There’s a Demand for Original Games (Just Not Live Service Slop)
The success of numerous original titles and the failure of several live service games demonstrate a strong demand for story-driven experiences.
8Bit/Digi
An Insight for Bay Area Gamers
The success of numerous original titles and the failure of several live service games demonstrate a strong demand for story-driven experiences.

No one in the games industry will ever forget the failure of Concord. In development for nearly six years by a team known for several AAA blockbusters, it was an original title that was attempting to present its own spin on the hero shooter genre. Instead, it was met with low reviews and an underwhelming player response. Due to low sales and a small player base, the game was shut down just two weeks after its release.
In the aftermath, a wave of commentary from industry insiders and critics examined Concord’s failure. These ranged from breakdowns of why it flopped to speculation about its impact on the broader games industry. One idea stuck with me long after the dust settled—not because it offered a nuanced perspective, but because it was so absurd: the claim that we’ll see fewer original titles because gamers “allowed” Concord to fail.
This was already a bad take, but it aged especially poorly by October with the launch of Metaphor: ReFantazio.

Metaphor: ReFantazio was also an original title, developed over six years by a team of industry legends. But unlike Concord, it wasn’t a live-service experience—it was a single-player, narrative driven odyssey. The developers took the lessons learned from working on the Persona series and used them as the foundation for a unique experience. At launch, it was highly praised by critics and quickly built a strong, dedicated player base. It would go on to be hailed as one of the best games of 2024, winning numerous awards and earning the “Game of the Year” honor by numerous publications.
However, Metaphor: ReFantazio was not the only highly praised original game from 2024 developed by industry veterans. Released during the early Summer Season, Eiyuden Chronicle: Hundred Heroes also quickly won over gamers and critics with its familiar gameplay and intriguing story. The game paid homage to classics like Suikoden while embracing modern advancements in game development and design techniques. Let us not forget Stellar Blade, another original title that was both critically and commercially successful. While it was marred by some controversy, most of us could easily overlook the culture war nonsense.

It may seem odd to compare Concord with Metaphor: ReFantazio, as they are radically different games. However, they make for a perfect case study: both had similar development timelines, were led by industry veterans behind major titles, and launched as original IPs around the same time. One failed because it felt like yet another barebones live-service game that might have more stuff added over time, while the other delivered an unforgettable odyssey rich in depth and replay value right from the start.
It may also seem petty to bring this up now, after so much time has passed, but I felt it was warranted to reflect on it due to the success of Clair Obscur: Expedition 33 and The Hundred Line -Last Defense Academy-.
Clair Obscur: Expedition 33 and The Hundred Line -Last Defense Academy- are both turn-based RPGs with a strong narrative focus. Both original titles have taken gamers by surprise and received widespread praise. What’s even more surprising is that they managed to break out of the shadow cast by the unexpected launch of the Oblivion remaster. Clair Obscur: Expedition 33 has emerged as the more commercially successful title, while The Hundred Line -Last Defense Academy- has also gained a significant player base.
The overall takeaway is that gamers are open to original titles that aren’t based on established franchises. However, they want single-player games developed with fun as the primary focus. Live-service games that prioritize monetization over enjoyment are guaranteed to crash and burn.

Any commentator who claimed that the failure of Concord would make studios hesitant to invest in original titles had the worst take. Releasing an original title will always carry some risk, but with a strong effort in storytelling, gameplay, and marketing, it can capture gamers’ attention. Of course, this is not a guaranteed formula for success, as other factors can hinder a launch. However, it has become clear, thanks to games like Metaphor: ReFantazio and Clair Obscur: Expedition 33, that there is a strong demand for original single-player experiences. What Concord and the numerous live-service games that shut down in 2024 demonstrated is that gamers are not interested in monetized-focused games.
What are your thoughts on the market demand for single-player games vs live service titles? Share your thoughts in the comment section.
8Bit/Digi is an independent news outlet that provides insight into the video game and fandom community of the San Francisco Bay Area.
It would have made more sense to compare Concord to Marvel Rivals than to Metaphor: ReFantazio and Clair Obscur: Expedition 33. Marvel Rivals is a hero shooter and live service but it dosen’t suck since its free to play and you start with a lot of characters instead of 5. But any excuse to whale on Concord is always great since the devs are still coping about it!
Ever notice that the same paid shills who were defending Concord are the same kind of influencers who say turn based games are dying or that Steller Blade is sexist ¯_(ツ)_/¯