A Glimmer of Hope in a Year of Live Service Disappointments

The concept of a turning point can be elusive, often only becoming apparent in hindsight. The video game industry, with its lengthy development cycles, can be particularly resistant to change, making it challenging to identify pivotal moments. However, the sheer power of inertia can sometimes obscure the significance of events as they unfold. This year has seen a string of high-profile live service game failures, including Sony's Concord and Warner Bros' Suicide Squad: Kill the Justice League, prompting a reevaluation of the live service model. While it's premature to declare 2024 a turning point, the industry's discussion around live service models has become more nuanced, with executives adopting a more measured approach. The failures of live service games can be attributed to various factors, including poor game design and the intense competition in the market. On the other hand, successful live service games like Helldivers 2 and Marvel Rivals have demonstrated a clear and memorable personality, setting them apart from other titles. These games have also shown that it's possible to create enjoyable and engaging live service experiences, despite the challenges posed by monetization models. The industry would do well to learn from both the successes and failures of live service games, applying these lessons to develop more sustainable and player-centric models. As the industry moves forward, it's likely that live service games will continue to evolve, with a greater emphasis on quality and player satisfaction.