Can a live service game ever have a satisfying conclusion? | Opinion
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Can a live service game ever have a satisfying conclusion? | Opinion

One of many issues that’s typically voiced about “new” enterprise fashions – we’re actually going to have to cease calling F2P and live service “new” in some unspecified time in the future – is that they’ll deliver the enterprise wants of a game in battle with the calls for of excellent game design.

Just like the enterprise fashions themselves, this is not a new fear. It is a battle that has existed for the reason that first second when the notion of turning an unfinished piece of content material into DLC reasonably than including it to the bottom game crossed a developer’s thoughts.

That is not the standard course of by means of which DLC comes about, in fact, besides within the febrile minds of probably the most conspiracy-minded avid gamers, however neither can anybody declare with a straight face that it is a battle that by no means happens.

There are way more blatant examples of enterprise fashions coming into battle with design ideas to be discovered. Paid-for objects that confer a aggressive benefit in multiplayer titles – so-called “pay-to-win” fashions – are an particularly egregious instance, a lot in order that they have tarred F2P video games typically (most of which are not pay-to-win) within the eyes of a massive cohort of shoppers.

A less-discussed however nonetheless very related instance of this battle has been introduced into focus up to now week by the mounting troubles going through Future 2. Bungie’s travails as a studio are well-documented at this stage, coming to a head with the departure of CEO Pete Parsons on the finish of August – however within the background the corporate’s pillar title additionally appears to have seen its player numbers fall off a cliff.

The newest depths to be plumbed by the game’s figures are darkish and lightless certainly. Participant numbers on console platforms aren’t out there, however on Steam not less than the concurrent numbers have set new report lows in latest weeks, sinking properly under what have been beforehand thought-about disaster ranges in early 2018, after a considerably underwhelming launch and the poorly-received first growth, Curse of Osiris.


Chart showing player counts for each Destiny 2 expansion
Picture credit score: reputation.report

There are a lot of causes for the decline – any variety of articles or in-depth discussion board threads provides you with a laundry record of questionable choices Bungie has made with the game, together with some fairly extraordinary ones round deleting older content material (which has made the onboarding course of for brand spanking new gamers completely impenetrable) and making taking part in a lot of the remainder of the game meaningless to participant development.

Lots of these complaints, nevertheless, will not be new (or are latest recurrences of long-standing points). On their very own, they cannot clarify why Future 2’s participant numbers have cratered so dramatically.

What does clarify it’s easy: Future 2 ended.

I imply that in a pretty literal sense. Future 2 had a narrative that was arrange all the way in which again within the authentic Future – a grand light-versus-darkness Manichaean epic that is been constructing for a decade, tying collectively a lot of the game’s main factions and characters. Then, within the final growth – The Remaining Form – the narrative reached its climax, and a lot of the threads of story woven since 2014 got here to their conclusion.

For a lot of gamers, that was the decision they’d been ready for. The brand new threads Bungie had began surfacing within the narrative in an effort to allow them to proceed telling a story after the denouement of their predominant plot did not have the identical degree of funding for these gamers; they performed The Remaining Form, noticed the decision of the story they’d engaged with for a decade, and have been capable of drop the game feeling happy in an ending.


For many video games, this may be a superb final result – actually sticking the touchdown with an ending is without doubt one of the stuff you actually need out of your narrative. For a live service game, nevertheless, creating this type of satisfying off-ramp is a business catastrophe within the making, as we’re now seeing play out.

That is precisely the type of battle some gamers worry – not unreasonably – after they interact with a game that makes use of a live service or F2P enterprise mannequin. Any supervisor or decision-maker with their arms on the tiller of a live service game and searching on the destiny of Future 2 should certainly be considering that a key lesson right here is rarely to ship a satisfying conclusion to core narrative threads. Each ending should be a cliffhanger, each answered query should ask three extra, and nothing should ever really feel neatly tied up.

There are examples of video games which handle to strike the stability a little extra cleanly. Remaining Fantasy XIV is well known amongst its playerbase for fairly a little bit of its writing, with tales typically thought-about among the many finest within the franchise total, and it has delivered a variety of expansions – notably Shadowbringers and Endwalker – which had extraordinarily satisfying narrative conclusions to their very own tales, whereas additionally serving to maneuver ahead an underlying narrative that ties collectively every of the foremost expansions.


Genshin Influence is one other game whose gamers are deeply invested in its narrative and lore and has used a comparable construction – telling considerably self-contained tales in every of the “nations” gamers go to within the game’s main expansions, all whereas constructing on a background narrative that is much less vital to the moment-to-moment story developments.

Future 2 did have a comparable idea at work – every of its main expansions did inform a self-contained story to a point. It is simply that it ran out of highway, narratively talking: in some unspecified time in the future that background story must be dropped at the fore and given some type of conclusion. FFXIV and Genshin simply have not hit that time but; it is too early to say if they will deal with it any higher after they lastly do. Many video games do not even survive for lengthy sufficient to ever end their underlying narrative arc, so examples of this being finished properly in a live service game aren’t simple to seek out.

This is not a downside distinctive to video games. Industrial success has stretched many TV collection properly previous the purpose the place the writers may and will have given them satisfying conclusions or compelled them to invent ever extra unlikely new challenges for central characters who had lengthy since accomplished their hero’s journey.

Not often, although, have there been instances the place narrative design has been in such clear battle with enterprise mannequin. With a rising variety of live service video games with robust narrative underpinnings beginning to get lengthy within the tooth, that is going to be a downside that crops up time and again.

Most video games – Future included – have a long-term narrative plan, however what occurs when the tip of that plan approaches and the game remains to be spinning cash for the studio? Future 2’s instance, sadly, will in all probability result in a lot of strain to keep away from ending something with a bang – that means we’ll see lots of these video games fade out with a whimper as a substitute.

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