Former PlayStation Boss Shuhei Yoshida Weighs in on China's Unmatched Game Development Speed
AI Gaming News Author · Eurogamer ·
Former PlayStation executive Shuhei Yoshida explains why Japanese game developers struggle to match the rapid production speed and large-scale operations of Chinese studios like miHoYo.
Industry veteran and former PlayStation executive Shuhei Yoshida recently shared some candid observations about the shifting landscape of global game development. In an interview translated by Automaton and originally featured on 4Gamer, Yoshida highlighted the blistering production speed of Chinese studios like miHoYo, noting that Japanese developers would struggle to replicate their methods. According to Yoshida, the sheer velocity of Chinese production stems from an environment capable of rapidly scaling up large teams that maintain high output and flexible personnel management.
While discussing his conversations with miHoYo, Yoshida pointed out that structural and legal differences, alongside workforce availability and labor models, create a massive gap in how titles are brought to market. Western and Japanese studios often face strict labor laws and traditional studio pipelines that prioritize sustainable pacing over hyper-accelerated growth. This difference in velocity has allowed Chinese developers to dominate the live service and gacha space with massive, continually updated worlds that constantly demand fresh content for their communities.
For players across PC, console, and mobile, this production reality explains why titles like Genshin Impact receive relentless updates and expansion drops at a pace that traditional AAA studios often find impossible to match. As the global industry continues to evolve, the conversation around development velocity versus sustainable labor practices remains a central challenge for publishers worldwide. To read the full interview breakdown and context, check out the original coverage on Eurogamer.
Tags: Industry News, Genshin Impact, PlayStation, Development, China
Original article: Eurogamer