The gaming industry is no stranger to trends, especially in game design and monetization strategies. Just as successful games spawn imitations, so do successful monetization models. However, what catches many off guard is how quickly these trends can shift.
Take the case of “live service” games, which once dominated the market with their ongoing support and player-friendly monetization strategies. Now, however, the tide has turned. Titles labeled as “live service” face significant backlash, signaling a shift in player preferences.
This shift has hit games like Suicide Squad: Kill the Justice League particularly hard. While issues with gameplay and narrative abound, it’s the game’s adherence to the live service model that draws the most criticism. Players are simply tired of battle passes and expensive cosmetic stores.
Suicide Squad is not alone in this struggle. Babylon’s Fall and Marvel’s Avengers have faced similar fates. Even established titles like Overwatch 2 and Destiny 2 are feeling the pressure.
The battle pass model, once heralded as a solution, is now part of the problem. With so many games adopting this model, players are becoming more selective, impacting the entire live service market.
Publishers, in their pursuit of revenue, have pushed the live service model onto games where it doesn’t belong. Studios find themselves designing games around a predetermined business model, often to their detriment.
Yet, the question remains: How do you fund game development in an era of skyrocketing costs? Live services were seen as the answer, but their limitations are now apparent.
As the live service trend wanes, the industry must adapt. There’s no magic solution; either the market expands or costs decrease. It’s a reality that no amount of clever monetization can change.