Live-service gaming is facing a tough time. Despite high player hours and millions invested, new launches are scarce, and shutdowns are more frequent. Franchises like Destiny and Overwatch have shifted to free-to-play models to keep players engaged. However, premium live-service games – those with a full purchase price and monetization plans – are struggling.
Blizzard’s Diablo 4 is an exception. Released in 2023, it has achieved significant sales, a strong expansion in 2024, and a dedicated audience. So, what sets Diablo 4 apart? General Manager Rod Fergusson attributes its success to the game’s genre, not forcing a live-service model.
In an interview with Polygon, Fergusson notes that Diablo 3’s massive seasonal player base showed that action role-playing games (ARPGs) are inherently live services. The question is what you do about it. For Fergusson, live service offers opportunities to refine and rebuild the game based on audience demand. Players crave hundreds of hours of progression, power fantasies, and repeat playability.
Conversely, Rocksteady’s Suicide Squad: Kill the Justice League and Sony’s Concord failed because they forced a live-service model without player demand or organic fit. Diablo 4 worked because fans wanted a new Diablo game. Publishers would do well to learn from this, focusing on building games players want rather than forcing it.
The success of Diablo 4 serves as a lesson for the industry: don’t force a live-service model; instead, create games that naturally inspire repeat playability and audience engagement.
Source: https://www.polygon.com/diablo/501334/diablo-4-premium-live-service-success