The Diablo 4 Revolution: Conquering Gameplay, Crushing Failure

The Future of Live-Service Gaming: Lessons from Diablo 4’s Success

In a tumultuous landscape, live-service gaming finds itself at a crossroads. Despite gobbling up millions of player hours, new launches are scarce, and the frequency of game closures has increased. Franchises like Destiny and Overwatch have pivoted to free-to-play models to keep players engaged, while premium live-service games, with full purchase prices and long-term monetization goals, are a dying breed.

2024: A Year of Two High-Profile Failures

Last year saw two notable flops in the world of premium live-service gaming. Rocksteady’s Suicide Squad: Kill the Justice League and Sony’s Concord launched with a combined $200 million loss. Concord, in particular, struggled to find an audience, leading to its unceremonious shutdown after just a few weeks. While Sony did find success with Helldivers 2, it appears that Concord wasn’t the sell they had hoped for.

Diablo 4’s Secret to Success: Listening to the Genre

So, what sets Diablo 4 apart from its live-service peers? According to Rod Fergusson, the game’s executive producer, it’s a matter of embracing the action role-playing game (ARPG) genre’s inherent live-service nature. "An ARPG is inherently a live service. The question is what you do about it," Fergusson emphasizes.

A Natural Evolution

Fergusson highlights that Diablo 4’s success stems from Blizzard’s focus on creating a solid core game, rather than forcing a live-service model. "When you look at Diablo 3 and the millions of people that showed up every season, whether you want it or not, an ARPG is inherently a live service. The question is what you do about it." This approach allows for constant refinements and additions, fuelled by player engagement and demand.

Lessons for Publishers: Don’t Force It

There’s a simple lesson here for game publishers: don’t force a live-service model onto a game that doesn’t naturally fit. When Suicide Squad: Kill the Justice League was previewed, it seemed like an odd fit for a live-service framework, lacking the organic flow demanded by the genre. Concord, on the other hand, was a hero shooter, but its attempts to fit into the live-service mould seemed artificial, driven by publisher demands rather than player desires.

The Right Approach: Love the Game, Not the Model

In contrast, Diablo 4 succeeded because people wanted a new Diablo game, and they wanted to play it for hundreds of hours. It’s as if the classic line from Field of Dreams has been turned on its head: "They will come… so you’d better build it." Fergusson’s approach offers a valuable lesson for game developers: create a game that resonates with players, and the service will naturally follow.

[Image: Rod Fergusson]

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