This article dives into the financial success of mobile games and how they approach live service and monetization. It examines why traditional game studios and publishers have struggled to replicate this success, specifically focusing on the example of "Genshin Impact" and its approach to live service.
The article explores the shift in game design from "fun pain" to more player-friendly approaches. The concept of "fun pain" refers to intentionally creating barriers or frustrations in a game to incentivize players to spend money to remove them. This practice was prevalent in early F2P and MMO games but has largely been phased out in modern mobile and live service titles.
The author debunks the notion that multiplayer is the key to success for live service games. While multiplayer is a popular feature, it's not the primary driver of player engagement or monetization.
The article delves into the importance of having a monetization model that directly supports and enhances gameplay. It argues that simply offering cosmetics isn't enough to sustain a live service game. Players need to feel that spending money unlocks new and valuable gameplay experiences.
Consistent content updates are critical for the long-term success of any live service game. The article emphasizes the need for frequent releases of new content to keep players engaged and interested.
The article examines two notable exceptions to the typical live service model: "Warframe" and "Path of Exile." These "free-to-play" games have massive monetized shops but don't rely on pay-to-win mechanics. Instead, their monetization focuses primarily on cosmetics and quality-of-life improvements. This allows players to experience the core gameplay without spending money, creating a positive player experience and fostering a thriving community.
The article concludes by discussing the recent release of "Concord" and its struggles. It argues that the traditional multiplayer live service model might be reaching its limit, as players have become increasingly accustomed to and demanding of new experiences.
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