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My message to Sony Interactive Entertainment

As of late, you are experiencing massive monetary losses in your gaming business, throwing hundreds of millions of dollars on completely mediocre projects that end up failing. By this point your losses have likely surpassed a billion dollars, and all you have to show for it are a few crappy games that nobody wants to play and everybody is laughing at.

You should reflect a bit about why that is.

Start by looking back in time, some 15-or-so years. Many major game studios were publishing several gigantic triple-A games per year, most of which received great acclaim, huge sales, and which are considered some of the best games ever made. Not one game in five years, but two or three games each year. And the kicker? Each of these games took somewhere around one to two years to develop and had a budget that was a fraction of your multi-hundreds-of-millions of dollars budgets.

And we are not even talking about some big publishers subsidizing several independent smaller development studios. We are talking about doing all of those games in house.

Typically those huge triple-A titles from 15-or-so years ago had a budget in, perhaps, the tens of millions of dollars, and took a year or two to develop, and the games themselves were vastly larger, with vastly more content, and vastly superior in quality. These game studios were churning out an astonishing amount of content astonishing fast, at a fraction of the budget.

Your projects, however, have budgets in the hundreds of millions, take something like 7 to 8 years to develop, and the end result contains an abysmal amount of content, is a buggy mess, and they end up in massive failures.

And why is that? What is the difference? You should really, really look long in the mirror and ponder about what that difference is.

However, since you are most likely incapable of understanding what the difference is, I'll be nice and tell you:

Back in those times, and in fact all the way from the late 90's to about ten to fifteen years ago, those game development companies cared about the expertise, qualifications, skills, knowledge and raw talent of their developers, and for their passion for developing video games. They hired experienced and talented programmers, graphics artists, level designers, writers, and competent managers to handle such big projects.

These were people with vast experience in game development, as well as a deep passion for it. These were people who could create in one day what your typical game developer takes weeks to make. And the end result of that one day was typically vastly superior.

You, Sony, and the subsidiary small studios you so much love to hire, however, are not looking for raw talent, expertise, experience, knowledge and skill. You do not put qualifications and expertise at the top of the list of important characteristics when hiring people.

Instead, you put modern identity politics above actual expertise. You don't look at someone's CV, history and past projects first and foremost. Instead, you look at people's skin color, gender, and all kinds of other external characteristics that have absolutely nothing to do with game development, and consider that more important than qualifications.

That is the primary reason why you are spending hundreds of millions of dollars, spending years and years in development, and getting crappy small games that end up failing.

There are two main reasons why the people you are hiring are causing this:

Firstly, they are talentless hacks. They are not experts. They are very poor at their jobs, they don't know what they are doing, and they take inordinate amounts of time to do even simple tasks. The people you hire are the ones who spend two weeks on something that an expert developer would do literally in minutes. A team of those people take a year to do something that a smaller team of experts would do in weeks. And the quality of those weeks of work will be much higher. The managers you hire have absolutely no idea what they are doing, don't know how an efficient game development team should be run, and are more interested in identity politics within the company than actually creating a quality product.

Secondly, the people you hire for their external physical characteristics, and especially the managers you hire, make the working environment within the studio a living hell for the few actually talented developers that might still be there. The talentless busybodies are more interested in coming up and enforcing absolutely draconian leftist-approved rules at the workplace, than they are in actually creating a good product. They create an absolutely oppressive workplace and working culture, where the actual talented experts are constantly under pressure of identity politics rules enforcement, and cannot voice their opinions and, most importantly, cannot disagree with anybody and, thus, cannot stop bad ideas from being put into the schedule. And, thus, once again enormous amounts of time are used to try to implement bad ideas which only end up either being discarded after all, or just make the game worse.

If you want to once again start making actual good games that sell well and are well received, you need a complete reset of your system. You need to start once again hiring talent and expertise, regardless of what the experts in questions look like or who they like to hang around with. You need to hire competent managers who are actually interested in creating good games and have the expertise and qualifications to do it properly. 

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