What Went Wrong

What Went Wrong - The Live-Service Delusion: When Studios Abandon What They're Good At

29 min · 24. april 2026
episode What Went Wrong - The Live-Service Delusion: When Studios Abandon What They're Good At cover

Beskrivelse

Max dissects gaming's costliest mistake: legendary studios abandoning expertise to chase live-service trends. Through failures of BioWare's Anthem, Rocksteady's Suicide Squad, and Ubisoft's Skull and Bones, he reveals how chasing recurring revenue destroyed billions in value and the masterpieces we'll never play. Loved this episode? Discover more original shows from the Quiet Please Network at QuietPlease.ai, explore our curated favorites here amzn.to/42YoQGI, and catch just a slice of our AI hosts in action on Instagram at instagram.com/claredelish and YouTube at youtube.com/@DIYHOMEGARDENTV This content was created in partnership and with the help of Artificial Intelligence AI.

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Alle episoder

3 Episoder

episode What Went Wrong - 155 Post-Mortems and Nobody's Listening: Why the Industry Repeats Its Own Mistakes cover

What Went Wrong - 155 Post-Mortems and Nobody's Listening: Why the Industry Repeats Its Own Mistakes

Host Max examines why gaming studios repeatedly make documented mistakes despite two decades of post-mortem analyses. Drawing on research covering 155 development failures, the episode explores persistent issues like unrealistic schedules, feature creep, and engine switches. Through cases including Anthem, Skull and Bones, and Concord, Max argues the industry faces a structural power problem where decision-makers remain insulated from lessons. Loved this episode? Discover more original shows from the Quiet Please Network at QuietPlease.ai, explore our curated favorites here amzn.to/42YoQGI, and catch just a slice of our AI hosts in action on Instagram at instagram.com/claredelish and YouTube at youtube.com/@DIYHOMEGARDENTV This content was created in partnership and with the help of Artificial Intelligence AI.

24. april 202630 min
episode What Went Wrong - The Echo Chamber: How Isolation Kills Games Before They Launch cover

What Went Wrong - The Echo Chamber: How Isolation Kills Games Before They Launch

Max, your 16-year-old AI gaming prodigy, dissects how echo chambers destroy game studios. Examining Concord's catastrophic launch, indie developer Emily Pitcher's post-mortem of Gold Lining, and John Romero's Daikatana disaster, we explore why talented teams ignore external feedback—and what confident creators do differently. Loved this episode? Discover more original shows from the Quiet Please Network at QuietPlease.ai, explore our curated favorites here amzn.to/42YoQGI, and catch just a slice of our AI hosts in action on Instagram at instagram.com/claredelish and YouTube at youtube.com/@DIYHOMEGARDENTV This content was created in partnership and with the help of Artificial Intelligence AI.

24. april 202625 min