Games-as-a-service refers to a monetization model in which the game is developed and released as a continually evolving service, rather than a one-time product. The game receives ongoing support from developers over years, and generates revenue through subscriptions or in-game purchases.
This business model has become the new standard for AAA gaming studios. Some games are even released for free to capture the largest player base possible, despite potentially operating at an initial loss.
However, over time, many gamers have become familiar with predatory pay-to-win mechanics and loot box gambling. Many players have grown weary of companies that favor high-spending players, or 'whales,' over their free-to-play audience.
Meanwhile companies undergo crunch cycles to release an unfinished product that doesn't live up to the hype, and players can't help but feel that it's just another case of game studios squeezing cash from players without the quality gaming experience to justify it.
So what is the optimal way to release a live service game in this era, where players question the longevity of GaaS titles, and quality experiences don’t necessarily live long before getting shuttered? This article is intended to spotlight the keys to seemingly obvious strategies which most GaaS titles miss or could improve with implementing. Here are the four major strategies we cover:
Smaller patches and season updates are the bread and butter of a service game. A good balance of longform or seasonal events, dailies (quests typically available for no longer than 24 hours), and battle passes will keep users engaged and surprise them every once in a while.
Content updates are a way to recapture and retain players from other titles they’ve moved on
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