Epic Games CEO Tim Sweeney says new multiplayer games flop because everyone's "already formed solid human networks in Fortnite, Call of Duty, Counter-Strike, and Apex Legends"
"There is no reason to leave friends behind and go to a new game alone"
The increasingly rare times I get to play online games with friends happen solely because of me, because of my efforts alone, no thanks to the other members of my friends group who usually refuse to abandon the latest Helldivers 2 Major Order to play one of my weird co-op horror games or Sea of Thieves, even for a few precious moments with their old pal Jordan. Multiplayer games these days, particularly those of the live-service variety, have a way of pulling players in and making them feel like nothing else is worth playing, and that's precisely why so many new ones fail, according to one of the foremost authorities on the matter, Epic Games CEO Tim Sweeney.
I can't imagine the amount of people who can relate to my experience with an analog of their own that replaces Helldivers 2 with Fortnite, one of the most enduring live-service games of the last decade. How could you ask your friends to play the criminally underrated co-op horror game Devour when they've almost got the new John Wick skin from Fortnite's latest battle pass? Well, maybe you should get yourself some more adventurous friends, because maybe if more people were willing to try new things, games like Highguard and Concord wouldn't be rotting in the dirt.
"Users tend to enjoy games with their actual friend groups, and it is nearly impossible to move that entire group of friends from an existing game to a completely new one," says Sweeney in an interview with South Korean publication Inven Global (thanks, Automaton).
"Only the massive mega-hits that appear once every few years succeed in this community migration," he continues. "This is the decisive reason why many multiplayer new releases have failed one after another recently. Users have already formed solid human networks in Fortnite, Call of Duty, Counter-Strike, and Apex Legends; there is no reason to leave friends behind and go to a new game alone."
There are undoubtedly other factors at play in the failure of any game, and Sweeney cites "many complex factors" including exorbitant budgets and development cycles that have simply become "too long," but multiplayer games specifically face the additional "unique barrier" of friends groups being too stubborn to try new games. In seriousness, the ubiquity of seasons, paid battle passes, and microtransactions is specifically designed to make players feel invested, financially or otherwise, in a specific live-service game and thus less willing to abandon that investment to start fresh somewhere else. That's capitalism in action folks.
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After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.
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