According to Boston Consulting Group, while live-service games such as Fortnite have reached their zenith, Roblox continues to experience growth
According to a report by Boston Consulting Group, the popularity of live-service games is at a standstill or on the decline. Discussing with GamesIndustry.biz, the consultancy highlighted that while many of these games have hit their peak, Roblox, known for its platform offering user-generated content, continues to expand. Nevertheless, games such as Fortnite, Call of Duty, and Valorant maintain substantial player numbers.
The report also mentions that games like Fortnite are now concentrating more on their user-generated content capabilities. Giorgo Paizanis, a BCG partner, noted that for years live-service games have been viewed as demanding significant amounts of player engagement. Around half of those surveyed, from millennials up, show a preference for these live services.
"This perception led to considerable investment in live-service games, though many have not succeeded in recent years. Games like Skull & Bones, xDefiant, and even some successful ones like Helldivers haven't maintained their success," Paizanis stated. Observations this year show a leveling off and decline for major titles like Fortnite and Call of Duty that have dominated for the past five years. In contrast, Roblox continues to grow, prompting Fortnite to shift focus towards enhancing its creator economy. Recently, user-generated games are surpassing Epic-created titles, which is relatively new."
Boston Consulting Group anticipates that subscription models for games will gain traction over time, providing easy access to various game genres. As games become more cross-compatible, this model could become attractive for users wanting access without storage concerns, according to Paizanis. He further suggests that the subscription approach could be particularly suited for single-player narrative games and sports franchises, where it could support continuous player engagement and regular updates. Family gaming subscriptions are also likely to grow as shared gaming experiences between parents and children increase.
It's projected that the global games market is on track to reach $350 billion in revenue by 2030, as per Boston Consulting Group's forecast.