Friday, Dec 19

Why Are Live Service Games Failing (Suicide Squad Example)?

Why Are Live Service Games Failing (Suicide Squad Example)?

Explore why AAA live service games struggle, featuring a deep dive into the Suicide Squad flop

The GaaS Crisis: Why the Live Service Gold Rush is Ending

For nearly a decade, the "Golden Goose" of the gaming industry has been the Live Service model. Inspired by the astronomical success of Fortnite and Destiny, publishers shifted their focus from "one-and-done" premium experiences to "Games as a Service" (GaaS).1 The goal was simple: create a persistent world that generates revenue for years.

However, 2024 and 2025 have proven that this dream is becoming a nightmare for many AAA studios. The most high-profile example of this live service flop is Rocksteady’s Suicide Squad: Kill the Justice League. Despite being developed by the masters of the Arkham trilogy, the game struggled to maintain a player base, leading to a reported $200 million loss for Warner Bros.

This isn't an isolated incident. From Anthem to Babylon’s Fall and Redfall, the industry is littered with the corpses of "Destiny-killers."To understand why, we must look at the fundamental engagement model failure and the widening gap between developer promises vs reality.

The Design Paradox: Homogenization vs. Identity

One of the primary reasons for the live service flop in the AAA space is the sacrifice of unique gameplay mechanics for the sake of standardized "looter-shooter" systems.

The "Gun Problem" in Suicide Squad

In the Arkham games, Rocksteady designed bespoke combat systems for Batman. In Suicide Squad, however, every character—from the 500lb King Shark to the nimble Harley Quinn—primarily uses firearms. This was a design choice necessitated by the live service model: it is significantly easier to balance and monetize a loot pool of 1,000 guns than it is to create unique, deep melee systems for every character that must remain viable through years of updates.

This leads to a "graying" of gameplay. When every character plays similarly to facilitate a gear-score system, the game loses its soul. Players realize that the "service" is dictating the "game," rather than the other way around.

Engagement Model Failure: The Job-ification of Gaming

The modern engagement model failure stems from a misunderstanding of why people play games. Publishers today treat "engagement" as a metric of time spent rather than enjoyment felt.

Behavioral Loops vs. Fun

Live service games often rely on:

  • Daily/Weekly Bounties: Tasks that feel like chores.

  • FOMO (Fear Of Missing Out): Time-limited events that punish players for taking breaks.
  • Battle Passes: Progression systems that require hundreds of hours to complete.

When a game starts feeling like a second job, players experience player monetization burnout. They aren't logging in because they are excited to see what's new; they are logging in because they feel they have to in order to get their money's worth. Once that psychological tether snaps, they rarely return.

The Content Drought: The Treadmill Developers Can't Sustain

The most common reason for a live service game’s death is the content drought. Modern AAA development is incredibly slow and expensive.9 It can take a studio six months to create a meaningful narrative expansion that a hardcore player base will consume in six hours.

In the case of Suicide Squad, the post-launch seasons were criticized for being "more of the same." Adding a new character (like the Joker) is a massive undertaking, but if the missions that the character plays remain the same repetitive rooftop skirmishes, the novelty wears off instantly. When the "service" part of the live service fails to deliver fresh experiences, the community migrates to the next "big thing."

Developer Promises vs Reality: The Trust Deficit

Perhaps the most damaging aspect of these failures is the gulf between developer promises vs reality. Marketing campaigns often promise "evolving worlds" and "infinite stories."

  • The Promise: A living, breathing Metropolis that changes with every season.

  • The Reality: Static maps with minor cosmetic changes and recycled boss fights (e.g., fighting different "elemental" versions of Brainiac).

This transparency gap breeds cynicism. When players feel they were sold a platform for future content rather than a complete game at launch, the relationship between the developer and the community becomes adversarial.

The Business Logic Failure: Market Saturation

The industry’s "Gold Rush" ignored a simple mathematical truth: Time is a finite resource.10 A player can only have one or two "main" live service games. Between Fortnite, Warframe, Destiny 2, and Final Fantasy XIV, the market is saturated. For a new title like Suicide Squad to succeed, it doesn't just have to be "good"—it has to be good enough to make a player abandon a game they have already invested 500 hours and $200 into.

Why AAA Studios Struggle with Agility

Indie and AA studios (like the creators of Helldivers 2) often succeed where AAA giants fail because they are agile.11 They can pivot based on player feedback. AAA games, with their $200M budgets and "toxic positivity" management cultures, are like massive oil tankers; they cannot turn quickly when they see an iceberg ahead.

Conclusion: The Path Forward

The failure of Suicide Squad serves as a cautionary tale. The industry is reaching a breaking point where the cost of maintaining the "service" outweighs the revenue from the "monetization."

For a live service game to survive in 2025 and beyond, it must prioritize:

  1. Fun over Retention: If the game is fun, the metrics will follow.

  2. Respect for Player Time: Ending the reliance on "chore-based" engagement.

  3. Unique Identity: Moving away from the homogenized "looter-shooter" template.

The era of the "low-effort" live service cash grab is over. Players are now demanding premium quality for their premium time.

 

FAQ

 The failure is largely attributed to a disconnect between the developers strengths and the genres requirements. Rocksteady, known for immersive single-player narrative experiences, struggled with an unfamiliar multiplayer genre, leading to repetitive mission design and a gun-centric combat system that stripped characters of their unique identities to fit a standardized gear-score model.

It occurs when players feel overwhelmed by constant spending pressure—such as Battle Passes, rotating shops, and fear of missing out (FOMO) tactics. In 2024 and 2025, players are increasingly rejecting games that feel like a second job or prioritize recurring revenue over a complete, satisfying day-one experience.

 Modern AAA content is expensive and slow to produce, but players consume it rapidly. When a game like Suicide Squad fails to provide fresh, meaningful updates (like new mission types or bespoke story arcs), the community migrates to competing titles. Once the player count drops below a certain threshold, matchmaking fails, further accelerating the games death.

 Marketing often promises evolving worlds and infinite stories, but the reality is often recycled assets and minor tweaks. When players feel they were sold a platform for future content rather than a finished game, it creates a trust deficit that makes it nearly impossible for a studio to win back its audience after a rocky launch.

While titles like No Mans Sky or Final Fantasy XIV proved redemption arcs are possible, they are the exception. For most AAA flops, the high cost of maintenance during a low player count leads publishers (like Warner Bros) to reallocate resources elsewhere, effectively ending meaningful support before the game can improve.

The failure lies in prioritizing retention metrics over intrinsic fun. Many games use psychological hooks like daily bounties and login rewards to force engagement. However, without a compelling core gameplay loop, these hooks become chores. The current market shows that engagement is only sustainable when it is earned through quality, not forced through FOMO.

Time is the ultimate finite resource. In 2025, a new live service game does not just compete with new releases; it competes with Fortnite, Destiny 2, and Warframe—games where players have already invested years of time and money. Unless a new entry offers a truly unique identity, the sunk cost fallacy keeps players tethered to their existing main games.

Reports indicate a culture where criticism was discouraged and management believed the game would simply coalesce at the last minute. This internal lack of transparency prevented the team from addressing core flaws—like the repetitive mission structure and the gun problem—until it was too late to change course.

Agility and focus. AA studios often focus on a singular, highly-polished gameplay loop rather than trying to check every AAA box (cinematic cutscenes, massive loot pools, complex progression). Smaller teams can pivot faster based on community feedback, avoiding the slow-moving oil tanker problem of $200M+ budget projects.

The model is shifting toward Sustainable GaaS. This involves moving away from aggressive monetization and focusing on seasonal breaks to prevent burnout. Future success will likely depend on Quality over Quantity, where updates feel like natural evolutions of the world rather than desperate attempts to keep the engagement graph moving upward.