“Breaking Free: The Call to Liberate Singleplayer Studios from Live Service Constraints”


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We commenced 2024 with Suicide Squad: Kill the Justice League and concluded it with Dragon Age: The Veilguard. Both titles are fresh releases from cherished franchises of the 2010s triple-A singleplayer era, marking their first returns in many years⁠—a complete decade since Arkham Knight and the previous Dragon Age installment, while five years have elapsed since BioWare’s Anthem misstep. Both were⁠—at least during part of their developmental phase, with The Veilguard⁠—efforts at crafting live service, ongoing multiplayer experiences akin to Destiny.

Following Anthem’s critical failure and its inability to hold onto a player base, culminating with BioWare and EA ceasing updates for the title, Veilguard is said to have undergone a soft development reboot, shifting from a Destiny-like format back to a wholly singleplayer RPG more reminiscent of earlier Dragon Age titles. Suicide Squad faced an additional year of delays after an initial gameplay reveal that was met with negative feedback, yet importantly retained that live service framework, consisting of a campaign accompanied by repeatable missions, “endgame” content, and seasons of subsequent support that were abruptly terminated.

Attempting to convert a singleplayer studio into a ‘live service machine go brrr’ revenue generator is not a wise gamble.


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