- Primary Subject: Sony Interactive Entertainment
- Key Update: Jason Schreier clarified that Sony's concerns are not aimed specifically at Naughty Dog, but at the rising costs and lengthy development cycles affecting modern AAA games across PlayStation's studios
- Status: Confirmed
- Last Verified: May 26, 2026
- Quick Answer: Reports that Sony has a problem specifically with Naughty Dog were largely taken out of context. Jason Schreier later clarified that Sony's concerns are broader, focusing on the growing budgets and long development timelines affecting AAA development across its first-party studios.
The recent reports surrounding Bungie and the apparent lack of approval for Destiny 3 have sparked widespread debate about PlayStation's current priorities.
The initial reaction primarily revolved around Bungie and the future of Destiny.
However, remarks from Bloomberg journalist Jason Schreier suggested that Sony's concerns extend beyond a single franchise and reflect the escalating costs and lengthy production cycles of contemporary AAA development.
How Did Naughty Dog Become Part of the Conversation?
The conversation began after Schreier reported that Destiny 3 had not been greenlit, with cost reportedly playing a significant role in Sony's decision-making.
Following publication of the report, some fans questioned why PlayStation would hesitate to invest in a new Destiny title while other studios have spent years developing projects that have yet to reach the market.
During a discussion on social media, Schreier acknowledged that Sony also has concerns about the budgets and timelines associated with projects from studios such as Naughty Dog.
However, that comment quickly spread online without its original context, leading many people to believe he was claiming Sony was specifically unhappy with Naughty Dog.
Did Jason Schreier Actually Say Sony Was Angry With Naughty Dog?
Schreier later clarified that this interpretation was incorrect.
His point was not that PlayStation executives were frustrated with a single studio.
Instead, Sony's concerns point to a challenge affecting developers across the industry, where soaring budgets and increasingly lengthy production cycles are raising questions about the viability of blockbuster game development.
Naughty Dog became central to the discussion largely because it represents one of PlayStation's most visible examples of these industry-wide trends.
Since the release of The Last of Us Part II in 2020, the studio has not launched a completely new game.
Throughout the PlayStation 5 generation, its publicly released projects have consisted primarily of remasters, enhanced editions, and PC ports of existing titles.
While these releases have helped keep some of PlayStation's most successful franchises active, they have also contributed to growing questions about the studio's productivity during a console generation that is already approaching its latter years.
Part of that story can be traced to Naughty Dog's canceled multiplayer ambitions.
For years, the studio was developing a standalone multiplayer experience set within The Last of Us universe.
Expectations surrounding the project grew significantly as PlayStation pushed aggressively into the live-service market under its broader strategic plans.
However, after internal evaluations and consultations involving Bungie, concerns reportedly emerged regarding the resources required to support the game over the long term.
The project was ultimately canceled, bringing years of development work to an end without producing a commercial release.
What Is Naughty Dog Working on Now?
As a result, Naughty Dog's primary focus shifted toward Intergalactic: The Heretic Prophet, a brand-new intellectual property revealed during The Game Awards.

While the announcement generated considerable interest, very little has been shown publicly since its reveal.
With no release window currently attached to the project, some observers have begun speculating that it could arrive late in the PlayStation 5 lifecycle or even launch alongside PlayStation's next generation of hardware.
If that occurs, Naughty Dog may effectively go an entire console generation without releasing a traditional new title, an outcome that would have been difficult to imagine during the PlayStation 3 and PlayStation 4 eras.
The situation illustrates why Sony's concerns extend beyond any individual game or studio.
Every additional year spent in development increases costs through staffing, technology investments, outsourcing, marketing preparation, and operational expenses.
Large-scale AAA productions can now require hundreds of millions of dollars before generating a single dollar in revenue.
Even highly successful publishers are finding it increasingly difficult to justify these escalating investments, particularly when a single commercial disappointment can erase years of development spending.
This challenge is not unique to PlayStation. Across the industry, publishers are searching for ways to control budgets without sacrificing quality.
Some developers have advocated for smaller project scopes, greater asset reuse, and more focused production goals.
Others have pointed to companies such as Nintendo and Capcom as examples of organizations that often maintain more predictable development pipelines and release schedules.
While those companies face their own production challenges, they are frequently cited as examples of publishers that have managed to avoid some of the most extreme budget inflation seen elsewhere in the industry.
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