The Console Cycle That Torched Games-as-a-Service

Over the course of a quarter-century, video game creators have pursued ongoing gaming experiences. Early pioneers like World of Warcraft transformed one-time buyers into loyal paying users, sparking an era of followers trying to replicate that success. Regardless of countless attempts, hardly any managed to dethrone the reigning champions.

The pursuit for the subsequent great forever game accelerated with the rise of high-revenue titans like Grand Theft Auto Online, many of which have ruled player engagement throughout the decade. Their persistent dominance inspired developers to take enormous investments during the present console cycle.

Loaded with capital and arrogance, prominent firms like Sony attempted to reinvent themselves as ongoing-game creators, frequently disregarding their own strengths. Such companies are renowned for masterful offline titles, but those skills failed to secure a smooth transition into the crowded arena of online , constantly updated , monetization-heavy gaming experiences.

Since the launch year of the PS5 and the new Xbox, dozens of ambitious live-service games have come and gone. Many have crashed spectacularly, causing mass layoffs, game cancellations, and company collapses. Subsequent to record growth, came risky bets, and aftermath that could signal a “correction” of the industry, but also equates to the loss of many thousands of roles.

What Led to This?

Around the mid-2010s, leading companies like Square Enix recognized games-as-a-service as a significant priority for their operations. A certain company's worth grew dramatically during the previous decade, thanks in part to the profit system behind its annualized sports franchises. Another company saw parallel success, because of live-service fare like Destiny.

Also in 2017, a prominent developer launched its battle royale hit, which rapidly started earning vast amounts of dollars per month. Its strategic shift netted the company an projected $9 billion in its first two years.

As a new generation were released, the American gaming industry jumped from over forty-five billion in 2019 to nearly sixty billion in the next period, in part thanks to more purchases caused by the COVID-19 pandemic. In 2021, the domestic sector reached an all-time high. Developers, hoping to carve out their place in the GaaS arena, and boosted by low interest rates, rapidly grew, employing thousands of new employees and greenlighting games — many of them GaaS titles. The consequences of those decisions would have a lasting impact for the foreseeable future.

The Failures Happened Fast

A leading studio attempted to replicate an existing hit's popularity with titles like Marvel’s Avengers, which underperformed. A different publisher attempted to diversify beyond its story-driven , solo , and family-friendly Lego games with a similar Destiny-like, and an derived action game. Development has concluded on both. Yet another publisher abandoned the ongoing FPS the planned title after an extended period of work, prior to the game even released. Smaller studios tried to crack the GaaS space; several games are also victims of the GaaS risk. A certain studio's current financial woes can be blamed on the failure of a shooter to transform players of a popular game into GaaS supporters.

Possibly the largest gamble on live-service titles came from a major hardware maker, which acquired the popular franchise creator the company for a huge amount and then declared plans to launch numerous ongoing experiences by 2026. This encompassed a later canceled multiplayer game based on a well-known franchise, a allegedly canceled release using a different IP, and the infamous the first-person shooter, which shut down and saw its complete company disbanded just a short time after release.

The company has since retreated from that aggressive strategy, catering to its audience with the high-quality story-driven games it's renowned for, like Astro Bot. The fate of revealed live-service games like FairGame$ remains unknown. Their upcoming major bet, Marathon, will be a crucial trial for the challenged developer.

Why Did So Many Fail?

One key factor is that many consumers have already sunk significant time, both in time and money, into existing titles like Fortnite. The competition for the long-term hit, for numerous gamers, was effectively over in the last hardware era. A lot of those long-running hits still top popularity lists across PC, Switch, PlayStation, and Microsoft platforms.

Modern Hits

Some more recent live-service titles have broken through. One publisher is achieving good numbers with each of Skate, releases that have been extensively tested and shaped by the loyal player bases behind them. A different company gained popularity with Marvel Rivals, blending a familiarity with Marvel’s brand and the proven mechanics of a popular shooter. A console maker and a studio made an impact with their cooperative shooter, using a blend of polished systems and effective user outreach.

Many game makers seem to have learned the lesson: There’s only so much resources and attention to {

Sara Rojas
Sara Rojas

Elara is a tech enthusiast and writer with a passion for exploring emerging technologies and their impact on society.