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Or is it just one of Phil's balls in my throat?
GDC's annual State of the Game Industry survey reveals 1/3 of 'triple-A developers' are working on live service games
It doesn't seem like big publishers are ready to give up on the live service chase just yet.
www.pcgamer.com
We've expressed a certain creeping exhaustion with live service games more than once in these digital pages, and the catastrophic failure of Concord led to some predictions that the tide was finally turning against them. But maybe not, too. GDC's 2025 State of the Game Industry report says 33% of triple-A developers who responded to its annual survey are currently working on a live service game.
Across all respondents, 16% said they're working on a live service game, indicative of the fact that they tend to be bigger-budget affairs, made by larger studios and publishers that can afford to develop and maintain them. Interestingly, only 13% of all respondents said they'd be interested in making a live service game for their next release, while 42% said they would not. 29% said they didn't know, or that it wasn't applicable.
The GDC report describes the response as "mixed," which is perhaps a little generous given that close to half expressed a firm lack of interest in live service development. There's definitely some enthusiasm for it: Former Halo and Destiny producer Joe Tung, for instance, said in a 2024 interview that the free-to-play live service model "is so much better for developers and players," because "you can think long term in terms of what is best for the players." Tung's Theorycraft Games studio is currently working on Supervive, a 'MOBA battle royale meets hero shooter' that's currently in early access on Steam.
Some survey respondents said they also saw value in live service games, "not only on the financial side, but also in the player experience and community building." Others, though, "noted their concerns about declining player interest, creative stagnation, predatory practices and microtransactions, and the risk of developer burnout. One of the biggest issues mentioned was market saturation, with many developers noting how tough it is to break through and build a sustainable player base."
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