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‘Not every story is told in that way’: Phil Spencer says that live service games aren’t the answer to every problem, and that smaller games play an important role
Live service games are often viewed as a golden ticket to maximizing shareholder value in the gaming industry. This sentiment was echoed by EA’s CEO, who suggested that such a model could have potentially salvaged the underwhelming performance of Dragon Age: The Veilguard. A recent survey conducted by GDC revealed that approximately one-third of “triple-A developers” are currently engaged in the development of live service titles. However, the allure of these games is not universally embraced; many industry leaders express concerns about their dominance in the high-budget sector.
Voices of Caution
Phil Spencer, the head of Xbox, articulated a thoughtful perspective during an interview with Xbox Era. He remarked, “I didn’t want to see every game turn into some big service-based game because they felt like that’s where the business model was. It’s not easy to do that. Not every story is told in that way. Not every game kind of supports that or creative idea supports that business model.” This statement highlights a crucial point: the narrative and creative integrity of games should not be sacrificed at the altar of profitability.
Spencer’s comments come in the wake of Xbox’s acquisition of Activision Blizzard, which brought popular franchises like Overwatch 2 and Call of Duty into its fold. Yet, the company has also made a concerted effort to champion single-player experiences that don’t stretch into hundreds of hours. For instance, Avowed is set to join Xbox Game Pass shortly, while smaller titles such as South of Midnight are slated for release in the coming months.
He elaborated, “I think it’s an important part of our industry because not every story is going to be 100 hours long, and not every medium is going to have some kind of mechanic that has a currency and everything else. They just want to tell their story and move.” Spencer reminisced about his fondness for games like Limbo, emphasizing the need for diverse storytelling in the gaming landscape.
Despite the prevailing trend towards live service models, a significant number of developers share Spencer’s vision of preserving complete narratives. Some former developers from Dragon Age expressed their discontent with the push for live service elements in The Veilguard. Meanwhile, Hazelight’s Josef Fares has been vocal about his commitment to single-player experiences, stating unequivocally, “It will not happen with a Hazelight game, ever.”
Nonetheless, Xbox is not entirely dismissing the live service model. Spencer noted that the company’s size allows it to invest in a variety of gaming experiences. “Part of our reason for trying to get a subscription going was to allow us to also support games that have a beginning, middle, and end,” he explained. This balanced approach offers a glimmer of hope for those who yearn for more traditional gaming narratives, especially in a climate where live service games can sometimes feel overwhelming.