Most gamers prefer single-player games
A report reveals 53% of gamers prefer single-player games over live-service titles, highlighting ongoing consumer interest and advocating for a strategic shift back to single-player experiences amid market challenges.
Read original articleA recent report highlights that 53% of gamers prefer single-player games over live-service titles, which have dominated the AAA gaming market due to in-game purchases. The competitive nature of live-service games has made it difficult for new entrants to succeed, leading many developers to shift focus from single-player experiences to live-service models, often with disappointing results. Notable failures include SEGA's cancellation of Creative Assembly’s Hyenas and Naughty Dog’s The Last of Us Online. Despite the trend, single-player games continue to perform well, with titles like Elden Ring and Black Myth Wukong achieving significant sales. The report suggests that as life becomes busier, particularly for gamers over 25, single-player games offer a more accessible gaming experience. The costs associated with developing AAA single-player games have risen, but they still present a safer investment compared to the ongoing expenses of live-service games. The report advocates for a strategic shift back to single-player games, emphasizing their potential for success in a saturated market.
- 53% of gamers prefer single-player games over live-service options.
- Many developers have struggled with live-service games, leading to notable cancellations.
- Successful single-player titles like Elden Ring demonstrate ongoing consumer interest.
- Gamers aged 25 and older are increasingly favoring single-player experiences due to life commitments.
- The report suggests a strategic shift back to single-player games for AAA developers.
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Game companies try to solve this with so-called "skill based matchmaking[1]" which purports to match you with other players of similar skill, but I've never seen it actually work. Every game is full of sweats who somehow have cracked SBMM so that they get into games with less-skilled players like me and punch way below their weight.
I wish games would just go back to letting the user choose their own difficulty level. Sad that that's kind of gone out of fashion.
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* cheap out on development: essentially just have a few low detail maps that people play constantly
* people want to look “unique” so you can charge them for near-zero-cost assets
* people don’t complain when you say “must have an internet connection”
All of which are garbage reasons to me and just mean fewer good games, and less reason to buy them (I’m uninterested in buying a game if it is just going to stop working in a year because they’re no longer selling it).
If I want to be subject to swearing and shitty behavior is just become a high school teacher.
Though so are plenty of single player games.
As game developers and publishers have consolidated into mega corps this line just isn't true anymore. You need a billion dollar game to move the corporate needle these days. It's a very similar dynamic to what has happened in Hollywood. All the mid-budget projects are being squeezed out and you either go very low budget/indie or you go huge budget and swing for the fences. There is no career reward in the current corporate marketplace for modest wins.
But it doesn't follow that the live service aspect is what killed the games. Games are cancelled all the time.
And then saying there's an industry trend but what's brought up is how those games were cancelled, not brought down by the user sentiment of live services.
And their data point is a 53% preference? It just seems poorly argued to me.
Shared screen co-op is annoyingly difficult to find since "couch co-op" doesn't differentiate split screen versus shared screen and we strongly dislike split screen.
Story co-op is increasingly difficult to find. When you do find them, they tend to be less campaign or story and more "repeated encounter" scenarios (e.g., Insurgent). There is nothing like the strategically deliberate plan and work together pace of Wildlands since Wildlands.
Worse, recent co-op campaign games tend to be add-on modes to PvP, meaning you have to contend with ridiculous "balance" boosts and nerfs so nothing works like it should if it was a single player game. PvE should not be "balanced" this way.
Multiplayer games are of course not strictly local software, but their experience extends beyond software itself into forming an abstract community of people. You might come on to a multiplayer game and enjoy it for a time, but its in its nature that this community will shift. The casuals move on to newer titles that have all the other casuals on it now. The greybeards left playing halo 3 today are total sweats now who stomp you every time you have a happy memory of getting a killstreak 15 years ago and foolishly open master chief collection.
These days, I generally avoid games that are multiplayer-only, and for games with multiplayer elements, I try to avoid those and focus on single-player elements instead.
It could be selection bias based on my gaming preferences, of course, but based on feedback I've heard from others who play games that I do not, it seems to be largely the same everywhere multiplayer is involved.
My taste in games has changed too as I've gotten older - I find myself mostly playing a mix of older games, story rich RPGs and indie titles - eg things like Tyranny, Baldur's Gate 3, Disco Elysium, OpenTTD, Rimworld, Slay the Spire... twitchy FPS games just don't do it for me any more.
So this article's main findings (the splits by age) definitely fits with me - I'm out of the <25 age group and have been for a while ;)
Online gaming used to be about having fun. And while those communities definitely still exist, the landscape is dominated by "competitive" gaming that brings out the worst in people.
The relentless pushing of "battle passes," in-gaming loot crate gambling, and in-game upgrades using real-life money from game publishers.
There's also the whole "you can't pause real life" thing. Much easier to play online when you're young and don't have real responsibilities - but that's not a luxury most adults have.
Imagine my surpise when GfWL lost all my save games halfway through. Why? Who knows. Maybe an GfWL update? Maybe a game update? I severely reduced my gaming after that and have been adamant for true standalone games only (thank you GOG games).
Note: I do not mind multiplayer online games. I have been known to play DDO (Dungeons & Dragons Online) off and on.
In contrast, single player campaigns (or co-op campaigns for that matter) are often story driven. They have a beginning and an end. They offer catharsis. If it's good, you may play through it again, but it will end eventually.
I will sometimes play multiplayer games with my nephews, but would always prefer to play by myself. If I'm playing a game I want it to be fun and not stressful. When everything is a competition, it's stressful. There's not letting up, no lazy laps... you have to try to win.
They often want me to play Minecraft with them. I "forget" to bring my laptop a lot. When I played Minecraft in the past it was always on peaceful and I'd just build stuff. It was a giant sandbox of digital legos for me, or I'd try and make weird stuff with redstone. They have all these monsters turned on, want to go into these boss battles, and they never give me any weapons (and disable my ability to get my own) so I just die over and over again trying to run from things with no defenses. It's awful. Half the time I just stop playing and stare the the screen, like wtf do you want me to do here...
I'm sure the industry hates the idea that most people prefer single players games, because then they can't justify their online services, so they are incentivized to push multiplayer games and make people think that's what they like.
Speaking as my 2018 self, I grew quickly bored of single player games and felt most were not worth the money. Pay $60 and maybe get a week or two’s worth of entertainment. I was never into replaying static content or grinding for meaningless badges or trophies.
Meanwhile multiplayer games have significantly more dynamic playtime for the money.
I can’t speak for the state of gaming in 2024 though.
Chances, that you'll deal with problems and unwilling changes are higher than just start an offline single-player game.
That's why I buy games exclusively on gog.com.
It sounds weird, and not what most people would consider as "gaming" but all of those were a mix of solo & coop since they had a social aspect but totally playable alone (well, KingsOfChaos would be kind of silly to play alone).
It seems like only the OG runescape still has some sort of following, the other ones died out (there was a different one with space ships and planets and power levels, but I forget the name - same principle as Outwar and KingsOfChaos).
There was also a Russian one based on the Dozory universe (Night Watch) by Sergey Lukianenko (one of my favorite authors), but that mostly turned into a cash grab which is a bummer because it's one of the coolest game concepts out there - it has been my dream that someone actually makes that game.
The online experience is great compared to even a few years ago (when it wasn't acceptable), but not perfect in terms of loading times and lag.
I do think multiplayer is super hard to make broadly rewarding. High skill players quickly come to dominate, often in brutal ways. I enjoyed some Star Wars: Battlefront 2 but man, a couple players who knows what they are doing rack up kills quick to earn a hero character respawn, & can often just own the heck out of most players quite well. Figuring out how you can drop good experiences for medium & low skill players is super hard.
If I'm playing online, I prefer to play with my friends (not strangers). Arranging time so everyone is available is very difficult.
I do miss LAN parties.
What's the disconnect? If dozens or hundreds of people intimately familiar with the project say it's no good, why don't you listen to them?
[0] in my mind's eye, mustachioed, smoking a cigar, and fanning himself with hundred-dollar bills
I never really had much enjoyment with playing with strangers on the internet. Most of them are much better at these games than I am, and it's just way too stressful. I also have some hesitation trash-talking total strangers, but I'm perfectly fine doing that with close friends.
"I Don't Want To Be A Product Of My Environment. I Want My Environment To Be A Product Of Me."
Frank Costello - The Departed.
What I hate about multi-player is when you have to play the game with others to be successful (exceptions made for those very few big bosses). I'm mostly a MMORPG player. I don't want to be in a clan or guild. I don't want to find other people to play with. I just want to log on whenever I want and play for as long or as little as I want. But, I want to be able to buy stuff in an economy.
I'm in my 40s and don't put in the effort to be competitive in multiplayer games. I have great admiration for the developers and the players who participate.
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Report shows that AAA games for iPhone and iPad aren't a hit with users
Recent report highlights AAA games like Assassin’s Creed Mirage and Resident Evil 4 underperforming on iOS devices due to user preference for simpler, touch-optimized games over console adaptations, impacting sales and reception.
Physical console games are quickly becoming a relatively niche market
Physical console games are declining as digital downloads dominate the market. New physical releases decreased while digital titles increased significantly. Major publishers still prioritize physical releases, but smaller companies are shifting to digital distribution due to lower costs. The trend is evident across PlayStation, Xbox, and Switch consoles, with a rise in digital releases. The data suggests a shift towards digital gaming, making physical console games a niche market.
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The high cost of game development in the U.S. is driven by living expenses, inflated salaries, and economic challenges, prompting studios to relocate to lower-cost regions and adapt operational strategies.
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VR gaming has sold 34 million headsets, far from the target of one billion. The focus on hyper-realistic games limits potential; expanding to casual experiences may attract a wider audience.
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The gaming industry faces challenges with the PlayStation 5 Pro criticized for lacking innovative software. Sony's layoffs and failed titles highlight a reliance on nostalgia over new ideas, urging for genuine innovation.