Live Services – Part 3: The good, the bad and the ugly

For the final part of my three-part series on GaaS (part 1 & part 2) I thought I would list some of the Live Services/GaaS which I think do the whole service model very well. Or indeed very badly.

The good

Path of Exile | Grinding Gear Games
Often the term ‘free to play done right’ is banded around for many games. But I think here it is actually the perfect descriptor. Since 2013, Grinding Gear Games have been working on their ARPG with growing praise from those that have played it. The game does some major things right. All content is free, the game can be played as a free player with no penalty and makes you want to support the developer rather than feel you need to. It is far from perfect in that selling cosmetics limits the visual customisation options and the prices of some of its packs or in-game items feels slightly too expensive. But again it gets the balance right. And ultimately is as close to the best f2p game business model as you will find. The content on offer is fantastic and it is an outstanding ARPG as well.

World of Warcraft | Activision Blizzard
You could probably insert a few MMO’s here, but Blizzard’s 14-year old veteran game’s subscription model still works. And by retaining a subscription model there are very few in-game items to buy for real money. Whilst players moan about subscriptions, they still can provide one of the fairest business models a videogame can use. It’s also worth mentioning that WoW expansions have a Collector’s Edition but with only a few cosmetics included. There’s no Normal, Gold, Ultimate version rubbish here.

Guild Wars 2 | ArenaNet
No subscription and reasonably priced microtransactions. Far from perfect but does a lot of things very well when it comes to its business model. Unlike WoW it doesn’t have a subscription which is its strength.

Warframe | Digital Extremes
Great game, wonderful developer. F2p largely done right although the Prime Access pack are very expensive. However probably the best community manager in any videogame. And a phenomenally unique game. The fact this is the best looter shooter out there speaks volumes.

The bad

Call of Duty | Activision Blizzard
Year on year release. Season Pass, pre-order items, over £100 for the most expensive version and p2w in the form of weapons with better stats being in lootboxes. On top of that, this year’s entry has a slow grind version of Fortnite’s battle pass which has been designed to be very sllloooooowwwww at rewarding the player for obvious reasons. Eugh. About the most offensive cocktail of business models in modern triple AAA videogames.

Destiny | Bungie & Activision Blizzard
Again yearly releases, season passes and an endgame designed around lootboxes. For many including myself the realisation hit with the second game that there just wasn’t enough to justify the high purchase price. Great shooter and for the hardcore group PVE players they will be able to see pass these faults.

Grand Theft Auto Online | Rockstar & Take Two Interactive
A freemium, mobile game in structure. Everything is built around earning money which is very, very slow to acquire. It isn’t pretty. But unfortunately it has generated billions for Take 2 and Rockstar and clearly a blueprint for the recently released Red Dead Online.

FIFA/Madden Ultimate Team | Electronic Arts
I’ve written about this one before but EA has come under increasing criticism for its annual sports titles that appear to have only improvements in things relating to the Ultimate Team modes that are generating EA near or over a $billion every year. Like GTA V it’s effectively a freemium mobile game, with declining reasons for those not wanting to play the online mode to consider buying the game.

And the ugly

Marvel Heroes | Gazillion Entertainment (now defunct)
Marvel Heroes is a story of a f2p ARPG which was quite good fun and had a small but loyal following of fans. But is no longer around since it’s closure in November 2017. The studio and game were shut down only 12 days after Disney announced it was ending it’s working relationship with the developer. It’s a great example of where it’s possible to invest money and time in a service but unfortunately there is no guarantee it will be around that long.

I could list others like Evolve, or Lawbreakers. Indeed maybe even Fallout 76 which has turned into a big mess of a game. But ultimately I just needed one example to make the pun work!


I probably could list more examples in each category but when writing this it started to become clear that a trend has emerged over the last few years which is arguably good for consumers. And that is the rise of smaller, more dynamic studios whose games are reinventing and innovating within the industry without the pressure from publishers. And right now it’s hard to argue that the big five western publishers don’t have a monetisation problem where their greed is killing something special in a lot of their games.

Buying videogames at release rarely makes sense

One month ago Shadow of the Tomb Raider launched at £79.99 on Xbox Live for the ‘Croft Edition‘, or aka the most complete version with the least content stripped from it. As of today the same game is now £59.99 on the Xbox storefront (there are similar discounts on PSN and Steam). A whole 25 percent cheaper.

Indeed with Halloween, Black Friday and Christmas sales coming, it is probably likely the game will become even cheaper before the year is out. So buying early and playing for one month has cost the privilege of £20. Unless you’ve spent hours on the game and hammered it within that first few weeks it’s probably not worth the extra £20.

Now Shadow of the Tomb Raider might be selling badly and therefore not a great example. However it’s unlikely to be the only AAA game released in the last few months of the year that will be discounted. If fact imagine what price the game might be in a year from now. Maybe even on Xbox Game Pass or really cheap. And if you have a huge backlog and can’t play the game straight away then that’s a huge reason to not buy on day one.

If you purchase at release you get the benefit of content discovery, with no spoilers, and you’re at the same level as everyone else. At least for a few days. You are experiencing the launch window when everyone gets to play the game afresh and not posting in a forum weeks or months after everyone else has moved on.

However there are arguably more benefits to waiting; you might get the game for much cheaper, bugs and issues have been patched out or improvements made, you get to see the reality of the business model (i.e. just how aggressive is the monitisation) and if the game has staying power (i.e. not a Lawbreakers, Evolve or Battleborn).

Indeed I wrote earlier this year about really looking forward to Forza Horizon 4 but having not had a chance to play it yet – I don’t feel like I’m missing much. Indeed it feels nice to be able to play other games rather than compelled to play a new release. And whilst the game sounds great it also sounds like more of the same. And I never did quite finish with the third game.

Now of course there are going to be scenarios where buying a game at release makes sense. Particularly if you are buying a game to enjoy with friends or don’t want anything spoilt. Or indeed you are really looking forward to the game. And if you leave it for too long certain multiplayer games can become far harder to catch up in if you are late to the party. A game like Star Wars Battlefront 2 where more experienced players have unlocked all the cards or weapons. Even time spent in a game can make a difference. The Twitch streamer Shroud mentioned that he thought Call of Duty Black Ops 4 – Blackout is a hard game, and people could bounce off that game in a month or two when coming up against more experience players.

With high prices for many AAA games now and aggressive monetisation on many games, you really need be playing the game a lot to begin with. And unless you have lots of spare time and a very small collection of games there is a real limit on just how many games you can play. At certain times of the year, like the busy autumn release schedule we are now in, it can feel like there is a major release every week. So for me at least with new games being so expensive I think I’m going to wait on most and pick up when they are much cheaper. And in the meantime try to catch on WoW or my backlog.

Of course that does mean staying away from Twitch and YouTube and not going near reviews or streams to limit any spoilers for relevant games. However I don’t think that’s a bad thing given just how many games get spoiled this way.

A solo player’s wishlist

So recently I wrote a blog post lamenting the lack of options in most multiplayer games when players don’t want to play or group up with other players. It’s fine that there are multiplayer only games and it’s great that so many good ones exist. However I think the following suggestions are some realistic ideas which can help to open up a multiplayer game-like experience for a solo PVE player, but crucially without taking the focus away from the main audience.

Bots, bots, bots…

Given that most games use AI, adding bots to any multiplayer mode seems pretty logical. Particularly when most players, even those who only play multiplayer, often request practice modes. Games like Call of Duty, Unreal Tournament and Quake series have long since included bots. And given that even community mods like Battle Royale Singleplayer Experience (BRSE) Mod for Arma 3 have built a whole 64-player BR mode, it seems not too much of a stretch to suggest it is possible for developers to implement.

Rocket League has some offline game modes.

Offline Progression

It’s interesting new games such as Rainbow Six Siege and Star Wars: BattleFront 2 (2017) have included bot/solo modes in their progression systems, i.e. you earn renown for playing Terrorist Hunt on Rainbow Six Siege. However it often seems to come at a cost of a much reduced reward versus playing online. Last year Ubisoft significantly reduced the amount of renown you could earn in Rainbow Six Siege solo PVE modes to apparently stop people farming renown too fast. As renown is a virtual XP currency you can use to purchase some in-game purchases they were clearly worried about impact on their financial revenue. Battlefront 2 does a similar thing with a daily arcade cap.

I have yet to hear a good reason for why levelling in offline modes isn’t acceptable but at the very least let players earn XP in an offline profile. Doom (2016) or Counter Strike: Global Offensive have bots, but no ability to earn XP or unlock anything, thereby negating any point of playing these modes beyond practising. Call of Duty Black Ops implemented an offline multiplayer mode which shows offline progression can work really well.

Developers and publishers seem to forget that solo players have spent money on your game too and are another source of revenue for in-game purchases when respected. Rainbow Six Siege’s Terrorist Hunt modes showed promise at launch but seem to have been a ‘tick box exercise’ for when the game launched with no real support since.

Dynamic Content

Group content is great fun, but why can’t content vary depending on the number of players? ARPG’s have been doing this for years. Including solo modes or scaling content isn’t necessarily a bad thing and potentially an easy way to open up content to all players.

Games as a Platform

This is a thing already. Games like the The Sims, Sid Meier’s Civilisation series. Like GaaS but potentially opening up a new way to sell single player content and make content not centred on multiplayer content commercially viable. You could argue season passes and DLC (free or paid) fit into this category as well. Certainly one other way to open up a multiplayer focused game to a new audience is sell the content that allows a solo player to experience the game. For example, want to play this game offline against bots, then here’s the single player component – only £29.99 or so on.

Longevity

Solo modes are a very good way to ensure some longevity when the servers are switched off. As games like Lawbreakers have already recently demonstrated, some games can have a short shelf life.

And that’s all the suggestions for now

But on a final observation developers and publishers seem to view offline modes as increasingly not worthy of the their time. Potentially a threat to their online player base. For example, if everyone plays solo modes then the online population will decrease etc. But what I think they fail to realise is that they aren’t currently appealing to this type of player. In other words it’s an audience they are completely missing and not selling games to.