From Fortnite to Suicide Squad, the number of “live service” games has exploded over the past decade, but what exactly is a “living” game and why do they draw the ire of so many gamers?
Also known as “living” games or “Games as a Service,” there are a few ways to define a live service game. These games are typically based upon some form of online multiplayer, built around the idea of constant evolution over time through the release of additional content and updates. Titles are often (but not always) free-to-play.
Not all games that receive post-launch content are live service games. Cyberpunk 2077 and Elden Ring both have significant expansions but they’re not live service games. The number of changes and frequency of updates are generally much higher in a live service game.
For live service titles, the base game is often seen as the starting point, with the “end-game” being a jumping-off point for future expansions. Many of these games lay down multi-stage roadmaps for years of content, ahead of time. These games often see major shakeups to core assets like maps, classes, and game modes.
Perhaps the most obvious telltale sign of a live service game is its monetization model. Additional gameplay content is normally free to pique the interest of players old and new, but there’s a dependence on premium currencies, battle passes linked to “seasons,” and microtransactions to introduce time-limited multiplayer content, with a heavy emphasis on cosmetic items.
Some examples of live service games include free-to-play titles like Fortnite and Warframe; standalone releases like Sea of Thieves and the Destiny series; and subscription services like World of Warcraft. Sometimes only the multiplayer portion of a game may be considered a live service, as is the case with Grand Theft Auto: Online and Halo: Infinite.
These are prominent examples, but more games have started incorporating aspects of the live service model which further blurs the lines.
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