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Live Service Games: The Good, the Bad, and the Future

Live service games have reshaped the gaming landscape, promising long-term engagement through updates and monetisation. While some succeed, others falter—raising questions about the model’s sustainability.

The video game industry has undergone a significant transformation over the past decade, with live service games becoming one of the dominant models.

Titles like Fortnite, Destiny 2, and Genshin Impact have proven that ongoing content updates, in-game events, and microtransactions can drive long-term player engagement and revenue.

However, while this model has seen immense financial success, its sustainability and appeal are increasingly being questioned.

Publishers are drawn to live service games due to their ability to generate continuous revenue, unlike traditional single-purchase titles.

The model offers financial stability through recurring income streams, such as microtransactions, battle passes, and subscription services, making it highly attractive to investors.

This financial model enables studios to allocate resources toward game improvements and ongoing support, something that wasn’t as viable in past generations.

The Rise of Live Service Games

Live service games, also called “games as a service” (GaaS), have reshaped the way developers and publishers approach game development.

Instead of releasing a complete experience upfront, these games evolve over time, with regular updates, seasonal content, and monetisation models that range from battle passes to cosmetic microtransactions.

This approach offers several benefits. For one, it allows developers to keep players engaged for years rather than months.

Take Fortnite, for example—Epic Games has continuously introduced new content, collaborations, and gameplay mechanics since its launch in 2017, maintaining a dedicated player base.

Similarly, Bungie’s Destiny 2 transitioned from a premium game to a free-to-play, content-driven experience, keeping fans invested through expansions and seasonal updates.

The concept of live service games predates modern gaming, but one of the earliest examples is EverQuest (1999)—a massively multiplayer online role-playing game (MMORPG) that introduced continuous updates, expansions, and a subscription-based model.

However, World of Warcraft (2004) later refined and popularised the live service approach, setting a standard for ongoing content updates, in-game events, and community engagement.

From a business standpoint, live service games generate continuous revenue, unlike traditional single-purchase titles.

This financial model enables studios to allocate resources toward game improvements and ongoing support, something that wasn’t as viable in past generations.

The Downsides and Growing Scepticism

Despite its advantages, the live service model has faced increasing scrutiny from players and developers alike.

One major concern is monetisation fatigue. While optional purchases like cosmetics can seem harmless, some games push aggressive spending mechanics, leading to “pay-to-win” accusations and backlash from their communities.

Moreover, not all live service games succeed. Ubisoft’s XDefiant and EA’s Anthem exemplify the risks associated with the model.

Without a solid foundation of gameplay and a compelling long-term roadmap, live service titles can quickly lose player interest, leading to server shutdowns and wasted development efforts.

The recent closure of Suicide Squad: Kill the Justice League’s seasonal roadmap further highlights how unsustainable and poorly executed live service models can be.

Game developers also face immense pressure to deliver consistent content updates, often resulting in crunch conditions for employees.

While ongoing engagement is beneficial, the rapid pace of content drops can lead to burnout among both developers and players, ultimately harming the game’s quality.

The Future of the Model

Live service games are not inherently bad, but their success relies on the right balance between engaging content, fair monetisation, and player goodwill.

That said, live service gaming isn’t disappearing anytime soon. With titles like Helldivers 2 and The Finals proving that well-designed, community-focused live service models can work, the industry is likely to refine and evolve the approach rather than abandon it entirely.

Looking ahead, studios may adopt hybrid approaches, blending live service features with traditional game structures to create more sustainable models.

Subscription services like Xbox Game Pass and PlayStation Plus could also shape the landscape, influencing how live service titles are monetised and maintained.

Governments worldwide are increasingly scrutinising monetisation practices in live service games.

Countries like Belgium and the Netherlands have already banned loot boxes, equating them to gambling.

Other regions, including the European Union and the U.S., are exploring stricter regulations to protect consumers, particularly younger players.

These regulatory shifts could force publishers to rethink their monetisation strategies, potentially leading to more transparent systems or alternative revenue models.

While some developers may pivot to battle passes or direct cosmetic sales, others may need to overhaul their financial structures entirely.

However, transparency, ethical monetisation, and community involvement will be critical for studios hoping to maintain trust and longevity in the live service space.

Feature Image Credit: Rare, Bungie, Sony.

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