Live-Service Games: A Continued Struggle?
We’ve seen it before: another costly live-service game shuts down soon after its launch. Wildlight Entertainment’s recent shooter, Highguard, will go offline on March 13 after just 45 days. That’s a few weeks longer than Concord, which barely made it two weeks before its servers went dark.
The journey of these games often follows a similar pattern. A team of seasoned developers works for years on a title, trying to tap into current trends. By the time the game launches, those trends may have fizzled out. After spending millions, the reception is often harsh. Gamers voice their skepticism online, predicting it’ll just be another clone of an existing game.
When released, a few games like Arc Raiders can stun everyone with their success. However, most don’t make the cut. Concord, for instance, peaked at only 697 players on Steam, mainly due to poor marketing and its $40 price tag.
Some games manage to attract a large initial audience but don’t retain them. XDefiant reached 300,000 active users shortly after launch but was shut down just over a year later. Similarly, Highguard had almost 100,000 concurrent players, which sounds impressive but proved fleeting, losing over 90% of users soon after.
Live-service games face immense pressure. They must quickly capture players’ attention and keep them engaged while also finding ways to monetize effectively. This is often through frustrating in-game purchases. For those that survive the initial hurdles, they immediately compete against more established titles that have benefited from years of updates and player feedback.
Surprisingly, the most popular games often don’t follow the traditional model. Titles like Minecraft and Fortnite gained massive followings despite starting from humble beginnings. Roblox, developed by a tiny team, surpassed traditional platforms in player engagement last year. These anomalies underline the unpredictable nature of the gaming world.
Despite high risks, publishers continue backing these ventures. Many corporate leaders prefer the potential of big hits over stable, smaller projects. A recent study found that around 33% of U.S. game developers faced layoffs in the past two years, indicating mounting job losses tied to the decline of live-service games.
A historical look shows that gaming trends can cycle. Back when MMOs were all the rage after World of Warcraft, many rushed to replicate its success but faced limited outcomes. Some, like Curt Schilling’s 38 Studios, simply imploded.
The fear is that we’re stuck in a cycle where companies chase fleeting trends. Yes, imaginative games will always emerge from dedicated developers. However, if the industry continues to buckle under pressure, we risk losing a variety of game types.
Ultimately, the failures of Concord, Highguard, and similar titles may serve as a cautionary tale for the industry. Whether it shifts course remains to be seen.
For deeper insights, check out resources from NPD and Game Developer’s Conference about industry trends and shifts.

