{"id":1077201,"date":"2026-01-23T00:16:03","date_gmt":"2026-01-23T00:16:03","guid":{"rendered":"https:\/\/www.polygon.com\/?p=501334"},"modified":"2026-01-23T00:16:03","modified_gmt":"2026-01-23T00:16:03","slug":"premium-live-service-games-are-failing-why-is-diablo-4-a-success","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/premium-live-service-games-are-failing-why-is-diablo-4-a-success\/","title":{"rendered":"Premium live-service games are failing. Why is Diablo 4 a success?"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/12\/premium-live-service-games-are-failing-why-is-diablo-4-a-success.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">Live-service gaming is in a difficult, transitional moment. Even as the sector consumes more and more millions of player hours, successful new launches are few and far between, and the frequency of <a href=\"https:\/\/www.polygon.com\/gaming\/450065\/concord-canceled-firewalk-studios-closed-sony\">shutdowns<\/a> <a href=\"https:\/\/www.polygon.com\/gaming\/493305\/suicide-squad-kill-justice-league-final-dlc\">has<\/a> <a href=\"https:\/\/www.polygon.com\/gaming\/490491\/ubsioft-xdefiant-shutting-down\">increased<\/a>. Franchises like Destiny and Overwatch have pivoted to free-to-play models in an attempt to keep their player numbers buoyant, and premium live-service games \u2014 that is, games with a full purchase price, as well as some intention to monetize players over the long term \u2014 are a dying breed.<\/p>\n<p class=\"has-text-align-none\">2024 saw two dramatic, high-profile failures in premium live service. Rocksteady\u2019s <em><a href=\"https:\/\/www.polygon.com\/game\/suicide-squad-kill-the-justice-league\/40825\">Suicide Squad: Kill the Justice League<\/a><\/em> flopped to a $200 million loss for WB Games, while Sony\u2019s even more expensive <em><a href=\"https:\/\/www.polygon.com\/gaming\/448883\/a-good-game-like-concord-just-isnt-good-enough-anymore\">Concord<\/a><\/em> so failed to strike a chord with players that it was unceremoniously turned off after just a few weeks. (Sony did have a live-service hit in the form of <em><a href=\"https:\/\/www.polygon.com\/game\/helldivers-2\/40933\">Helldivers 2<\/a><\/em>, but judging from the publisher\u2019s marketing efforts on the two games, <em>Helldivers<\/em> was seemingly not one that Sony higher-ups expected \u2014 or maybe even wanted \u2014 to take off.)<\/p>\n<p class=\"has-text-align-none\">Yet Blizzard\u2019s 2023 release <em><a href=\"https:\/\/www.polygon.com\/game\/diablo-4\/40629\">Diablo 4<\/a><\/em> is a certified hit, with big sales, a strong expansion in 2024, and apparently an avid audience. How did it buck the trend? For Rod Fergusson \u2014 the famed Gears of War producer turned general manager of the Diablo franchise \u2014 it\u2019s because Blizzard didn\u2019t set out to make a live-service game. The studio simply set out to make a Diablo game, but Diablo\u2019s breed of action role-playing game essentially demands that it be a live-service game.<\/p>\n<figure class=\"wp-block-pullquote\">\n<blockquote>\n<p>An ARPG is inherently a live service. The question is what you do about it<\/p>\n<p><cite>Rod Fergusson<\/cite><\/p><\/blockquote>\n<\/figure>\n<p class=\"has-text-align-none\">\u201cI go back to the genre,\u201d Fergusson told Polygon in an interview conducted in November. \u201cEarly on, there were these conversations. [\u2026] Is <em>Diablo 4<\/em> a live-service game, or should we roll credits and call it? And I was like, look, when you look at <em>Diablo 3<\/em> and the millions of people that showed up every season, whether you want it or not, an ARPG is <em>inherently<\/em> a live service. The question is what you do about it.\u201d<\/p>\n<p class=\"has-text-align-none\">For Fergusson, live service is an opportunity to constantly refine and rebuild a game, but only if the audience demand to keep playing emerges naturally from the game design. \u201cTo me, when you&#8217;re a Diablo-like, [\u2026] people are going to look to play through the campaign, but then they&#8217;re going to look to play what I call the hundred- or the thousand-hour game. They want to be able to continue this progression, they want to have the power fantasy, they want to go back to it over and over again.\u201d This is what creates the space for the developers to keep feeding new ideas in the game to keep it fresh. \u201cThat was one of the things that was great,\u201d Fergusson said. \u201cIt wasn&#8217;t this sort of <em>fait accompli<\/em> where we&#8217;re like, \u2018It&#8217;s in the box and we&#8217;re done.\u2019 We&#8217;re going to have the ability to improve Helltide. We&#8217;re going to have the ability to add the Pit, we&#8217;re going to have the ability to try the Gauntlet.\u201d<\/p>\n<p class=\"has-text-align-none\">There\u2019s a simple lesson here for game publishers: Don\u2019t force it. When <em>Suicide Squad<\/em> was previewed, players commented immediately that the game seemed an odd fit for a live-service framework; it didn\u2019t flow naturally from the game\u2019s storyline or genre. <em>Concord<\/em> belonged to a suitable genre \u2014 it was a hero shooter \u2014 but it appeared to have been made to satisfy a publisher\u2019s demand for a live-service game, rather than players\u2019 demand for an alternative to Overwatch. The game concept hadn\u2019t come first.<\/p>\n<p class=\"has-text-align-none\">Conversely, <em>Diablo 4<\/em> worked because people wanted a new Diablo game, and they wanted to play it for hundreds of hours. It\u2019s like a reversal of the classic line from <em>Field of Dreams<\/em>: not \u201cIf you build it, they will come,\u201d but \u201cThey will come\u2026 so you\u2019d better build it.\u201d<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/diablo\/501334\/diablo-4-premium-live-service-success\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Live-service gaming is in a difficult, transitional moment. Even as the sector consumes more and more millions of player hours, successful new launches are few and far between, and the frequency of shutdowns has increased. Franchises like Destiny and Overwatch have pivoted to free-to-play models in an attempt to keep their player numbers buoyant, and premium live-service games \u2014 that is, games with a full purchase price, as well as some intention to monetize players over the long term \u2014 are a dying breed. 2024 saw two dramatic, high-profile failures in premium live service. Rocksteady\u2019s Suicide Squad: Kill the Justice League flopped to a $200 million loss for WB Games, while Sony\u2019s even more expensive Concord so failed to strike a chord with players that&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/premium-live-service-games-are-failing-why-is-diablo-4-a-success\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1077202,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1077201","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Premium live-service games are failing. 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