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Chapter Quest 2: The Fun Business

Chapter Quest 2: The Fun Business

Objective: Explore how a game’s design choices and business model are intertwined

Use material from Chapter 2: The Living Business of Games

Quest: Select 2-3 games you’ve played in the last 3 years, or games you profiled in the last Chapter Quest. For each game, use what you’ve learned to make your own determination about whether the game qualifies as a live-service game or a traditional game. Write a sentence or two explaining your categorization.

For each game you select, answer the following questions:

Does the game require Internet to function? In what way?

If it doesn’t, you don’t have a live-service game. If it does, is the internet connection used merely to validate a purchase, or is there an assumption that the game’s content is constantly changing? Constantly changing content is a hallmark of live-service games.

When and how is money requested from players?

If it’s up front, it’s likely a traditional or hybrid model. If it’s a free to play game, you’re most likely dealing with a live-service game, although in some cases traditional retail games offer demos or “lite” versions.


Bonus Tool: Determining Video Game Business Model by Common Features

While there is no one true model for a live-service game or traditional game, there are clusters of features that make it clearer whether you’re dealing with one or the other. If you can’t quite tell what you’re dealing with, try sorting through this table and see whether the game you’re working with falls more on the traditional or live-service side of the line.

FeatureTraditional gamesLive-service games
Single player modeUsuallyRarely
Multiplayer modeSometimesUsually
Massively multiplayerRarelySometimes
Internet requiredRarely, except for rights managementYes
Can be completed in fullOften Rarely
Patch schedule?As neededEvery few weeks
Major content updates after launchBetween zero and 2 times a yearBetween 3 and 6 times a year
Purchase required to play?UsuallyRarely
Can you succeed or progress without spending money MORE THAN ONCE?UsuallySlowly / sometimes
Primary monetization modelGame or content purchaseCosmetics, energy, subscriptions

Bonus Quest: A Dystopian Launch Story

Cyberpunk 2077‘s business model is a controversial topic amongst some video game reviewers and academics. The game was sold as a traditional retail release, but issues with quality at release meant a regular release cadence and regular new content were critical to the game’s success. Without major updates at launch and new content, the game would not have been able to survive the store de-listing that occurred early in the game’s life cycle. This led to Cyberpunk 2077 winning an award for best ongoing game despite not considering itself a live service game at launch, which spawned a community meme.

Discussion prompts:

  • Review articles and community posts about the launch of Cyberpunk 2077.
  • Would you classify Cyberpunk 2077 as a live-service game or a traditional game? Why?
  • Do you believe a game’s business model can shift after launch? Did this happen to Cyberpunk 2077? If so, when?
  • Do you believe a game’s business model can differ from its intended model based on how the community interprets a company’s actions? Why or why not?