This Video Game Trend is Killing Single Player Games

gameranx

gameranx

19 min, 42 sec

Video discusses how legendary single-player game developers turned to live service games, resulting in critical and commercial failures.

Summary

  • Developers like Arkane Austin, Rocksteady, and BioWare, known for acclaimed single-player games, suffered due to a shift towards live service games.
  • The transition was influenced by the potential for continuous profit from live service models, seen in games like 'Fortnite'.
  • The pursuit of live service profits led to games like 'Redfall', 'Anthem', and 'Suicide Squad: Kill the Justice League' failing critically and commercially.
  • Developers faced challenges like lack of experience in live service, loss of direction, and inability to engage communities effectively.
  • The video criticizes the industry for not learning from these failures and continuing to prioritize profits over thoughtful development.

Chapter 1

The Common Downfall of Respected Developers

0:00 - 1 min, 8 sec

The video opens by highlighting how highly rated single-player games share developers with recent poorly received live service games.

The video opens by highlighting how highly rated single-player games share developers with recent poorly received live service games.

  • The developers of acclaimed titles like 'Dishonored' and 'Mass Effect 2' have recently made critically panned live service games.
  • 'Redfall', 'Anthem', and 'Suicide Squad: Kill the Justice League' are examples of the failed shift to live service.
  • The developers were lured away from their successful single-player focus by the allure of consistent live service profits.

Chapter 2

Industry Frustrations and the Live Service Specter

1:09 - 1 min, 9 sec

The video expresses frustration with the industry's state and introduces the concept of live service as a specter haunting the industry.

The video expresses frustration with the industry's state and introduces the concept of live service as a specter haunting the industry.

  • The host, Falcon from Gameranx, shares disapproval of the industry trend towards live service models.
  • The success of games like 'Fortnite' has led publishers to aggressively pursue similar profit models without considering fit or expertise.
  • The live service trend is likened to a specter that has clouded the judgment of corporate decision-makers.

Chapter 3

The Finite Pie of Profits and Industry Missteps

2:17 - 1 min, 6 sec

Discussion on how the gaming industry's profits are not infinite and the missteps made by developers in chasing live service models.

Discussion on how the gaming industry's profits are not infinite and the missteps made by developers in chasing live service models.

  • The industry's profits are likened to a pie with limited slices, dominated by a few successful games, leaving others with scraps.
  • Developers and publishers wrongly assumed infinite profits and forced studios into making live service games they were ill-equipped for.
  • The result was a series of underwhelming and unsuccessful games that did not capitalize on the developers' strengths.

Chapter 4

The Challenges and Fallout of 'Redfall'

3:23 - 1 min, 29 sec

An in-depth look at the troubled development of 'Redfall' and its impact on Arkane Austin.

An in-depth look at the troubled development of 'Redfall' and its impact on Arkane Austin.

  • The development of 'Redfall' by Arkane Austin lacked direction and enthusiasm, with many staff members leaving the studio.
  • The project was so problematic that some hoped for its cancellation after Microsoft's acquisition.
  • The situation at Arkane Austin exemplifies the broader issues faced by developers pressured into live service ventures.

Chapter 5

Live Service Woes and the Drawbacks of Forced Trends

4:52 - 1 min, 22 sec

Exploring the difficulties of making live service games and the issues arising from forcing trends onto developers.

Exploring the difficulties of making live service games and the issues arising from forcing trends onto developers.

  • Making live service games is challenging, and established developers like Bungie still struggle with profitability and community satisfaction.
  • Forcing developers to adopt live service models when they lack interest or expertise leads to subpar games.
  • The video argues that live service games are not inherently bad, but they require a delicate balance that is difficult to achieve.

Chapter 6

Industry Misconceptions and the Reality of Community Engagement

6:13 - 1 min, 36 sec

Addressing industry misconceptions about community engagement and the reality of player time and money investment.

Addressing industry misconceptions about community engagement and the reality of player time and money investment.

  • The industry underestimates the importance of community engagement in the success of live service games.
  • Live service games compete for players' time and money, making it hard for new entries to establish a committed player base.
  • The pressure on consumers to invest heavily in multiple live service games is likened to consumer-end crunch.

Chapter 7

The Misguided Direction of Studios and the Cost of Trend-Chasing

7:49 - 1 min, 35 sec

An overview of how studios' misguided direction and trend-chasing have cost them dearly.

An overview of how studios' misguided direction and trend-chasing have cost them dearly.

  • High-profile studios have suffered reputational and financial damage due to their foray into live service games.
  • Examples like 'Anthem' and 'Suicide Squad: Kill the Justice League' show pitfalls of avoiding established game design insights.
  • The video criticizes studios for sacrificing their unique vision and expertise to chase live service trends.

Chapter 8

Capcom and Nintendo: Examples of Balanced Success

9:24 - 1 min, 32 sec

Highlighting Capcom and Nintendo as examples of companies successfully balancing live service and single-player game development.

Highlighting Capcom and Nintendo as examples of companies successfully balancing live service and single-player game development.

  • Capcom and Nintendo have seen success by sticking to what they know and offering a balance of game types.
  • These companies have not discarded their core competencies in favor of chasing the live service trend.

Chapter 9

The Industry's Stubbornness and Lack of Planning

10:56 - 8 min, 36 sec

The video concludes with a critique of the industry's stubbornness and lack of rational planning, leading to repeated failures.

The video concludes with a critique of the industry's stubbornness and lack of rational planning, leading to repeated failures.

  • The industry continues to pursue live service models despite high-profile failures and lessons that should have been learned.
  • Warner Bros. Discovery's decision to double down on live service games after failures indicates a lack of sensible planning.
  • The video calls for rational business strategies that utilize developers' established talents, rather than chasing short-term trends.

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