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I’ve seen enough: No more forcing singleplayer studios to make mediocre live service games

We began this year with Suicide Squad: Kill the Justice League and ended it with Dragon Age: The Veilguard. Both are new games from beloved institutions of 2010s triple-A single player games, their first outings in many years⁠—a full decade since Arkham Knight and the last Dragon Age game, while it’s been five years since BioWare’s Anthem-shaped failure. Both were⁠—at least for part of development, with The Veilguard⁠—attempts at making live service, persistent multiplayer games in the vein of Destiny.

After Anthem was critically panned and failed to maintain an audience, with BioWare and EA ultimately ending content updates for the game, Veilguard reportedly went through a soft development reboot from a Destiny-style experience back into a fully single-player RPG more in line with previous Dragon Age games. Suicide Squad was delayed an extra year after a poorly-received initial gameplay reveal, but crucially kept that live service model, with its campaign followed by repeatable missions, “endgame” content, and seasons of further support that have been unceremoniously cut off.

Trying to retrofit a single-player studio into a ‘live service machine go brrr’ moneymaker is not a smart bet.


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