It seems that games-as-a-service have reached the end of their life cycle. The latest major releases in this genre have not received the attention that companies expected, highlighting the saturation in the market.
This year will be remembered as pivotal, but this has been happening for some time, with games like Redfall, New World, and others with similar intentions. The latest major failures in this genre were Concord and Suicide Squad: Kill the Justice League. Clearly, players are fed up with the oversaturation of these titles on the market.
Have Games-As-A-Service Like Redfall and Concord Reached Their End?
![Concord match gameplay.](https://fwmedia.fandomwire.com/wp-content/uploads/2024/09/02130021/Concord-Redfall-Live-Service-1-1024x576.jpg)
Studios always try to adapt to the business model that generates the most revenue. A few years ago, games-as-a-service were much more profitable than they are now, making the experience worthwhile.
Unfortunately, this genre became oversaturated with nearly identical games where the only reward was killing enemies to get loot. This mechanic has become frustrating and bland for players who are seeking other types of experiences.
In terms of active player numbers, several games-as-a-service released this year proved to be complete failures. One of the clearest examples, though it ended up mutating into this model to generate more revenue, was Suicide Squad: Kill the Justice League.
The game’s failure was so severe that Prime Gaming began giving it away within a few months. This wasn’t the only title to suffer this fate recently; PlayStation’s Concord is heading in the same direction, not even managing to surpass 100,000 units sold.
In previous years, games like Redfall followed the same model, a kind of mutation between hero shooter and PvP mechanics with no original features to attract the gaming community’s attention.
Another factor contributing to why this genre is in its final days is that games like Black Myth: Wukong, which are entirely single-player, achieved over 10 million sales in just a few days, proving that this is what players currently want.
It Seems This Business Model Has Saturated the Community
![Redfall gameplay against a vampire.](https://fwmedia.fandomwire.com/wp-content/uploads/2024/09/02130409/Concord-Redfall-Live-Service-2-1024x576.jpg)
The First Descendant is another title this year that appears to have been somewhat more successful, but at the same time has seen a decline in concurrent players.
When it comes to releases, this genre tends to follow the same dynamic: X number of games launch, but only one truly succeeds. This decision by major companies is costing them a lot of money, leading to studio closures and job losses.
Players no longer want anything to do with this type of game and business model; they just want to enjoy a satisfying gaming experience that allows them to lose themselves for a few hours. Even free-to-play games have suffered from the saturation this genre represents for the industry; very few of these titles will survive once this model is fully rejected.
Many major companies think this will change if the right game comes along, but it’s more likely that the numbers will continue to worsen.
This genre also faces the challenge that many players are tired of having a paywall in any game mechanic. This year has been crucial for companies to recognize that the paywall model has become obsolete.
They will likely need to bet on another type of development approach to make games more profitable and budget-friendly. What will be the next big step for the companies to make this change?
Can Studios Accommodate These Changes?
![Task Force X talking.](https://fwmedia.fandomwire.com/wp-content/uploads/2024/09/02130714/Concord-Redfall-Live-Service-1024x576.jpg)
One of the main problems with games-as-a-service is that they try to justify the cost of the game as quickly as possible.
That’s why studios should opt for a more economical way of developing games that take less time, allowing them to justify the cost and investment. New tools that provide various development aids have made games more affordable and accessible.
Graphic engines like Unreal Engine 5 have proven to maintain quality while offering super-accessible tools that allow developers to create visually appealing games without the need for massive investments.
2024 has proven to be a complete turning point for the industry, and the coming years will see significant changes in the selection of projects by major studios.
What are your thoughts on this model? Let us know in the comments!