Live-service titles have been a staple of the gaming industry for years, with major names like Fortnite, Marvel Rivals, and Roblox continuing to dominate the market.
In fact, a report from Circana executive director Mat Piscatella revealed that more than 70% of PS5 and Xbox players in the U.S. played at least one of the top 10 live-service games in January alone.
It’s easy to see why so many gaming studios have been trying desperately to cash in on the trend.
However, former PlayStation executive Shawn Layden has a different perspective on the nature of live-service games. In an interview with The Ringer, he criticized the model, explaining that he doesn’t consider such titles to be “real games.”

“A live-service game to me isn’t really a game,” Layden said. “It’s more of a repetitive action engagement device.”
His remarks come amid growing questions regarding the sustainability of the live-service model and how it aligns with traditional game design philosophies.
In recent years, Sony has made a major push into the so-called “forever games” market. Yet despite PlayStation’s dominance in the industry, the results have been mixed at best.
The most notable example is Concord, which launched in August 2024 but was met with overwhelmingly negative reception. The game was then delisted just weeks after release, with reports suggesting it cost Sony a whopping $400 million.
Why Layden Thinks Live-Service Games Miss the Point
Layden oversaw some of PlayStation’s most acclaimed titles, including the likes of God of War, Horizon Zero Dawn, and Uncharted 4.
“For me, a game means I need three things. I need a story, I need a character, and I need a world,” he explained. “If you’re doing a live-service game, you just need a repetitive action that most people can get their head around.”
For Layden, those elements are what make a game memorable.

He argues that many live-service titles abandon those values in favor of systems that keep players grinding instead of growing emotionally invested.
His criticism comes at a time when major publishers, including his former employer, have invested heavily in building live-service ecosystems.
Unfortunately, the results haven’t always been positive.
Some studios struggled to maintain player interest beyond launch, while others have faced backlash for prioritizing in-game purchases or repetitive missions over narrative depth.

Justin Richmond, Uncharted 2’s multiplayer designer, shared a similar sentiment.
“It’s this very small list of winners, and they all won five, six years ago. The upside is that I have a group of friends I play with, we all play a game together. But the downside is that I have no time to try new experiences.”
Today, nearly every attempt at a new live-service title tends to be met with negative reception.
There are some outliers, however. One recent example is Helldivers 2, which has been well-received by fans thanks to its compelling gameplay and memorable experiences.
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