Skip to main content
  1. Home
  2. Gaming
  3. Features

Live service isn’t gaming’s holy grail — and Bungie just proved why

Add as a preferred source on Google

If there’s one sign we can take from the unprecedented number of layoffs across the games industry these past two years, it’s that we’re in the midst of an identity crisis. The industry isn’t in any danger of crashing, but publishers and studios are now being forced to adapt to the new market in ways they may never have had to before. The two major strategies seem to be falling back to the safety of established IP, and rolling the dice in the hopes of launching a successful live-service game. The latter has been attempted by just about every big player in the space, from EA to Xbox, but very few have managed to siphon off a big enough audience from the established titles to last any meaningful length of time.

Recent layoffs at Bungie are just the latest sign of that. The Destiny 2 studio just cut 220 jobs in the wake of its successful and critically acclaimed The Final Shape expansion. Even if you manage to beat the odds and create a popular live-service game, it’s becoming clear that that’s still not a golden ticket that publishers can rely on.

Recommended Videos

High-risk, low reward

It’s nothing new in the games industry for big publishers to chase the latest trends. Live-service games are just the latest example, albeit a more broad one since it is more a business model than a genre. Instead of trying to recapture an audience with sequels and new titles every few years, these games hold an audience almost indefinitely and earn a consistent drip-feed of income that amounts to more profit in the long run.

On paper, it makes sense for every publisher or platform holder to want a piece of this pie. However, we’re now seeing the harsh reality that even the most successful live-service games are not immune to the same issues plaguing the industry at large. PlayStation believed in this path so strongly that it outright purchased Destiny 2 developer Bungie, as well as Firewalk Studio prior to its debut title Concord being released. While the jury is still out on the latter amid mixed feedback from its beta, Destiny 2 was held as one of the few examples of a live-service game that could go the distance. It wasn’t always a smooth trajectory, but no game reaches 10 years of support without doing something right.

Sony acquired Bungie for $3.6 billion on January 31, 2022.
PlayStation

PlayStation no doubt had high expectations for Bungie, Destiny, and the upcoming Marathon when it purchased the studio. Instead of that investment leading to an “easy” stream of income, all signs are pointing to the opposite. Bungie had to lay off hundreds of staff members after launching one of its finest expansions, The Final Shape. The studio was already recovering from a wave of layoffs prior to this one, too.

Just like with traditional games, the development treadmill for new content is only taking more time and money to craft while seeing smaller returns. In fact, the pace at which these games need to feed its audience could very well be even more demanding than the traditional game development cycle. And that’s not even touching on employee morale and crunch.

Even the undisputed king of live service, Fortnite, isn’t immune to the changing market. Last year Epic had to lay off over 800 employees with CEO Tim Sweeney stating: “For a while now, we’ve been spending way more money than we earn, investing in the next evolution of Epic and growing Fortnite as a metaverse-inspired ecosystem for creators.” If the game all these publishers are looking to emulate can’t even turn a profit, what hope does a game have that has to compete with it?

It might take a while yet before the industry at large realizes that live-service games — even the ones that beat all the odds and find an audience — are not turn-key operations. The gamble doesn’t end when the game is finished. They are rolling the dice with every update, while also competing with every other game trying to do the same waiting for the other to stumble. Is it really worth it for the hope that one game is successful enough to beat the odds?

In the days when the first live-service games felt like they accidentally fell into that model, there was a lot of excitement and success. It was a novel idea that seemed to benefit the players and developers. However, now that so much competition is flooding that space in a race to offer more for less, we may have reached a breaking point. We are beginning to see that even a live-service game that can stand out and capture a passionate audience isn’t the magic bullet some think it is. In fact, they may be the riskier venture in the current climate. Destiny 2 is a sad example of that reality — and hundreds of workers are paying the price.

Jesse Lennox
Former Digital Trends Contributor
Jesse Lennox covers all things gaming but has a specific interest in all things PlayStation, JRPGs, and experimental indies…
Samsung’s big Call of Duty deal comes with early Modern Warfare 4 access
Samsung ultra-wide monitors may have foud their perfect Call of Duty
Samsung TVs and Displays Gamescom 2026 HDR10 GAMING Call of Duty Modern Warfare

Anyone who bought Samsung's pricey Odyssey series of ultra-wide monitors just found another reason to fill up every inch of it. Samsung has become the official TV, monitor, soundbar, and Wi-Fi speaker partner for Call of Duty: Modern Warfare 4, with Activision and Samsung integrating HDR10+ Gaming into the upcoming shooter.

This isn't just a simple partnership that brings some cool stickers or logos either; Call of Duty: Modern Warfare 4 will officially launch with support for a 32:9 aspect ratio. It gives Odyssey G9 owners a considerably wider view of the battlefield.

Read more
MelGeek MADE68 Ultra V2 Review: Great for gaming, even better than I expected for typing
Rapid Trigger is great, but the switches and acoustics are what won me over.
Melgeek Mate 68 Ultra V2 on a desk

I have spent years using mechanical keyboards, and Hall Effect switches never really tempted me away from them. I understood the gaming appeal. Adjustable actuation and Rapid Trigger can make a meaningful difference in competitive games, but I also spend hours every day writing. Typing experience matters just as much to me.

The $219 MelGeek MADE68 Ultra V2 has made that distinction considerably harder to maintain.

Read more
Intel may be cooking up a budget Panther Lake chip for gaming handhelds
The rumored chip would be considerably simpler than the Arc G3 Extreme, but could make Intel-powered handhelds more affordable.
MSI Claw Intel Arc G3 Extreme Logo 3

Intel may be preparing a more affordable alternative to its powerful Arc G3 Extreme handheld processor. According to leaker Jaykihn, the company is working on a Panther Lake-based chip with eight CPU cores and four Xe3 GPU cores, potentially giving handheld manufacturers a way to build cheaper devices without abandoning Intel's latest architecture.

A smaller Panther Lake could mean cheaper handhelds

Read more