Gaming IndustryI’ve seen enough: No more forcing singleplayer studios to make mediocre live service gamesWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
Gaming IndustryI’ve seen enough: No more forcing singleplayer studios to make mediocre live service gamesWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Rocksteady)
We began 2024 withSuicide Squad: Kill the Justice Leagueand ended it withDragon Age: The Veilguard. Both are new games from beloved institutions of 2010s triple-A single player games, their first outings in many years—a full decade since Arkham Knight and the last Dragon Age game, while it’s been five years since BioWare’s Anthem-shaped failure. Both were—at least for part of development, with The Veilguard—attempts at making live service, persistent multiplayer games in the vein of Destiny.
Trying to retrofit a singleplayer studio into a ‘live service machine go brrr’ moneymaker is not a smart bet.
Trying to retrofit a singleplayer studio into a ‘live service machine go brrr’ moneymaker is not a smart bet.
Among singleplayer studios that successfully transitioned to live service, I see only early adopters, edge cases, or extenuating circumstances. Digital Extremes and Bungie were the first formerly singleplayer-focused studios to find major success making MMOs with more action-heavy gameplay and a focus on smaller instanced missions rather than open worlds—they were some of the first on this scene, and now evenBungie has run into significant difficultieswhile Digital Extremes has managed to stay the course.
(Image credit: BioWare, Electronic Arts)
The late 2010s and early ’20s have seen a large number of failed live service games, particularly from highly-regarded singleplayer studios. Here’s a quick overview:
Surely we’ve seen enough to know that trying to retrofit a singleplayer studio into a “live service machine go brrr” moneymaker is not a smart bet, nor the best use of these incredible amalgamations of talent, experience, and institutional knowledge. It’s like trying to make a sports car go off-roading: That’s just not what the machine was built for, and you’ll probably damage your suspension.
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Dragon Age: The Veilguard seems to have polarized the series' fanbase while its sales success remains an open question, but it largely landed with critics—I personally loved it—and it certainly doesn’t appear to have been any kind ofdisasterfinancially. I have no doubt in my mind that if Veilguard had released with a battle pass, seasonal content plans, and a halfhearted emphasis on repeatable missions, its reception would have looked more like Anthem or Suicide Squad’s.
PCG online editor Fraser Brown was on the moneywhen he pointed outthat the success of Fortnite is an industry aberration, not the future of games. And when you’re making decisions on what your successful singleplayer studio should make next, which do you think is more likely: That it will produce the next Destiny, a 10+ year dynasty of profit, or a polished but hollow MMO-lite that will need to be put out to pasture in one to three years, its headstone one of those embarrassing .jpeg apology letters thanking the community? Let singleplayer studios stick to singleplayer games.
TOPICSBioware
TOPICS
PRODUCTSDragon Age: The VeilguardSuicide Squad: Kill The Justice League
PRODUCTS
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