Most gamers prefer single-player games
It’s no secret that the bulk of AAA games market revenues come from in-game purchases , mostlyfrom live-service games. It’s also impossible to ignore that the live-service market is fiercely competitive....
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It’s no secret that the bulk of AAA games market revenues come from in-game purchases, mostly from live-service games.
It’s also impossible to ignore that the live-service market is fiercely competitive. Thanks to the oversaturated attention economy, only so many consumer hours are available.
And live-service games suck up so much attention and engagement. There are still opportunities in the space, but breaking through is extremely challenging.
With every new live-service hit that does manage to carve a spot for itself, there is less space available for new entrants to cast their net.
AAA developers on console and PC are continuing to chase the live-service jackpot, but single player remains the favourite way to play for most (53%) gamers.
There is also less risk, as there are more openings on the calendar for single player to stand out versus live service’s always-on engagement vacuum.
MIDiA's latest gaming report looks at the growing viability of(re)allocating resources towards single-player games.
We zoom in on gameplay preferences by platform and age, motivators for trying new games, preferred game themes for puzzle, action-adventure, sports, shooter, and RPG fans, and offer data-backed strategic recommendations.
This article shines the spotlight on some high-level takeaways from the first section of the report. If you’re ready to dive deeper, let us know.
Several single-player studios were pushed into making live-service games – the trend chasing did NOT pay off
Many AAA game makers have been chasing the live-service trend, looking to replicate the success of Fortnite, League of Legends, Roblox, and other success stories.
Even developers that rose to prominence thanks to single-player – with games that helped put their publishers on the map – were pushed to chase the live-service trend.
For many, it was a wild goose chase, and the list of failures is growing. SEGA cancelled Creative Assembly’s Hyenas and PlayStation did the same thing for Naughty Dog’s The Last of Us Online after years of development
Profiling gamers by platform
This report presents key metrics and consumer insights regarding mobile gamers, console gamers, and computer gamers. It is targeted to help investors, distributors, developers, and publishers understand...
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Other revered single-player names in the industry have tried their hand at live services – with dire results: Crystal Dynamics (Marvel’s Avengers), EA’s BioWare (Anthem), Platinum Games (Babylon’s Fall), and Microsoft’s Arkane (Redfall) – the list goes on.
This underlines an undeniable opportunity cost:
- These studios’ single-player offerings have respectively generated hundreds of millions in revenue
- How much revenue and positive consumer sentiment was left on the table because these companies were pushed to make live-service games?
- Aggravating things, the market is too delicate for most publishers to take huge risks in an oversaturated space
The timing of live service’s oversaturation is not ideal. Publishers now need to cut costs to adapt to a challenging macroeconomic climate (and to course correct from overextending during the pandemic).
There's a way forward for these studios: returning to what has always worked, single-player games
While new live-service games have floundered, new single-player games have continued to smash records and generate hundreds of millions – or more. And it is not just juggernaut IP like Zelda and Spider-Man proving successful but also new franchises like Elden Ring (25 million copies sold) and Black Myth Wukong (20 million).
While live-service games and in-game purchases dominate spending and attention in the games market, over half of gamers prefer solo play:
Read more at the link.