Scott Hartsman has some thoughts on the prevalence of live-service games in a new blog that asks the question - “Should Everything be a Live Game?”.
A veteran of a number of studios, including having run Trion Worlds, Hartsman quickly says “not necessarily” and gives some thoughts on when to go forward to create a live-service game and when to consider other options. As for live service games, of course, when it comes to MMOs, that answer is an obvious yes.
Undoubtedly, you've seen the number of live games, from small ones to massive ones springing up, and also in development, with live game components added to a number of franchises as well.There are areas in which he advises additional thought, as appealing as a recurring revenue model may seem.
Going back to the idea of adding live game elements to existing franchises, there are reasons to pause and reconsider. “Live” is not something you just staple on to any existing IP, especially if they’re the “next” game in a known IP that comes with its own audience and expectations.” To accompany this he also warns, “Don't make the mistake of assuming every part of the gaming audience is interchangeable”.
In order to create a successful live game with a recurring revenue model that delivers, it has to work for the players and the developers in a relationship. “The games that are reaping that success are the ones that are purpose-built for it from the ground up and have audiences that are a perfect fit. That’s what makes them rare,” he says.
Essentially, he advises that developers look at the bigger picture and see how well of a fit that adding live service elements might be. This is in terms of the necessary work to bring it to life and sustain it, but also to an audience.
His blog is both a message to audiences and to those in corporate roles at studios and publishers to consider how much work on revenue work, like designing cosmetics, would take away from making a better game. This is one reason cited by an independent developer like Stormhaven Studios, and the reason why Embers Adrift doesn’t have a shop or microtransactions. No need to dedicate people to creating items for sale and instead, they can just work on new content.