How many more Highguards until the game industry changes?
Here’s a familiar headline: Another big-budget live-service game is shutting down just weeks after its release. Wildlight Entertainment is taking its recently released shooter, Highguard, offline on March 13. It will have been supported for about 45 days, outlasting Concord’s infamously short two weeks of server activity, but not by much.
At this point, there’s a familiar pipeline for most games in this mold. A well-staffed studio full of industry veterans who’ve worked on other popular multiplayer titles will spend years on a project responding to recent trends—of course, by the time it actually comes out, whatever fad it was tied to may have already passed. After shredding through millions of dollars and taking up years of talented developers’ time—time that could have been spent making several smaller (and probably more interesting) games—this new creation is revealed. The response is almost always hostile, with cynical YouTube commenters assuming it will be a clone of an existing always-online experience; to be fair, this criticism isn’t always completely off the mark.
Then the game comes out. In rare cases, it fully breaks through, as Arc Raiders did after a surprisingly strong opening weekend. More often, though, it bombs. Concord peaked at a dismal 697 concurrent players on Steam, showing that, between unsuccessful marketing and its $40 price tag, it didn’t generate upfront interest besides mean-spirited memes.
Not every case is the same. Many games find an initial audience but quickly lose players to the near-infinite amount of Stuff out there, including other live-service offerings. Within 48 hours of release, XDefiant hit a very impressive 300,000 active users across all platforms, but Ubisoft still shut it down a little over a year after it launched. Even Highguard reached almost 100,000 concurrents on Steam, which, taken out of context, are similar numbers to the most played games on the platform. Despite the initial negative reaction, a lot of people checked it out. The issue is they didn’t stick around. It lost over 90% of its user base in the next few days as players went back to their old standbys.
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