The Generation That Burned Games-as-a-Service

Throughout two and a half decades, video game creators have pursued persistent online titles. Trailblazing titles like EverQuest transformed single-purchase customers into loyal paying users, fueling a wave of imitators trying to copy their achievements. Regardless of numerous attempts, few managed to dethrone the leaders.

The quest for the next long-lasting title accelerated with the rise of high-revenue powerhouses like Fortnite, several of which have dominated user activity for years. Their lasting appeal encouraged publishers to make enormous gambles during the current generation.

Flush with funds and confidence, major companies like Sony sought to reinvent themselves as GaaS publishers, often overlooking their core brands. Those studios are known for excellent story-driven games, but those skills did not guarantee a smooth transition into the crowded arena of multiplayer , forever-updated , monetization-heavy video games.

Starting from the release period of the PlayStation 5 and Microsoft's console, scores of big-budget live-service titles have launched and failed. A lot have flamed out publicly, leading to mass layoffs, title abandonments, and studio closures. Subsequent to unprecedented expansion, arrived reckless gambles, and consequences that could signal a “adjustment” of the industry, but also equates to the disappearance of many thousands of jobs.

What Led to This?

Around the mid-2010s, big studios like Square Enix identified games-as-a-service as a significant strategy for their businesses. One publisher's stock price grew dramatically during the last ten years, thanks in part to the profit system behind its yearly sports games. Another studio had similar growth, because of persistent games like Destiny.

Back in 2017, Epic Games launched Fortnite, which rapidly started bringing in vast amounts of currency monthly. The game's genre change earned the developer an projected $9 billion in the initial 24 months.

While a new generation hit the market, the U.S. video game market surged from a huge sum in that time to nearly sixty billion in the next period, partly due to increased spending caused by the COVID-19 pandemic. In the next period, the U.S. market attained $61.7 billion. Studios, hoping to establish their role in the live-service market, and supported by favorable economic conditions, swiftly scaled up, employing many thousands of workers and starting games — several live-service games. The outcomes of such moves would have a long-term effect for years to come.

The Failures Came Quickly

A leading studio sought to mimic an existing hit's popularity with titles like Marvel’s Avengers, each of which underperformed. Another company tried to diversify beyond its story-driven , offline , and family-friendly Lego games with another Destiny-like, and a derived brawler. Work has ended on each. A further studio abandoned the ongoing FPS the planned title after an extended period of production, prior to the game even released. Smaller studios attempted to break into the live-service market; multiple releases are also examples of the ongoing-game bet. A certain studio's recent economic difficulties can be attributed to the lack of success of an FPS to turn users of an earlier title into ongoing-game enthusiasts.

Possibly the biggest investment on live-service titles came from a console manufacturer, which bought the popular franchise maker the company for a huge amount and then revealed plans to launch numerous live-service games by the deadline. That included a later canceled social experience using a well-known franchise, a supposedly scrapped game from another franchise, and the notorious Concord, which closed and saw its whole team shuttered just weeks after launch.

The company has since pulled back from those lofty goals, serving its audience with the high-quality story-driven games it's known for, like Ghost of Yotei. The future of announced live-service games like one upcoming title remains uncertain. The company's upcoming major bet, Marathon, will be a major test for the challenged studio.

Why Did So Many Fail?

Part of the reason is that a lot of players have already sunk significant time, in terms of hours and cash, into proven hits like Call of Duty. The war for the forever game, for numerous players, was largely settled in the previous generation. A lot of those older games still top popularity lists across computer, Nintendo, PS5, and Xbox consoles.

Modern Hits

Several more recent GaaS games have broken through. One publisher is achieving good numbers with the Battlefield 6, games that have been carefully refined and shaped by the dedicated fans behind them. A separate studio found an audience with a superhero title, combining a familiarity with the superhero universe and the established formula of a popular shooter. A console maker and Arrowhead Game Studios broke through with Helldivers 2, using a mix of smooth controls and smart community engagement.

A lot of studios seem to have learned the lesson: There’s only so much time and money to {

Grace Schwartz
Grace Schwartz

Wildlife biologist specializing in sloth behavior and rainforest ecosystems, with over a decade of field research experience.