The Endgame Grind of 'Suicide Squad: Kill the Justice League' and Its Comparison to Past Live Services
In the realm of video game investments, live service models have become a prominent approach for publishers to ensure longevity and sustained revenue post-launch. The recent entry to this model, 'Suicide Squad: Kill the Justice League', presents a telling case. This game, much like its predecessors in the live service genre, introduced an endgame designed to engage players in continuous gameplay loops with the aspiration of gear farming and progress advancement. However, some players have expressed concerns over the repetitiveness of the endgame content, citing the game's reliance on a limited array of missions that must be repeated multiple times to obtain the necessary gear. This challenge is not unique and echoes the struggles faced by previous titles such as 'Anthem' and 'Marvel's Avengers'.
A Familiar Pattern
Live service games are predicated on the assumption that players will be drawn into a cycle of repetitive tasks that are rewarding enough to justify the grind. In the case of 'Suicide Squad: Kill the Justice League', the allure of obtaining gear is set against the backdrop of replaying three core missions. This experience has started to wear thin for some, raising the question of whether the game can maintain a player base in the long term without significant updates or expansions to diversify the gameplay experience.
Investor Implications
For investors, the success of live service models has significant implications. Companies like Electronic Arts EA and Square Enix SQNXF, which have previously released 'Anthem' and 'Marvel's Avengers' respectively, experienced firsthand the volatility that can come with player reception to endgame content. As such, understanding the potential pitfalls and necessary components of a successful live service game is crucial for making informed investment decisions in the gaming industry. While the future profitability of 'Suicide Squad: Kill the Justice League' remains to be seen, it serves as a current case study in the live service space.
Investment, Gaming, LiveService