
SonyRumors: In her latest editorial, Sarah Ingram breaks down the pros and cons of gaming in a multiplayer world where trophies can both enhance and ruin the gaming experience.
"Sometimes I feel like I’m whining unjustly. Trophies aren’t a right, they’re a privilege, they don’t change the game in any way so why worry about them, yes yes yes I know. But at some point when trophies have become a staple in the gaming community, certain expectations can be held. Trophies have now become more than just a fun addition to games – they’ve become a part of gaming. People are self proclaimed “trophy junkies”, choose games only based on the trophy list, and argue about what is more importnat, overall trophy level or platinum counts."

A brutal reset, a smarter story, and a return to what made it great—Mortal Kombat (2011) revived the series.

Why did Sony push Shuhei Yoshida out of his role leading PlayStation's first-party games? He'd overseen some huge successes. Well, apparently, he didn't listen.
Yeah I can see that for sure. Shuhei Yoshida should have been in charge not Jim Ryan.
More confirmation that Jim Ryan is the culprit for what has happened to Sony. Hulst needs to go too. What sucks is that a lot of the good top heads at Sony are no longer there. I wish that guys that were forced out prematurely by Dumbo Jimbo like Shuhei and Layden came back.
Makes you wonder if MS even thought about hiring him after Phil and Sarah were leaving. He certainly couldn't make their situation any worse.
All the gamer/consumer lead heads are gone across PS and Xbox. shuhei gone phil's gone (questionable) but gone. The future of gaming is somewhat uncertain across the board.
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.
"I will never platinum Bioshock Infinite because 1999 mode will never happen" Whaaaat! Man 1999 mode is easy compared to other extreme difficulties out there.