Home / Tech News / Featured Tech News / Warframe boss explains why other live-services fail

Warframe boss explains why other live-services fail

While the adoption of live service as a model for gaming only began to gain heavy traction a few years ago, there have for over a decade been plenty of examples of fruitful live-service experiences. One such success story is Digital Extremes’ Warframe. More than 11 years on from the game’s initial release, the studio’s CEO has revealed why so many live-service attempts fail.

In an interview conducted by VGC, Steve Sinclair – the CEO of Digital Extremes – claimed: “They [publishers] think the release is make or break, and it’s not. They have a financial way to be persistent, and they never do it. It comes out, doesn’t work and they throw it away.”

Sinclair continued, “Isn’t that a shame when you put so many years of your life into iterating on those systems or building technology or building the start of a community, and because the operating costs are high, you get terrified when you see the numbers drop and you leave. We’ve seen this with amazing releases that I  think have massive potential, and I think they eject too soon.”

As mentioned, Warframe has been operating for over 11 years and in that time has successfully maintained and even gained a massive audience – so much so that they have been able to host an annual fan convention for Warframe ever since 2016.

With 2024 already seeing many seemingly-failed live-service titles release and bomb, it would be interesting to see which of them will wind up receiving the support they need to succeed.

Discuss on our Facebook page HERE.

KitGuru says: Do you agree with the statement? What’s been your favourite live-service game this year so far? What about your least favourite? Let us know down below.

Become a Patron!

Check Also

Omni-movement DOOM

KitGuru Games: Omni-movement culminates 30 years of FPS innovation

Black Ops 6 is officially here, bringing the innovative new Omni-movement system to the game. While on the surface a relatively simple change, I argue that Treyarch intimately studied DOOM and the past 30 years of first-person shooter evolution to craft one of the most satisfying gameplay systems yet.