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- By Brian Tate
- 14 Apr 2026
Throughout a quarter-century, video game creators have pursued ongoing gaming experiences. Trailblazing titles like EverQuest changed one-time buyers into recurring members, fueling a period of followers trying to replicate that success. Despite many efforts, scarcely any managed to topple the top dogs.
The pursuit for the upcoming great forever game intensified with the emergence of billion-dollar giants like Grand Theft Auto Online, several of which have dominated gamer attention throughout the decade. Their enduring popularity motivated companies to make huge investments during the current generation.
Loaded with funds and arrogance, major companies like Square Enix attempted to reinvent themselves as GaaS publishers, often overlooking their core strengths. Those studios are famous for excellent story-driven titles, but that expertise could not ensure a successful move into the crowded arena of social , forever-updated , monetization-heavy gaming experiences.
Beginning in the launch year of the PlayStation 5 and Xbox Series X, scores of ambitious ongoing games have launched and failed. Many have crashed publicly, causing large-scale firings, game cancellations, and studio closures. Subsequent to huge increases, arrived unwise investments, and consequences that could signal a “right-sizing” of the gaming sector, but also means the loss of numerous of jobs.
Around 2017, big studios like Electronic Arts singled out games-as-a-service as a key focus for their businesses. One publisher's worth increased more than eightfold during the last ten years, thanks in part to the revenue model behind its recurring sports titles. A rival studio had parallel growth, thanks to persistent games like Overwatch.
Back in 2017, Epic Games launched Fortnite, which swiftly started bringing in enormous sums of revenue each month. Its strategic shift secured the studio an estimated massive revenue in its first two years.
When the latest hardware approached and launched, the American gaming industry surged from $45.1 billion in the prior year to nearly sixty billion in the next period, in part due to higher consumer outlay caused by the worldwide lockdowns. In the next period, the American industry attained a record peak. Game publishers, hoping to carve out their niche in the ongoing games sector, and boosted by favorable economic conditions, quickly expanded, bringing on thousands of new employees and approving games — many of them ongoing experiences. The results of such moves would have a long-term effect for a long time.
One major publisher tried to copy an existing hit's achievements with games like Babylon’s Fall, which underperformed. Warner Bros. tried to expand beyond its narrative , offline , and accessible titles with a Destiny-like, and an influenced brawler. Production has stopped on each. Yet another publisher canceled the live-service shooter the planned title after an extended period of work, before the game actually launched. Smaller studios tried to break into the GaaS space; several titles are also victims of the GaaS risk. A certain studio's current economic difficulties can be attributed to the lack of success of an action game to transform players of an earlier title into ongoing-game enthusiasts.
Possibly the biggest investment on GaaS came from a major hardware maker, which bought the popular franchise developer the studio for $3.6 billion and then revealed plans to release more than 10 live-service games by the deadline. This encompassed a eventually abandoned online title using a well-known franchise, a reportedly canceled title using a different IP, and the notorious Concord, which closed and saw its whole team closed down just a brief period after launch.
Sony has since retreated from those lofty goals, serving its audience with the AAA single-player fare it's known for, like Astro Bot. The fate of announced live-service games like FairGame$ remains uncertain. Their upcoming major bet, Marathon, will be a crucial trial for the troubled maker.
A major cause is that numerous users have already devoted substantial resources, through commitment and expenditure, into existing titles like Apex Legends. The battle for the forever game, for numerous players, was largely settled in the previous generation. A lot of those long-running hits still top monthly player charts across computer, Nintendo, PlayStation, and Microsoft consoles.
Several more recent GaaS games have succeeded. A leading studio is achieving good numbers with both Battlefield 6, games that have been thoroughly playtested and influenced by the passionate communities behind them. A separate studio gained popularity with Marvel Rivals, merging a love with the comic company and the established formula of Overwatch. Sony and a developer succeeded with Helldivers 2, using a combination of refined gameplay mechanics and effective user outreach.
A lot of studios seem to have gotten the message: The amount of resources and attention to {
Film critic and industry analyst with a passion for uncovering cinematic trends and storytelling techniques.