Developers discuss keys to live-service game success

In a new Eurogamer feature, industry developers tackle the challenges of creating lasting live-service games amid a saturated market dominated by titles like Fortnite and Minecraft. From monetization strategies to player feedback and storytelling, experts share insights on avoiding failures like Concord and Suicide Squad. The article highlights the 'billion dollar question' of sustaining player engagement long-term.

Overview

Live-service games generate billions, with Fortnite earning $5.48bn in 2018 alone, but many fail quickly, such as Sony's Concord, which shut down after two weeks. Developers like Mike Morhaime, former Blizzard CEO, describe the market as 'very saturated' with top titles like League of Legends and Roblox holding strong positions for years.

Monetization Strategies

Success hinges on balanced monetization. King, behind Candy Crush which has grossed over $20bn, emphasizes free-to-play without paywalls or pay-to-win, as general manager Paula Ingvar notes: 'We're not asking for too much time... It's free-to-play, free-to-win.' Premium models, like Sharkmob's upcoming Exoborne, require upfront payment, aiding retention and reducing cheaters, per executive producer Brynley Gibson: 'It's a different agreement with the consumer.'

Player Feedback and Community

Listening to players is vital but requires discernment. Destiny 2's Alan Blaine advises understanding root causes behind feedback rather than implementing every request to maintain game vision. For The First Descendant, Nexon's Beomjun Lee stresses transparent communication via live streams, adjusting based on community responses while aligning with development goals.

Storytelling and Updates

Ongoing narratives must be episodic to avoid alienating new players. Morhaime compares it to TV series, building characters and arcs for long-term engagement. Helldivers 2 succeeds through emergent gameplay, as director Johan Pilestedt explains: 'Good design is not about creating pre-made experiences; it's about creating systems where players discover how everything interacts.' Update frequency varies; King's team has quadrupled content output over 10 years to meet player demands across progression levels.

Measuring Success

Metrics include concurrent players, retention rates, and sentiment. Morhaime stresses ongoing revenue to cover costs, while Sharkmob's Martin Hultberg prioritizes team sustainability: 'It needs to be sustainable for the team.' Innovation is key, as cloning existing games fails due to switching costs and established communities.

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