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A game model in which the title is designed for ongoing, indefinite engagement rather than being a complete, self-contained experience. Live-service games are updated continuously with new seasonal content, new characters, maps, modes, cosmetics, story chapters, and balance patches, and monetised through recurring purchases such as battle passes or cosmetic item shops rather than one-time game sales. The model originated in PC gaming with MMORPGs and online shooters, but was industrialised for mass markets by Fortnite (Epic Games, 2017), which demonstrated that a free-to-play live service could generate billions in annual revenue through cosmetic purchases alone. Major live-service games include Fortnite, Apex Legends, Destiny 2, League of Legends, Path of Exile, and Genshin Impact. The model creates a fundamental tension: players want significant content updates, but live-service development is expensive and teams can struggle to maintain quality while shipping every six to twelve weeks. When a live service fails to attract or retain players, it faces a death spiral: falling population reduces matchmaking quality, reducing incentives to play, reducing population further. Many live-service games have been shut down, including Anthem, Babylon's Fall, and Hyenas.
For new players
Live-service games keep updating with new seasons and content, usually for free. Revenue comes from optional cosmetics and battle passes; the base gameplay is always free.