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‘It’s Almost Not Worth Being Number Two’ – How Live-Service Turned Games Into a Battle Royale for the Top Spot

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‘It’s Almost Not Worth Being Number Two’ – How Live-Service Turned Games Into a Battle Royale for the Top Spot

Before there was Warzone, Fortnite, or even PUBG: Battlegrounds, there was Minecraft Survival Games. While the exact origin is nebulous, Norwegian YouTuber Dennis Vaeride is credited as launching the first Survival Games server in April 2012, just one month after The Hunger Games’ film adaptation had opened in cinemas. The concept followed the rules outlined in Katniss’ harrowing ordeal: dozens of players would sprint into the middle of a starting circle, gather supplies, and then hunt until the last one standing.

Little did Vaeride know, he’d just fired the starting pistol on an industry-wide battle royale. Many studios would try to replicate this formula. Few would survive. Those that did would grow fat on microtransactions and spiralling player counts.

The Past, Present, and Future of Live-Service

Live-service is one of the biggest issues in gaming. Is it a curse destined to destroy studios, or the key to the industry's survival? With expert insight from veteran developers, including Overwatch's Jeff Kaplan and Anthem's Mark Darrah, IGN exlores the long timeline of live-service games across three detailed articles. Combining interviews, analysis, and opinion, this is the past, present, and future of gaming's most divisive trend.

2 billion. It is expected to reach nearly $30 billion by 2035 . Everyone’s chasing the money and almost all of them are discovering just how difficult it is to carve out their own piece of the pie – even heavyweights like Halo Studios and monied companies like Amazon Games have failed miserably. It’s a financial frenzy that can be traced all the way back to those Hunger Games-inspired Minecraft servers… although the true spark that set the industry ablaze came a year later, from a single developer living in Brazil.


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