According to BCG, live-service games such as Fortnite have reached their peak, although Roblox continues to show growth
According to a report from Boston Consulting Group, the popularity of live-service games is experiencing a slowdown or even a decline.
In a discussion with GamesIndustry.biz about its latest analysis, the firm highlighted that many of these games have reached their peak in popularity. However, platforms such as Roblox are on an upward trajectory, defying industry trends. Nonetheless, free-to-play service-based hits like Fortnite, Call of Duty, and Valorant still maintain significant audience numbers.
While Roblox continues to expand, other games like Fortnite are focusing more on their own user-created content platforms.
"The narrative in the sector has long been that live-service games consume more time from players," stated BCG partner Giorgo Paizanis. "Surveys show half of millennials and those older express a preference for these services."
He noted that significant investments have been made into live-service games, many of which have not succeeded recently. Titles like Skull & Bones, xDefiant, and others did not achieve success, while even those with initial success, such as Helldivers, have seen declines over time.
Paizanis added, "This year, we notice a leveling off and reduction in some prominent live-service games like Fortnite and Call of Duty that have been major players for over five years."
"In contrast, Roblox continues to grow. Consequently, Fortnite has shifted emphasis toward its creator economy. Over recent months, we've observed that top games are increasingly user-created, a relatively new development."
Boston Consulting Group predicts an increase in the popularity of subscription models for games in the future. This model is considered beneficial for providing easy access to a broad range of game genres.
Paizanis elaborated, "Millennials prefer subscriptions, which aligns with their time spent on games, suggesting this trend will continue."
He further explained that as games become more compatible and accessible on various devices, subscription models will likely be seen as an efficient way to access diverse content without storage concerns. For single-player narrative games, where trying different games is preferred, subscriptions make financial sense compared to costly individual purchases.
The company also speculates that sports game series could thrive under this model, offering consistent updates and growing player engagement. Additionally, family-centered subscriptions are expected to become popular as shared gaming experiences increase.
The firm forecasts a global gaming industry revenue of $350 billion by 2030.