There is an ongoing debate as to whether live-service games are preferable Marathon are hurting or helping the industry, and Troy Baker has a good level-heading of the whole situation. Marathon The live-service is just one of the latest games to put it in the spotlight, as it's one of the most recent launches, but Sony's push for more games like this instead of single-player story projects has left many gamers feeling weary. I'll admit that I'm one of the many who have been disaffected by the live-service formula, but Troy Baker's words are forcing me to rethink a few things.
The live-service discussion recently reached a new peak with Bungie ending Fate 2 And leaving a significant number of its developers. Fate 2 It has faced many problems over the years, one of the main criticisms was that its content was growing stale. watching Fate 2 It's incredibly sad to come to an end, but at least it was a solid nine-year run with plenty of live-service (and even non-live-service) games to be had. There are probably a variety of reasons why industry heavy hitters are still trying to keep the live-service game alive, and Troy Baker believes part of it has to do with companies wanting to keep employees on the payroll for as long as possible.
Troy Baker's take on gaming's live-service issue is a reminder that it's a symptom of a much bigger problem.
As game development grows and investing in original single-player games becomes a bigger risk, studios and executives must find ways to retain employees long-term, rather than on a game-by-game basis. Game development often requires a mix of full-time and contract employees working together, and it can be difficult to justify keeping people on board when projects are delayed. Troy Baker had a fascinating perspective to share with Insider Gaming when it comes to the current state of the industry:
Where is the industry… It is looking for ways to sustain itself. I think it's a false conflation to think that everyone is a greedy fat-cat from the Scrooge McDuck money bin, and that they're just swimming in their money. That is not true. Everyone has an economic and moral responsibility to keep the people on their payroll as gainfully employed as possible, and to actively try to do that. If that means live-service games they're trying to do that, so be it. We are seeing that model change.
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When it comes to major companies like Sony or Xbox, it's incredibly easy to point to greed as the sole reason for the direct-services push. Of course, there are some situations where this is actually the case, but this Troy Baker interview shows that it's not always that simple. Rather than seeing live-service games as a way to make more money from gamers, Baker sees it as a way to keep devs employed longer.
Everyone has a financial and moral responsibility to keep the people on their payroll as gainfully employed as possible.
It's not easy to make a massively successful live-service game, but it pays off in a big way if the game is able to resonate with the audience. Like games Fortnite has been leading the live-service charge for nearly a decade. However, the game has recently started to face its own struggles with player retention. Fans are losing interest in battle royale games, and while this isn't the only type of live-service game out there, it's another clear demonstration of how the tides seem to be turning against this model.
Baker's words now make the decline in live-service interest sound alarming rather than encouraging. This puts into perspective how many more gaming jobs will be lost if live-service titles continue to fall out of favor. The recent Xbox mass layoffs weren't related to direct-service projects, but the staggering number of employees let go continues a sad trend where major companies are cutting thousands of jobs. Unfortunately, many now see cuts from the games industry as inevitable, and live service can actually help keep jobs intact; At least for a while.
The games industry doesn't have to pick sides
Both single-player story-driven games and live-service titles can live in harmony and both can be deeply beneficial to the industry. When studios close or games are canceled, it can be easy to point the finger at a central figure. It's actually quite complicated, though. Although it may be easy to blame the executives, the fact is No one who works in the games industry wants it to fail. Everyone is trying to succeed in one way or another, and there are some company leaders who believe that nurturing live-service projects is the key to that.
The only way is out
Every industry goes through highs and lows, and it can be hard to stay optimistic about the future of gaming. With the PS6 costing over $1,000 and news of Sony ceasing disc production after 2028, I and many others are having a hard time realizing that the industry we've loved for so many years is disappearing. It is important to remember that these are growing pains. Decisions made to take the industry into the future don't always seem promising, but gaming companies want a healthy working environment just like customers.
So, it is hoped that this era of gaming will usher in a stronger and healthier era for both the company and the gamers. Supply issues caused by the COVID-19 pandemic threw a huge wrench into what this console generation could be, and the next chapter could be an opportunity for renewed excitement. Sony's direct-to-service plans have struggled to take off, but upcoming projects like Horizon Hunter Gathering and Fairgame$ Hopefully that will help keep its developers around for years to come, while major single-player games have plenty of room to thrive.
It's impossible to predict the future of this industry, but Troy Baker makes a good point. Direct service is not always based on greed. The model gives devs the opportunity to look ahead to potentially years of work, and that's a pretty big upside in an industry that's been navigating choppy waters as of late.
- issued
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March 5, 2026
- ESRB
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Juvenile/animated blood, language, violence, in-game purchases, user interaction