Internal Sony Docs Explain How "Activities" Became a Cornerstone for PS5

Video game companies like Sony and Microsoft spend years planning their next-generation machines. The moment one machine is out the door, they're sketching out what the next one will look like, even if it won't ship for another decade. Sony's big plans for PlayStation 5 were in motion long before the hardware showed up at people's doors, and that included its ambitious ideas for the PS5 interface, such as the "activities" that I wrote about last week, where people can instantly jump around to different game quests by sorting through a menu.

This is a companion discussion topic for the original entry at

Great read. I honestly wasn’t expecting this feature to be so controversial. I haven’t made much use of activities myself so far, but I don’t take issue with anyone who wants to. I also think it was a good idea for Sony to leave the definition of a “unit of gameplay” up to the devs to decide what best fits their game. The way I see it, using activities isn’t too different from using an in-game fast travel system in an open world game, or multiplayer games that allow you to pay upfront to unlock a bunch of stuff if you don’t have hours and hours of free time to invest into it (additionally, every battlepass system I’ve run into so far also allows for a similar thing).

I can’t remember the discourse at the time (or maybe I purposely blocked it from my memory) but were people that upset when features like the above were first introduced? (Though, considering we’re talking gamers, I’m gonna go out on a limb and guess “probably”)