‘It’s Difficult To Justify the Investment’ – How MMORPGs Built (and Lost) the Live-Service Throne
How MMORPGs like World of Warcraft and EverQuest started the industry's obsession with never-ending live-service games.
The live-service trend has brought us some amazing games, but the chase for money-printing success means developers have become trapped in a bloody battle royale that's stifling creativity.

Oct 8, 2026 → Oct 8, 2026
The live-service trend has brought us some amazing games, but the chase for money-printing success means developers have become trapped in a bloody battle royale that's stifling creativity.
Read original at IGN →1 updates from 1 source.
The live-service trend has brought us some amazing games, but the chase for money-printing success means developers have become trapped in a bloody battle royale that's stifling creativity.
Read original at IGN →What this story stands on. Tier 0 is a primary record or the subject's own words; higher tiers must be attributed, never stated as bare fact.
The live-service trend has brought us some amazing games, but the chase for money-printing success means developers have become trapped in a bloody battle royale that's stifling creativity.
View source →Tier key: T0 = Primary source · T1 = Wire · T2 = Outlet report · T3 = Commentary
How MMORPGs like World of Warcraft and EverQuest started the industry's obsession with never-ending live-service games.
Live-service dominates global playtime, but can it survive cancelled projects, dwindling players, and a market in decline? Or is this the beginning of the end for forever games?