a strategic pivot toward live services, though long-term recovery may require divestitures or external investment.
  • Legacy publishers like Ubisoft are struggling with bloated workforces and stagnant open-world production models, necessitating a shift toward quality and brand focus over volume.
  • Voodoo is countering declining mobile download rates and privacy-related headwinds by transitioning to a hybrid-casual model integrated with blockchain technology.
NaavikJan 2023
Cover of The Last of Us HBO Premiere Boosts Interest on Twitch
Article

The Last of Us HBO Premiere Boosts Interest on Twitch

The premiere of the HBO television adaptation of The Last of Us significantly revitalized interest in the franchise across live streaming platforms.

  • The HBO premiere of 'The Last of Us' on January 15, 2023, triggered a 112% increase in daily live streaming viewership for the franchise on Twitch, rising from an average of 59K to 126K hours watched.
  • Viewer engagement in Twitch chat spiked significantly following the premiere, with franchise-related keyword mentions increasing by 60% to an average of 67K mentions per day.
  • Mentions of lead actors Pedro Pascal and Bella Ramsey surged on Twitch by 417% and 403% respectively in the three days following the show's debut.
Stream HatchetJan 2023
Cover of How Game Designers Solved These 11 Problems
Article

How Game Designers Solved These 11 Problems

Game design is fundamentally an exercise in iterative problem-solving, where the primary challenge lies in accurately identifying root causes before implementing solutions.

  • Effective game design requires diagnosing root causes through empirical playtesting rather than merely addressing surface-level symptoms.
  • Designers should isolate adjustable 'levers' within game systems to implement solutions that preserve the core identity of the title.
  • Successful mechanics often resolve multiple issues simultaneously, such as the respawn bubble in New Super Mario Bros. Wii, which improved both accessibility and multiplayer flow.
Game Maker's ToolkitOct 2022
Cover of US Video Game Market: September 2022
Article

US Video Game Market: September 2022

The United States video game market experienced a contraction in September 2022, with total consumer spending reaching $4.07 billion, a 4% decrease compared to the same period in the previous year.

  • US consumer spending on games (software, hardware, accessories) in September 2022 decreased by 4% year-on-year, totaling $4.07 billion.
  • Despite the overall decline, hardware sales saw a significant 19% increase in September 2022 compared to the previous year, primarily driven by PlayStation 5 sales.
  • Software sales, including physical, digital, subscriptions, and DLC, dropped by 7% in September 2022 to $3.4 billion, with gains in non-mobile subscriptions offset by declines in other content segments.
GamesIndustry.bizOct 2022
Cover of Interactive Pacing from the Museum Flashback in 'The Last of Us Part II'
32 min
Game Developers Conference32 min

Interactive Pacing from the Museum Flashback in 'The Last of Us Part II'

The Museum Flashback in The Last of Us Part II serves as a masterclass in interactive narrative pacing, prioritizing player agency over rigid, developer-dictated tempo.

  • Interactive pacing allows players to set their own tempo by choosing whether to rush through linear narrative beats or linger to engage with optional environmental content.
  • The 'Museum Flashback' level in The Last of Us Part II utilizes a three-tiered hierarchy of interactions: focal points (mandatory story beats), prospects (optional, repeatable interactions like quips), and secrets (unexpected, high-effort 'mold-breaking' moments).
  • To teach players they can interact with the environment without tutorials, the design introduces two simple, isolated exhibits early on, establishing that interaction is both optional and consistent in scale.
Game Developers ConferenceAug 2022
Cover of "Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Last of Us: Part II'
30 min
Game Developers Conference30 min

"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Last of Us: Part II'

The interactive guitar mechanic in The Last of Us: Part II serves as a narrative bridge, allowing players to experience Ellie’s emotional journey through the tactile act of music-making.

  • The guitar mechanic was designed to avoid traditional rhythm game tropes, such as QTEs and strict fail states, to prioritize player-driven, introspective roleplay over reaction-time testing.
  • Designers utilized the PlayStation controller's touchpad as the primary input for strumming to provide a more tactile, one-to-one correspondence between player movement and audio output.
  • To enable a 'free play' mode, the team implemented a music theory-based system using six-slice chord wheels, which grouped major and relative minor chords to ensure musical harmony regardless of the player's skill level.
Game Developers ConferenceAug 2021
Cover of Still No Great Video Game Movies - Protagonist Pitfalls - Extra Credits
8 min
Extra Credits8 min

Still No Great Video Game Movies - Protagonist Pitfalls - Extra Credits

Despite the increasing popularity of comic book adaptations and the maturation of video game-based cinema, the industry has yet to produce a critically acclaimed video game film that achieves the cultural impact of major cinematic franchises.

  • The primary narrative flaw hindering video game adaptations is the insertion of generic, brand-new protagonist characters intended to serve as audience surrogates.
  • Producers utilize these bland surrogate characters to act as access points for general audiences, but this strategy frequently sidelines iconic source material characters and dilutes the narrative.
  • Films such as Assassin’s Creed, Rampage, Sonic the Hedgehog, and Mortal Kombat demonstrate how relying on artificial outsiders can weaken the impact of established game lore.
Extra CreditsJul 2021
Cover of Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits
9 min
Extra Credits9 min

Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits

The design of difficulty settings in AAA action-adventure games is evolving from simple health and damage adjustments toward nuanced, accessible, and customizable experiences.

  • The industry is shifting from binary difficulty tiers to granular, customizable gameplay settings that allow a broader audience—including casual players and those with disabilities—to engage with AAA action-adventure titles.
  • The Last of Us Part II serves as the current industry benchmark by offering a comprehensive suite of accessibility features, including combat modifiers, motor-skill assistance, and puzzle-bypass options.
  • Modern design strategies prioritize adjusting mechanics like enemy aggressiveness and reaction windows rather than relying solely on traditional health and damage scaling.
Extra CreditsApr 2021
Cover of Sony's Obsession with AAA Blockbusters Damages Small Studios and Leads to High Turnover
Article

Sony's Obsession with AAA Blockbusters Damages Small Studios and Leads to High Turnover

Sony’s strategic pivot toward high-budget AAA blockbusters has created significant internal friction and operational challenges within its PlayStation division.

  • Sony has shifted its internal strategy to prioritize high-budget AAA blockbusters, effectively abandoning support for smaller games and niche markets like Japan.
  • The reorganization of Japan Studio, known for titles like Gravity Rush and Knack, resulted in mass staff departures as Sony moved away from smaller-scale development.
  • Sony rejected a pitch for Days Gone 2 from developer Bend Studio in 2019, despite the first game's commercial success, citing lengthy development times and mixed reviews.
Game World ObserverApr 2021
Cover of Essential Video Game News: French Market Report 2020
Report38 pages

Essential Video Game News: French Market Report 2020

The French video game market reached a historic milestone in 2020, generating €5.3 billion in revenue.

  • The French video game market reached €5.3 billion in 2020, representing an 11.3% year-over-year revenue increase driven by pandemic-related engagement.
  • Mobile gaming led sector growth at 16%, followed by console at 10% and PC at 9%, while physical retail sales showed resilience with only a 3.2% decline.
  • Hardware demand surged significantly, highlighted by a 20% increase in the PC segment.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsMar 2021

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