Can a Live Service Game Achieve a Satisfying Conclusion?
A common concern surrounding modern business models in the gaming industry is the potential clash between business needs and good game design. This issue is not new and has been present since the concept of downloadable content (DLC) emerged. The practice of releasing unfinished content as DLC rather than including it in the base game has sparked debates about the impact of business decisions on game design. Paid-for items that provide a competitive advantage in multiplayer games, known as "pay-to-win" models, are a notable example of this conflict. The recent troubles faced by Destiny 2 have brought this issue to the forefront. Despite its satisfying narrative conclusion, the game has seen a significant decline in player numbers. This decline can be attributed to the game's conclusion, which marked the end of a decade-long narrative arc. While this conclusion was satisfying for many players, it also led to a sense of completion, causing players to lose interest in the game. This phenomenon highlights the challenge of creating a live service game with a satisfying conclusion. Games like Final Fantasy XIV and Genshin Impact have managed to strike a balance between narrative conclusions and ongoing gameplay, but Destiny 2's example may lead to a trend of avoiding conclusive endings in live service games. This issue is not unique to the gaming industry, as many TV series have also struggled with concluding their narratives in a satisfying manner while maintaining commercial success. The conflict between narrative design and business models is a growing concern for live service games with strong narrative underpinnings, and it will be interesting to see how the industry addresses this challenge in the future.