Has the Live-Service Bubble Burst?

The games industry has been driven by a simple yet deceiving principle: to generate substantial revenue, one must succeed in live service. Although single-player games are not obsolete, their economic viability has been called into question. The focus on live service has been intense, with many publishers striving to replicate the success of games like Fortnite and Genshin Impact. However, the risks associated with live-service games have become too great to ignore, and the industry is now experiencing a reversal of the trend. Several high-profile projects have been cancelled or pivoted, including Microsoft's new MMO and EA's Dragon Age: The Veilguard, which was transitioned from a live-service game to a single-player experience mid-development. Capcom also reportedly shifted its focus from a live-service style game to a single-player game for Resident Evil 9. The change in approach is largely due to the significant number of high-profile failures, including Concord, Anthem, and Suicide Squad, which have led publishers to reassess the risks and potential returns on investment. While live-service games will continue to be developed, the era of mandatory live-service components is coming to an end, and publishers will need to adapt their strategies to the new reality.